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Fallout 4 – Guide and Walkthrough

 
 
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Blitz Knight Stunt and HaeravonFAQs Present...

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I just want to set the world on fire...



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Platform: Playstation 4
Version: 1.01
Last Updated: 6/17/2021

Email: Gregorio31 @ Gmail .com
Facebook Page: http://www.facebook.com/Bkstunt

This document is best viewed using a FIXED-WIDTH font, such as Courier New.
If the ASCII above/below and the charts used throughout the guide look
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O==< Table of Contents >==O
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(-NOTE-) Press Ctrl+F and enter in the code to skip to that section.


THINGS TO KNOW BEFORE YOU PLAY (INTRODUCTION)

- Foreward...........................................................[FO-FOR]
- You are S.P.E.C.I.A.L. ............................................[FO-SPC]
- VATS and You!......................................................[FO-VAT]
- Your Pip-Boy and You!..............................................[FO-PIP]


CHARACTER CREATION

- STRENGTH Perks.....................................................[FO-STR]
- PERCEPTION Perks...................................................[FO-PER]
- ENDURANCE Perks....................................................[FO-END]
- CHARISMA Perks.....................................................[FO-CHR]
- INTELLIGENCE Perks.................................................[FO-INT]
- AGILITY Perks......................................................[FO-AGI]
- LUCK Perks.........................................................[FO-LCK]
- Suggested Starting SPECIAL Attributes..............................[FO-SG1]
- Suggested Perks by LEVEL...........................................[FO-SG2]

MAIN WALKTHROUGH

- SANCTUARY

o Out of Time..........................................................[FO-01]
o When Freedom Calls...................................................[FO-02]
o A Settlement at Sanctuary............................................[FO-03]
o Exploring around Sanctuaary..........................................[FO-04]

- JOINING THE MINUTEMAN & BROTHERHOOD OF STEEL

o Exploring from Tenpines Bluff to Lexington...........................[FO-05]
o Lexington, Super-Duper Mart and the Corvega Assembly Plant..........[FO-06]
o Troubled Waters......................................................[FO-07]
o Joining the Brotherhood of Steel.....................................[FO-08]

- DOWN TO DIAMOND CITY

o Sunshine Tidings Co-op and Surrounding Areas.........................[FO-09]
o Oberlund Station and Surrounding Areas...............................[FO-10]
o Jewel of the Commonwealth............................................[FO-11]

- DIAMOND CITY

o Exploring Diamond City...............................................[FO-12]
o Questing Diamond City................................................[FO-13]
o Confidence Man.......................................................[FO-14]
o Vault 81.............................................................[FO-15]

- EXPLORING NORTH-EAST OF DIAMOND CITY

o From Diamond City to the Boston Public Library.......................[FO-16]
o Curtain Call.........................................................[FO-17]
o From Hubris Comics to Boston Common..................................[FO-18]
o Unlikely Valentine/Getting a Clue....................................[FO-19]
o Road to Freedom......................................................[FO-20]
o Tradecraft...........................................................[FO-21]
o Diamond City Blues...................................................[FO-22]

- GOODNEIGHBOR

o To Goodneighbor......................................................[FO-23]
o Exploring Goodneighbor...............................................[FO-24]
o The Silver Shroud (Part 1) and Covenant..............................[FO-25]
o From Medford to Med-Tek Research.....................................[FO-26]
o The Lost Patrol......................................................[FO-27]
o The Silver Shroud (Part 2) and Charleston............................[FO-28]
o The Silver Shroud (Part 3) and Roxbury...............................[FO-29]
o Pickman Gallery and The Big Dig......................................[FO-30]
o Bobbi and South Boston...............................................[FO-31]

- THE CASTLE AND THE SOUTH-EAST

o Taking Independence/Old Guns.........................................[FO-32]
o Exploring the South-West: From University Point to Quincy............[FO-33]
o Exploring the South-West: Quincy.....................................[FO-34]
o Exploring the South-West: From Quincy to Spectacle Island............[FO-35]

- BUNKER HILL AND THE NORTH-EAST

o Bunker Hill and Boston After Dark....................................[FO-36]
o Questing the Railroad................................................[FO-37]
o Last Voyage of the USS Constitution..................................[FO-38]
o Special Delivery.....................................................[FO-39]
o The Secret of Cabot House............................................[FO-40]
o Exploring From Finch Farm to Nordhagen Beach.........................[FO-41]
o Exploring From Finch Farm to the Museum of Witchcraft................[FO-42]
o Exploring Salem......................................................[FO-43]
o Exploring Nahant.....................................................[FO-44]

- SETTING THE STAGE

o Getting A Clue.......................................................[FO-45]
o Reunions.............................................................[FO-46]
o Exploring Fort Hagen and Natick......................................[FO-47]
o Dangerous Minds......................................................[FO-48]
o The Glowing Sea......................................................[FO-49]
o Exploring The Glowing Sea............................................[FO-50]
o Hunter/Hunted and the Molecular Level (Part 1).......................[FO-51]
o Shadow of Steel/Tour of Duty.........................................[FO-52]
o Show No Mercy........................................................[FO-53]
o The Molecular Level (Part 2)/Institutionalized.......................[FO-54]

- BROTHERHOOD OF STEEL

o Liberty Reprimed.....................................................[FO-55]
o Blind Betrayal.......................................................[FO-56]
o Tactical Thinking....................................................[FO-57]
o Spoils of War........................................................[FO-58]
o Ad Victoriam.........................................................[FO-59]
o The Nuclear Option...................................................[FO-60]

- THE INSTITUTE

o Synth Retention......................................................[FO-61]
o The Battle of Bunker Hill............................................[FO-62]
o Mass Fusion..........................................................[FO-63]
o A House Divided......................................................[FO-64]
o Pinned...............................................................[FO-65]
o Powering Up..........................................................[FO-66]
o End of the Line......................................................[FO-67]
o Airship Down.........................................................[FO-68]
o Nuclear Family.......................................................[FO-69]

- MINUTEMEN

o Defend The Castle....................................................[FO-70]
o The Nuclear Option...................................................[FO-71]

- RAILROAD

o Underground Undercover...............................................[FO-72]
o Synth Retention......................................................[FO-73]
o The Battle of Bunker Hill............................................[FO-74]
o Mass Fusion..........................................................[FO-75]
o Pinned...............................................................[FO-76]
o Powering Up..........................................................[FO-77]
o Precipice of War.....................................................[FO-78]
o The Nuclear Option...................................................[FO-79]

- POSTGAME

o In Sheeps Clothing...................................................[FO-80]


DLC WALKTHROUGH

- AUTOMATRON

o Mechanical Menace....................................................[FO-81]
o A New Threat.........................................................[FO-82]
o Headhunting..........................................................[FO-83]
o Restoring Order......................................................[FO-84]
o Rouge Robot..........................................................[FO-85]

- WASTELAND WORKSHOP

o Wasteland Workshop: A Summary........................................[FO-86]

- FAR HARBOR

o Far From Home........................................................[FO-87]
o Walk in the Park.....................................................[FO-88]
o Living on the Edge - Safe Passage....................................[FO-89]
o Brain Dead...........................................................[FO-90]
o Living on the Edge - Blood Tide (Part 1).............................[FO-91]
o Living on the Edge - Hull Breach.....................................[FO-92]
o Rite of Passage......................................................[FO-93]
o The Changing Tide....................................................[FO-94]
o Hull Breach 3/Blood Tide (Part 2)....................................[FO-95]
o Cranberry Island and Huntress Island.................................[FO-96]
o Where You Belong.....................................................[FO-97]
o Acadian Ideals.......................................................[FO-98]
o Best Left Forgotten (Part 1).........................................[FO-99]
o Visions in the Fog..................................................[FO-100]
o What Atom Requires..................................................[FO-101]
o Best Left Forgotten (Part 2)........................................[FO-102]
o Special Armor Hunting...............................................[FO-103]
o Best Left Forgotten (Part 3)........................................[FO-104]
o Cleansing the Land (The Set-up).....................................[FO-105]
o Cleansing the Land / The Way Life Should Be (The Decision)..........[FO-106]
o Reformation.........................................................[FO-107]
o Close to Home.......................................................[FO-108]


APPENDICES

- Bobbleheads........................................................[FO-BOB]
- Skill Books........................................................[FO-SKL]
- Unique Weapons.....................................................[FO-UNQ]
- Trophy List........................................................[FO-TPH]


CONCLUSION

- Version History....................................................[FO-HIS]
- Credits............................................................[FO-CRE]


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O==< Foreward >==O
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SPECIAL NOTE: This guide is a TEXT ONLY version of the Fallout 4 guide that
I (Bkstunt) wrote with HaeravonFAQs for "Gamer Guides". You can
find an ENHANCED VERSION of this guide on their website:

ENHANCED GUIDE: https://www.gamerguides.com/fallout-4/guide

This version has pictures, maps, and is just generally better
in every way. It used to be a guide you had to pay for (which is
why I got the rights to put it on GameFAQs... to make sure it
never stayed that way), but nowadays it just has ads on it, so...
yeah, it's better. You should really go check it out!

I will also add that this guide does have SOME DLC, but not all
of it. Maybe if they ever re-release this game or add new trophies
I would consider revisiting. For now though, just try to enjoy
what is here.

END SPECIAL NOTE!


While war rages between the good ol' U.S. of A. and the "red" Chinese menace
over earth's dwindling resources, a happy family starts their day on the east
coast. War is far away now from this young army veteran and his wife, fresh out
of law school, and they've got more important concerns; like raising their
infant son, Shaun. This idyllic late-21st century American morning is
interrupted by a most fortuitious visit, and shortly afterwards the war stops
being such a distant threat.

Over 200 years later you awaken after witnessing a myriad of tragedies: the
loss of your country, your spouse, your son… the entire world as you knew it.
You must brave this strange new world, this radioactive mockery of what used
to be America, and scour the Commonwealth on a mission that's equal parts rescue
and revenge.

Fallout 4 is Bethesda's second entry into the Fallout universe, a massive,
open-world RPG where you must create a character capable of surviving the
threats of post-apocalyptic America, from irradiated mutants, robots running
amok after 200 years of neglect, ambient radiation that still permeats the land,
water, and food, and perhaps most of all, from the other humanoids trying to
scrape out a meager existence in this ruined world.

Various factions vie for power - and your allegiance - including the idealistic
Minutemen and Railroad who attempt to make the Commonwealth safe for man, both
real and, perhaps, synthetic. The quasi-feudalistic Brotherhood of Steel wants
to conquer all technology it can control, and destroy all it can't, lest
technology run amok succeed at destroying what's left of humanity, meanwhile
the shadowy Institute seems on the verge of creating that exact doomsday
technology.

How will you survive these threats? Who will you ally with, and who will you
betray? These are major considerations in the quest to find a proverbial
needle-in-the-haystack that is your missing family. This guide will help you
answer those questions, containing detailed character creation information and
a walkthrough covering every area, quest, and faction. And who better to help
you find that most precious pin but the authors of this guide; Bkstunt (Skyrim)
and Haeravon (Fallout 3 , Fallout: New Vegas)?

- Nathan "Haeravon" Garvin


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O==< You are S.P.E.C.I.A.L. >==O
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Hey you! Yes, you! You're special, do you know that!? Well, your Fallout 4
character is anyway! The SPECIAL statistics control what perks your character
can learn as you play the game, so it is extremely important that you have an
idea of what you want your character to do when you pick your SPECIAL stats.
To help you out and give you a general idea of what is worthy of your time,
check out the SPECIAL stats below.


(-NOTE-) At the start of the game, you will have to pick your SPECIAL skills,
but note that you will get a chance to change these picks later on,
so the first time isn't a "final choice" situation.


(-NOTE-) Unlike recent previous Fallout games, Fallout 4 has no level cap.
Realistically, this means your SPECIAL picks are going to dictate
what perks you can get access to quickly and won't ever "lock you
out" of anything whatsoever.


With those notes out of the way, let's go over each of the SPECIAL categories
so you know what each of them do (along with noteworthy perks in each category).


STRENGTH
--------

Strength is pretty-much a must if you are going for Unarmed or Melee builds.
Thankfully, both of those perks come very early with Rank 1 and Rank 2
respectively. People wishing to specialize in Heavy Weapons will want to reach
Strength Rank 5 in order to start adding on damage modifier to their weapons.

If you are planning on modding armor or melee weapons (Armorer in particular
is highly recommended at some point in the game), you will want the Armorer
and Blacksmith perks at Ranks 3 and 4. Blacksmith is really only for die-hard
Melee builds, but Armorer will help out any player and should be taken and
invested into at some point. Ballistic Weave breaks the game to a large degree,
and it will require ranks of Armorer to add this stuff to your clothing,
perhaps tripling your defense, making the Toughness perk entirely redundant.

Further perks beyond these are all very situational, although it is hard to
deny that the Rank 6 Perk, Strong Back, is great for your character's quality
of life, and a must-have for general pack-rattery. The last rank in Strong
Back even allows you to fast travel when over-encumbered which is, quite
frankly, an amazing ability to have. Combine that with a good amount of
agility to really clean places out quickly.


PERCEPTION
----------

Perception is another trait that it is helpful to invest in, especially if
you plan on using VATS with any sort of consistency. However, it is highly
recommended you at least get to Rank 4 in Perception for the Locksmith skill,
as there is nothing better than being able to pick you way into places (or
pick locks for various goodies). Lockpicking will literally help you out
the entire game and should be invested into whenever you are given a chance.

Overall, Perception has quite a few great ranks in it, although most of them
require significant investment. The Rank 1 Skill, Pickpocket, blossoms more
as you level it up as you will eventually be able to steal equipped items
from people which is quite noteworthy. You will also need it leveled up to
rank 2 for the "Prankster's Return" trophy (although you can just save up
some perks, buy that, use it for the trophy, and re-load). The Rank 2
Rifleman skill is great for non-automatic rifles as it ups your damage
considerably as you level it (never a bad option). In fact, it's arguable
that non-automatic rifles are the only weapons you'll need in the long run,
as they cover all combat situations: close range (Combat Shotguns), medium
range (Combat Rifle/Assault Rifle/Laser Rifle/Plasma Rifle) and long range
(Hunting Rifle/Gauss Rifle).

The Rank 5, 6 and 7 skills are all good situationally, but unless you are
a grenade madman or plan to only play during night-time hours it's hard to
justify putting points into them early at all. However, to get to some of
the better Perception perks such as Sniper, Penetrator and Concentrated Fire
you will have to invest a lot of points into Perception, making them skills
you will quite honestly want to work towards later in the game instead of
investing into right away.


(-NOTE-) You will find the Perception Bobblehead fairly early in the game,
and picking it up will give you a bonus of +1 Perception automatically.
Keep this in mind as you assign points, just in case you are wavering
on your last point assignment.


ENDURANCE
---------

The Endurance skill tree is (surprise) all about survivability, boasting quite
a few skills that make it harder for you to get hurt and help heal you easier.
The Rank 1 Toughness skill is straight-up damage resistance. The Rank 3 skill,
Life Giver, is also note-able for giving you more health and a slow
auto-regeneration ability at level 20 if you invest fully into it (which is
fairly early into the game and will undoubtedly save you on medicine and food).
It won't save your life in a fire-fight, but it will frequently negate the
need to use a Stimpak between fights.

The rank 5 ability, Aquaboy/girl is very tempting, but there honestly isn't
too much traveling around in water during the game. It is mainly handy for
short-cuts around bodies of water to be quite honest, so while it is tempting
you can likely find something better to invest in (it makes a good "quality
of life" skill later in the game).

Beyond rank 5 you have a number of skills that are very handy, but also
situational. Finding and carrying around Stimpaks and using cooked food will
help you out as well as most of these perks, making most things beyond rank 3
in Endurance more of a luxury than a necessity. If you are cutting anywhere
for extra points, this means Endurance is a fairly good candidate to steal from
but beware: Save often as your lower Hit Point total can get you into trouble
now and again.


CHARISMA
--------

Can you say "Dump Stat?" Charisma has some great skills in it, but almost
none of them directly help you out during a fight. Charisma does affect dialog
options and can get you desired results during speech checks, but considering
the fact that you can (much more often than not) walk away during a
conversation and re-enter it, as well as quicksave before attempting speech
checks, the need for a naturally high Charisma score is very much lessened.
Add on the fact that you can find and equip Charisma-boosting gear and use
various drugs (like Day Tripper) to instantly and easily gain 8+ Charisma in
seconds seals the deal; you never need to boost Charisma for any dilogue
checks in the game.

All that said, there are some note-worthy perks here. If you hate companions,
the rank 3 perk Lone Wanderer is fantastic (and even works with Dogmeat). The
rank 6 perk, Local Leader, is also very handy for building and maintaining
settlements, as supply lines are so very useful as you craft and build multiple
locations. It along with the rank 1 perk, Caps Collector, are also needed to
build certain structures (stores) at your settlements. Lastly, Wasteland
Wanderer gives you the chance to pacify (or even command) some of the strongest
critters in the game, including Deathclaws, Mirelurks and Super Mutants, which,
while not necessary or terribly relable, can simply some fights. So while
there are some things here worth investing in (especially for builders), most
of it is highly situational and best looked into during the late-game.


INTELLIGENCE
------------

Much like Perception, Intelligence is pretty much a required stat, and not
just due to the fact that it ups your experience gained. This is mainly due
to the rank 4 perk "Hacker", which will serve you all game long by letting
you hack various terminals around the map to access secret areas and various
goodies. Much like Locksmith, if you want to be able to get into any area in
the game you pretty much must invest into this skill and level it up when
you can.

Intelligence has a variety of other extremely useful perks as well. The
rank 1 perk, V.A.N.S., guides you to objectives but is more of a luxury
than anything (plus you have this guide!). The rank 3 perk, Gun Nut is
fantastic as it lets you mod weapons (firearms) and greatly enhance them,
which often translates to much greater damage. That is one perk you will
want to jump on if you use firearms at all! Okay, so you don't really need
Gun Nut, as you can find weapons with the mods on them (which you can remove
and put on your weapon of choice), but you will be able to build these mods
with Gun Nut far, far earlier than enemies will drop them, and waiting around
for a fortuitous drop just isn't ideal. Gun Nut will make you over-powered
(along with a weapon perk like Rifleman) for a good stretch of the game, and
in general just makes killing things that much simpler.

Ranks 5 and 6 are both fantastic overall as well. The rank 5 skill, Scrapper,
is more of a "quality of life" skill that rewards you with greater bounties
for scrapping items (which helps) but the second rank will straight-up
highlight containers that have items you've tagged for search, which is
immensely useful. The rank 6 skill, Science!, is the "Gun Nut" equivalent
for energy weapons and also comes into play when modding Power Armor as well
as building certain items at your settlements. A very important skill for
building and modding things.

Beyond rank 6 you start running into some very situational perks. Chemist can
be good if you are a druggie and Nuclear Physicist is handy for fusion cores,
but honestly you can find better perks to spend points in. And Nerd Rage, the
rank 10 perk does you no good unless you let your health dip down to below 20%.
You can do better.


AGILITY
-------

Agility is one of the best SPECIAL stats you can invest in in Fallout 4, right
up there with Perception, Intelligence and Luck. Ranks 1 and 2 are both weapon
perks with Gunslinger upping non-automatic pistols and Commando upping the
damage of automatic weapons, both of which may help you out depending on your
build.

More importantly, ranks 3 and 7, when combined, can turn you into a sneaking
powerhouse. Rank 3, Sneak, makes you harder and harder to detect and actually
does function properly throughout the game. It also provides bonuses such as
making you unable to trigger traps and enemy mines (which there are plenty of
throughout the game). Combine that with rank 7, the Ninja perk, and you can
string together a number of sneak attacks to completely annihilate your
opponents. This works best with silenced weapons and/or unarmed or melee
builds (so you don't give your position away).

Speaking of silenced weapons, the rank 4 perk, Mister Sandman, does give a
bonus to silenced weapon damage, and since with the Gun Nut perk you can
silence almost any weapon (even shotguns!) in the game, this could provide a
handy boost to any sneaky guns build. The rank 5 skill, Action Boy/Girl, is
also pretty much a must-have if you plan on using VATS at all as Action
Points regeneration is just… so very useful.

Finally two more perks worth pointing out. The first is a very tempting but
awesome perk for any melee or unarmed build character: the rank 9 perk "Blitz".
This gives you the ability to target enemies from a distance using VATS -
essentially warping you over to them so you can deliver damage (and when I say
"warping", I mean it: you can warp upwards and downwards even). This stacks
extremely well with both Sneak and Ninja and is especially useful for unarmed
and melee characters as the sneak attack bonus from Ninja are even higher than
firearm bonuses. The second perk worth noting is the rank 6 perk, Moving Target.
This gives you very decent defense bonuses when sprinting, which can really
help melee and unarmed builds. Worth considering, especially if you are
reaching up for Blitz anyways.

The last few perks, Quick Hands and Gun-Fu (ranks 8 and 10) are okay, but
again situational. Quick Hands is a luxury that can wait forever while Gun-Fu
is handy only when there are multiple enemies around and you have the luxury
to cycle through them. Gun-Fu has very good damage modifiers, but getting
there is awfully expensive for something you may not even use all the time.


LUCK
----

You either have it or you don't! There are plenty of "must-have" perks here,
so many, in fact, that Luck is probably the most important SPECIAL attribute
in the game. What's more, many of the Luck perks synergize with each other,
meaning the more points you have in Luck, the more perks you invest in, the
stronger you'll be. Let's get to it, then.

The rank 1 and 2 perks - Fortune Finder and Scrounger - are helpful but
luxury perks: you can get by without either of them especially if you spend
your caps wisely and vary up your weapon choice. Bloody Mess also makes a
return from previous Fallout games and provides entertainment and bonus damage
at rank 3. Probably not a perk you'll care to invest in early on, but it's
still a nice, pure damage boost that everybody can eventually enjoy.

And then you have a number of random perks, that undoubtedly will help you
but you have no control over. These include Mysterious Stranger, Idiot Savant,
Grim Reaper's Sprint, Four Leaf Clover and Ricochet (ranks 4, 5, 8, 9 and 10
respectively). Each of them are great for either protecting you or providing
more damage (or criticals), but triggering them are all up to luck. Idiot
Savant in particular deserves some explanation, as bonus XP is nothing to
sneeze at. It does require, or at least processes more often, with low
intelligence though so keep that in mind. It can also process when you finish
a quest as well, meaning ridiculous chunks of XP can be gained at times. It
will almost certainly pay for itself in the long run, so getting two ranks
in it is worthwhile for any build that has an Intelligence score of eight
or lower.

Critical Hits are already a difference-maker even with no Luck, but the rank
6 perk, Better Criticals, gives you much more bang for your buck. Nothing can
really beat the rank 7 perk though, as Critical Banker is just over-powered.
Leveling it up to the max lets you save (bank) up to four Critical Hits to
be used whenever you want. Let's face it - that is basically a gigantic "I Win"
button in your back pocket. Especially with perks like Better Criticals,
Grim Reaper's Sprint and Four Leaf Clover… with their powers combined you'll
become a walking agent of VATS-y destruction. Throw in some armor that boosts
your Action Points and use a VATS-Enhanced or Lucky legendary weapon, and
you'll become all but unstoppable.


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O==< VATS and You! >==O
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Did you know that VATS is actually an acronym that stands for "Vault-Tec
Assisted Targeting System"? Vault-Tec is good for something, it seems! VATS
returns from Fallout 3 and Fallout New Vegas to appear again in Fallout 4,
but with some significant changes. The biggest change is that VATS no longer
pauses the game fully once you use it. Seriously, in Fallout 3 you could enter
VATS and go make a sandwich or take a bathroom break but no more! Instead,
VATS in Fallout 4 slows down time significantly but keeps the action going.

Still, VATS is an essential combat tool in Fallout 4 and while its use is
completely option you can use it to great effect. To help you do that,
lets go over some basics, hints and tips!


o There are key abilities you will want to get if you are a fan of VATS.
The biggest one (by far - and totally worth its own bullet point) is
Action Boy/Girl, as it refreshes your AP much quicker than normal.
Incredibly helpful.

o VATS allows you to target specific body parts of most enemies. Legs, arms,
head... claws, tentacles, tails, you name it. Your chance to hit in VATS
however is tied to your Perception rating, so don't skip on the Perception
if you plan to use VATS. Your accuracy is also of course strongly related
to the enemies position and your line-of-sight so don't blame every miss
on your Perception (Hint: Look into the "Penetrator" if you want to overcome
that bothersome "moving into cover" thing that enemies sometimes do).
Also note that the best you can do, accuracy-wise, is 95%.

o VATS can be cheap, but it can also save your life. Facing a tough enemy
that you can't take on one-on-one? Have some good cover nearby? Use VATS
to attack the enemy then get in cover to allow your AP to replenish. Once it
has, pop back out of cover and attack again. Rinse and repeat. Whatever it
takes to come out on top, right?

o Your AP bar is affected by things other than VATS. Actions such as sprinting
will drain your AP, so be careful when you are sprinting through the
wasteland as you may find yourself suddenly needing AP you don't have!



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O==< Your Pip-Boy and You! >==O
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Of all the tools at your disposal, your Pip-Boy is your most powerful.
Information is power, after all! Your Pip-Boy will help you keep track of
quests, items and your overall condition among other things, so it is important
to know how to use it efficiently. Let's go through it section by section:


STAT
----

The "STAT" section covers your Status, SPECIAL ranking, and Perks.

STATUS lets you check on your overall health, including your HP and AP.
You can also see your limb damage and any active effects (press R1/Right
Bumper to see your active effects), such as temporary drug effects. You
can also see your weapon power and armor ratings (which are effected by
what you have equipped). This screen is also important as you can instantly
use Stimpaks and RadAway from this screen, which makes it an easy one-stop
shop for healing yourself under pressure.

SPECIAL lets you review your current SPECIAL scores. You can do this in
the perk chart as well though, making this a fairly useless screen.

PERKS lets you review what perks your character has bought or earned.
This includes companion perks and magazine perks, things you cannot see
in the perk chart, so it is worthwhile to check every now and again, especially
if you've forgotten what magazines do what for you.


INV
---

This is the inventory screen. Pretty self-explanatory, really. You equip
weapons and armor from here and can favorite them to your quick-bar for easy
selection. You can view your aid items and use them from here as well, which
you will undoubtedly become familiar with intimately. Finally you round all
that out with junk, mods and ammo sections for checking out whatever else
you pick up.

WEAPONS lets you check out weapons and equip/favorite them to the quick-use
bar (the directional buttons). Handy.

APPAREL is the same as above, but for armor. And yes, you can quick-equip
your armor as well, which is handy for Charisma pieces especially.

AID is everything you can eat or drink that can heal you. You can quick-equip
these items as well. You will get used to this menu as healing throughout
the game is very important.

MISC covers most of your quest items, notes, magazines, bobbleheads… anything
that isn't quite junk and may be useful for some quest or other.

JUNK is just that: junk. Useful for scraping and crafting with, or selling
for a profit.

MODS is various weapon mods you either swapped off of a weapon you owned or
found out in the world.

AMMO houses all of your different ammo types. We dont' recommend selling any,
as you may want to switch up weapons at some point, but it is ultimately up
to you.


DATA
----

Data keeps track of quests, settlements and general statistics. If you want
to switch up quests, this is the place to do it. Keeping track of settlements
is handy as well (to quickly see who needs what) and general statistics are
just plain fun (and useful for trophy info).

QUESTS is where you go to look at quest information. You can mark quests
active/inactive from here, read summaries on them, and display them on the map.
You can also view completed quests at the bottom in here. Note that the
"Miscellaneous" quests section has a list of small objectives to the right
that you can use the right analog stick to scroll up and down. A bit awkward,
but it works.

WORKSHOPS shows you all the settlements you are currently caring for. This
includes the number of people, food, water, power, defense, beds and happiness.
Phew, quite a bit of info. You can display them on the map as well to see where
they are. Not that you forgot… right? Right!?

STATS keeps track of various cool-to-track info. These are split into sections,
including "General Stats", "Quest Stats", "Combat Stats", "Crafting Stats" and
finally "Crime Stats". Some of these stats are related to certain perks, so
if you aren't getting "Ricochet" stats, you likely don't have any skill points
invested into that perk. Makes sense.


MAP
---

This should be pretty self-explanatory. You can view the map with this tab.
Very handy for navigation purposes, but note that you can also fast travel from
here, look at the "Local Map" (which helps sometimes - not often in our opinion,
but sometimes) and even check out your Supply Lines (assuming you have invested
into the Local Leader perk).


RADIO
-----

Sometimes, wandering is just not the same without some tunes. You can tune into
various radio stations from this tab, which at times can lead you to new quests
or hidden secrets. Whenever you extend the dishes on a radio relay station,
be sure to listen in to the new radio stations you uncover.



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O==< STRENGTH Perks >==O
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"Strength is a measure of your raw physical power. It affects how much you
can carry, and the damage of all melee attacks."

Strength has always been a dubious attribute in the Fallout series, handy
if you planned to make a melee build, which usually fare poorly when compared
to conventional ranged weapons. So it is in Fallout 4. Since Strength isn't
required to use any weapons or wear any armor (like in Fallout: New Vegas)
Strength is, for most players, worth only what perks you can get out of it.
For melee-oriented characters, Strength increases melee damage by about 5%
per point invested, which is a significant boost for melee builds, and the
+10 carry weight per point doesn't hurt, either. That said, let's look at
the perks and see how they fare.

Iron Fist
---------
Good old Iron Fist returns in Fallout 4 as an entry-level perk. As usual
for weapon-oriented perks in Fallout 4, this perk increases your damage with
said weapons (Unarmed weapons in this case) by 20% per rank, up to a maximum
of 100% at rank five, at which point it also gives you the chance to paralyze
foes in VATS. Paralyzing Palm, anybody?

Obviously, the usefulness of this perk will be affected by how potent unarmed
weapons are in general, so it's a good idea to take a look at them and critique
them. As awesome as Paralyzing Palm was in Fallout 3 - being the ideal way to
take down Super Mutant Overlords, Feral Ghoul Reavers and Albino Radscorpions -
these threats aren't quite so terrible in Fallout 4, in that they're not
nearly as padded with laughably high Hit Points and Damage Resistance. Simply
put, a few banked criticals will see you through any fight, without the need
to paralyze your foes. Unarmed weapons (and this applies to melee weapons as
well) tend to be slower outside of VATS, and consume large amounts of AP in
VATS, further diminishing the potency of the paralysis effect in Iron Fist.

To really make the most out of unarmed weapons, not only will you have to
invest in Iron Fist, but you'll want to pick up Blitz (which requires a
whopping nine Agility) and Ninja (seven Agility), at which point a mid-range
sneak build will work well enough. However, comparing the capabilities of
this build to, say, a simple guns/sneak build fares poorly, since quality
unarmed weapons are rare, slow, and tend to deal significantly less damage
than most guns. While it can be great fun sneaking around a Raider camp,
teleport-killing foes with a Deathclaw Gauntlet, point-for-point, you may
end up wishing you invested in guns in the long run.

Grade: **

Big Leagues
-----------
Big Leagues is to melee weapons what Iron Fist is to unarmed, although the
ability to cripple or behead foes at rank five is arguably more viscerally
appealing than Iron Fist's paralysis. Melee weapons have a lot of things in
common with unarmed weapons, unfortunately, generally being slower and
lower-damage than guns... at least, until you start finding rarer melee
weapons like the Ripper and Super Sledge. All in all, melee weapons are more
diverse than unarmed weapons, having a wider damage and speed range, but
they still require plenty of points invested into them to become practical
(Ninja, Blitz) and even then, mostly for a stealth build.

Grade: ***

Armorer
-------
Armor allows you to - what else? - customize your armor, be it a humble set of
underclothes, some leather armor, high-end combat armor, or even Power Armor...
although you may need some additional ranks in "Science!" for some high-end
mods. While the benefits may seem dubious at first, these perks are absolutely
essential in the long run, as they allow you to create lighter, more protective
armor, or even armor imbued with resistance to specific forms of damage. The
big draw, however, is the ability to add the "Ballistic Weave" mods into some
standard suits of clothing, which give absurd amounts of physical and energy
resistance. With Armorer rank four you can add "Ballistic Weave Mk5" to such
clothing, giving 110 defense, which... well, is about as much as you can
expect from a full suit of Heavy Combat Armor (with Polymer defensive mods,
at that!). It's the only way you'll get a great defensive score without
resorting to Power Armor, and the difference between the survivability of a
character who doesn't invest in Armorer compared to one who does is pretty
spectacular. Invest in this perk. Your Hit Points will thank you. Also, being
able to craft your own armor mods will allow you to throw Ultra-Light mods on
things, which will boost your Action Points and make sneaking easier, which
in turn will make you that much more dangerous.

Grade: *****

Blacksmith
----------
The crafting perk for both melee weapons and unarmed, this perk pales in
comparison to other crafting perks (Science!, Gun Nut and Armorer) because
the returns are honestly not as great. Most melee weapons have very few mods
compared to guns (often one to three mods for most weapons, whereas most guns
have twice as many scopes available). Still, if you like melee combat, you'll
drop some points into this to squeeze out every bit of damage potential
possible.

Grade: ***

Heavy Gunner
------------
Heavy Gunner increases the damage of a very limited selection of weapons,
including the Minigun, Gatling Laser, Flamer, Missile Launcher and Fat Man
(the last two are, in fact, also affected by Demolition Expert for double dose
of damage boost). This perk is only as good as the weapons it affects, so a
discussion of the value of Heavy Gunner is, in essence, a discussion of the
potency of heavy guns.

The Minigun and Gatling Laser are both very similar, save one is a
conventional ballistic weapon and the other is an energy weapon. They're
heavy, slow you down, greedily consume ammo and fire quickly... and can
absolutely mulch even the strongest of foes in the game fairly quickly with
the right mods and upgrades. The Flamer is a flame-thrower of various ranges
and potencies, depending on what mods you install, but it too functions as a
direct-fire weapon that is best used as short range. It does trade off some
kill rate and range for fire damage and area-of-effect damage, if that strikes
your fancy.

The last two common heavy weapons; the Missile Launcher and Fat Man are both
long-range explosive weapons that have relatively scarce ammo, fire slow, but
deal immense damage over a long range. The Fat Man in particular is basically
an "I win" weapon that's probably over-kill to boost with both Demolition
Expert and Heavy Gunner. The Missile Launcher is a more modest long-range
explosive weapon that has more utility, less explosive radius and deals less
damage, but you can also modify it to allow for multiple shots between reload
and freakin' heat-seeking capabilities. All in all, the Missile Launcher is
probably more useful in a fight-by-fight basis, but the power of the Fat Man
is unsurpassed.

All in all, heavy weapons are satisfyingly powerful, but rather niche in their
application. In big fights with lots of powerful foes, they're worth bringing
out, and they look pretty damn neat in a suit of Power Armor, but for general
use, you're probably better off using smaller, less cumbersome weapons.

Grade: ***

Strong Back
-----------
If you hate inventory management (who doesn't?) this perk is worth a look. The
first two ranks give you +25 carry weight (the equivalent of five points of
Strength in total), while the third lets you sprint by expending Action Points.
The fourth lets you fast travel while encumbered. All in all, this means less
time slowly ambling around, your poor spine creaking under the weight of your
perverse greed. A good boon for pack rats, but since it's a convenience perk,
it's hard to recommend too strongly. Once you run out of other, better perks
to pick, however, it makes a fine utility perk.

Grade: **

Steady Aim
----------
This perk promises to improve the hip-fire accuracy (the size of the unaimed
reticle), and at that, it delivers. If you invest two ranks in this perk you'll
notice a marked accuracy improvement. There's only one problem; it's patently
unnecessary. With an investment in either Gun Nut/Science! you can increase
the accuracy of your weapons significantly, and in the case of a Laser Rifle,
to the point where the benefit of this perk is dubious, at best. For most
guns, however, you'll still see a reduction in the size of the reticles, and
automatic weapons are notoriously inaccurate and benefit from this perk more
(even though it does nothing to mitigate kick-back). All in all, however, mods
make your accuracy suitable for shooting down foes at close range, and at long
range, you're better off using a scope.

Grade: **

Basher
------
Ah, the first blatantly garbage perk, Basher increases the damage you deal
while gun bashing. It takes four perks to double your damage, and while this
might sound like an improvement over the normal weapon damage perks, there's
one downside to this perk... namely that weapon bashing at its best does crap
damage. So you can waste four perks to do double crap damage, or you can just
use a melee weapon to do proper melee damage. This is a waste of perks.

Grade: *

Rooted
------
Kind of a mixed bag, Rooted has ups and downs, some of which aren't readily
apparent. First, the melee damage boost is nice, but most foes will either try
to stay out of melee combat with you (making it hard to hit them while moving)
or are dangerous and powerful critters you probably don't want to get into
melee combat with anyways. The 50 Damage Resistance is also nice, but the
moving trouble rears its head again, and 50 Damage Resistance on its own isn't
a great enough boon to protect you nor is it hefty enough to avoid being
over-shadowed by simply wearing some Ballistic Weave clothing. On the other
hand, the third rank adds the automatic ability to disarm enemies who try to
melee you. At a glance, this might seem to only affect melee foes, which isn't
that impressive (even a Super Mutant with a Super Sledge isn't a great threat).
What happens in practice is that when you approach armed enemies, their
natural response is to attack you in melee, even with a gun bash... which
often ends with ranged foes being disarmed, who then resort to trying to
fisticuffs with you. This is a good thing, as an armed you versus a disarmed
them is a recipe for dead them. So, with a melee build, this might not be a
terrible perk if you get three ranks in it, but it's still not a must-have
by any means.

Grade: **

Pain Train
----------
This perk is... well, kind of stupid. First, it only applies while wearing
Power Armor, obviously, which should be a fairly rare occurrence. Second,
the damage you'll deal by running into foes (even with three ranks) is pretty
unimpressive. The knockdown is nice, but honestly, you're better off spending
your time just shooting them rather than wasting your time running at them.
Besides, sprinting eats up Fusion Cores. It's just a bad return on your
investment, in both perks and and Fusion Cores.

Grade: *



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O==< PERCEPTION Perks >==O
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"Perception is your environmental awareness and "sixth sense," and affects
weapon accuracy in V.A.T.S."

The main draw of Perception (save from the wonderful perks it allows you to
access) is the V.A.T.S. accuracy it gives you. So how does this fare? Well...
even with a whopping six point investment (going from the mandatory Locksmith
perk accessible with Perception 4 to max Perception) you'll see a slight
increase in V.A.T.S. accuracy at best. You won't be making long range
head-shots with a short-barrel rifle regularly with this investment... heck,
even mid-range accuracy is only increased a few percentage points. Of course,
the exact increase depends on your range, target and weapon, but don't expect
a massive improvement in your accuracy. A welcome increase at short and mid
ranges? Sure. But not worth perk investment in itself. Once again, it's all
about the perks, just like most other SPECIAL attributes.

Pickpocket
----------
This perks allows you to pick pockets more easily. What fun. This is rarely
useful, as instead if save/loading and filching mundane loot from foes, you
can just... you know, go clear out another Raider den? Honestly, the only
reason you'll want to get this perk is if you care to score the "Prankster's
Return" trophy/achievement. Save up some perks, buy it, get the
trophy/achievement, then reload to get your perks back.

Grade: *

Rifleman
--------
Non-automatic rifles are an absolutely wonderful set of weapons that do good
damage, often have common, cheap, easily obtainable ammo. You'll find them at
all levels, and different weapons that fall under this category can be modded
to serve a variety of roles. Need a short-ranged guns? Combat Shotgun works
well. Mid-range weapon? Combat Rifle or Assault Rifle will fit the bill.
Long-range weapon? The Hunting Rifle is greatly suited to this purpose. The
Laser Rifle and Plasma Rifle can also be modded to suit all three roles.
Simply put, this is the only weapon skill you'll really need from the
beginning of the game until the ending credits, at any level, against any
foe, in any situation. No other weapon type compares to the sheer diversity
and utility of the non-automatic rifle.

Grade: *****

Awareness
---------
If you want to see a foe's resistances and level... well, you can drop a
perk here to do it. It's never necessary to do so, however, and if you've
got a properly built character, you'll never care.

Grade: *

Locksmith
---------
There's a ton of loot locked behind various containers, not to mention all
the doors. There is a work-around, however: you can always just take Cait
along with you, and she'll pick any lock of [Expert] difficulty or lower,
reducing the need for this perk. But if you want to travel with anybody else
or - better yet - make use of the "Lone Wanderer", or in general don't want
to be dependent on Cait, you'll want to invest in this perk. Or at least the
first three ranks to be able to tackle any lock you come across. Bobbypins
are cheap and ubiquitous, you don't need the fourth rank.

Grade: ****

Demolition Expert
-----------------
If you like to blow things up, this is the perk for you. Like many weapon
perks, Demolition Expert increases the damage its covered weapons (in this
case, explosives) deal with each rank, up to a maximum bonus of 100%. Being
a somewhat limited set of weapons, however, it only has four ranks, which are
fairly packed full of goodness. At rank one you also get the ability to craft
explosives at Chemistry Stations, at rank two you gain an aiming arc with
thrown grenades, at rank three your explosives have a bigger blast radius,
and at rank four you... well, also benefit from shooting mines and grenades
in V.A.T.S., for what that's worth. It should also be noted that Missile
Launchers and the Fat Man benefit from both Demolition Expert and Heavy
Gunner, which makes them do stupid damage. The downside is obvious, however:
explosives aren't terribly useful in every fight, and they're fairly uncommon
and expensive compared to normal ammunition. Still, as a secondary weapon
perk, it's not a terrible investment, just not a top priority.

Grade: ***

Night Person
------------
Garbage Perk is garbage. What you'll give for two ranks is a three point bonus
to Intelligence and Perception, and only at night. The end benefit of this is
basically a minute accuracy bonus in V.A.T.S. and a bit of bonus XP. Night
vision while sneaking it kind of cool, though, but not two perks cool.

Grade: *

Refractor
---------
The Energy Weapon equivalent of Toughness... remember back in the good old
days when Toughness just gave you resistance to all damage? Yeah, those were
the days. Now you have to waste a whopping five perks to get damage resistance
to half the common damage in the game. And how much damage reduction will you
see with 50 damage resistance? Well, a bit, considering that a good, full suit
of armor will get you around 100 damage resistance (to both energy and physical
damage, mind you). On the other hand, one piece of clothing with Ballistic
Weave Mk5 gives you 110 damage resistance against both types of damage. Armorer
makes this perk absolutely worthless, and the fact that they're offering up
five ranks of it is just insulting.

Grade: *

Sniper
------
For a V.A.T.S.-based building that uses non-automatic weapons, you'd think this
perk would be a no-brainer, right? Well... let's talk about this like
reasonable adults. The first rank is rubbish, you should have enough AP to
hold your breath long enough to pull off a headshot without this rank. The
second rank is absolutely unintuitive to sniping, as if you manage to knock
down your foe, follow-up shots aren't going to be terribly easy. The third
rank, however, adds a nice bonus to V.A.T.S. accuracy, a brute +25%, in fact.
This is the whole reason to invest in these perks, but is three perks for a
25% accuracy bonus worth it? Possibly, but for mid-range headshots with
short-barrel rifles. For actual sniping, however, you should just make use
of this magical thing called a scope. Then again, you can always get closer
with a short-to-mid range weapon, or let Concentrated Fire boost your accuracy.

Grade: **

Penetrator
----------
While this perk seem fine on paper, it under-performs in the actual game.
First, while you can shoot foes behind cover in theory with this perk, you
can't actually target them in V.A.T.S. if they're fully behind cover. Minor
inconvenience, the real deal-breaker is the fact that this perk doesn't
actually perform as stated. Often, while shooting at concealed foes in
V.A.T.S. your shots will still be obstructed by the cover, which is kind
of besides the point, no? It doesn't happen every time with any specific
piece of cover, it's just a random nuisance you'll have to deal with that'll
make you less likely to rely on this perk over time. It does work much of
the time, however, so it's not a complete waste of a perk.

Grade: **

Concentrated Fire
-----------------
Depending on your build, Concentrated Fire can be an absolute devastating
perk. If you're a V.A.T.S.-happy character with a fast weapon, you'll want
to pick this up, even though it requires a whopping ten Perception to get,
and the third rank requires you to reach 50th level. Still, for this investment
you'll end up getting +20% accuracy and damage per shot (after the first) that
targets the same body part. So, say you have some V.A.T.S. Enhanced legendary
armor with "Ultra-Light Build" mods on them, you can end up getting ten (or
more) shots with one Action Point bar. Do the math. That's the calculus of
victory there.

Grade: *****



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O==< ENDURANCE Perks >==O
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"Endurance is a measure of your overall physical fitness. It affects your
total Health and the Action Point drain from sprinting."

As the description says, you'll get more Health for every point of Endurance
you have (the number of points vary as you level, and will increase
retroactively as you level). The maximum benefit you seem to get from this
based on level is fifty points of Health per point of Endurance, which is,
quite frankly, an absurd amount. And yes, the Action Point drain reduction
while sprinting is another benefit of boosting Endurance, but it's only about
5% per point. Still, on the merits of the Health gain alone, Endurance is one
of the more interesting SPECIAL Attributes to boost, perks aside. Which is a
good thing, considering the perks in the Endurance tree...

Toughness
---------
Not starting out strong, Toughness is the physical damage equivalent of
Refractor. While you'll suffer far more physical damage than energy damage,
ten points of Damage Resistance per rank is still a horrible waste of perks,
especially - yes, it's going to be said again - compared to the whopping
gains you'll get from investing in Armorer and throwing Ballistic Weave Mk5
in clothing.

Grade: *

Lead Belly
----------
Possibly the most useless perk in the game, Bethesda had the nerve to insult
your intelligence by offering three freakin' ranks of this garbage. But let's
discuss why, exactly this perk sucks. First, it's easy enough to drop RADS.
Use RadAway, visit the decontamination chamber in HalluciGen, or pay a doctor.
It's not that dire of a threat. Second, the only time you'll need to eat food
presumably is to recover health, which you can do by using Stimpaks, sleeping
in a bed, investing in the far, far superior Life Giver perk, or paying a
doctor. Third, you can just freakin' cook the animal bits you get from killing
critters to remove all RADS! You have many ways to remove RADS, many ways to
heal without eating or drinking anything contaminated, and you can just
prepare said food at a Cooking Station without investing a single perk.

Grade: *

Life Giver
----------
This perk is possibly the best Endurance has to offer, and it's a pretty
decent perk, but the fact that this might be the best really says a lot about
the rest of the perks. Anyways, each rank gives +20 Health, which compared to
a single point of Endurance at a high level isn't very enticing. On the other
hand, the third rank also gives you slow health regeneration. It won't save
your life in a fight, but it does heal noticeably fast, and between fights,
you'll fully heal just by looting, exploring and fast-traveling. It'll greatly
extend your exploration and conserve Stimpaks, which isn't a great boon, but
once you've picked all the truly great perks, it's pretty handy to grab.

Grade: ***

Chem Resistant
--------------
Two ranks, the first of which makes you 50% resistant to addiction, while the
second makes you outright immune. Or, alternatively, you could just refrain
from chems, save/load before taking them, or visit a doctor on the rare
occasion you do get addicted. Caps come easy, perks... well, still fairly
easy, but somewhat less easy.

Grade: *

Aquaboy/Aquagirl
----------------
With the first rank in this perk you take no RADS from swimming and can breathe
underwater indefinitely, while with the second rank you're undetectable. With
this perk, the first rank is all you really need, if you feel inclined to
invest in it at all. There are few times you'll need to be underwater for any
reason, much less for any length of time (shame there's no secret treasure
that can only be obtained with Aquaboy), and the times when you'll be pestered
by aquatic foes (Mirelurks) are even rarer. So really, the only reason you'd
want this perk is to have peace of mind for when you do go swimming, and to
ignore the random RADS you'll catch wading through water here and there.
Definitely not a perk you'll want to pay any attention to early on, when much
better perks are out there, and honestly, by the time you have everything
better, you've probably long since explored everything and have the resources
to just pop a RadAway to cure swimming RADS.

Grade: **

Rad Resistant
-------------
Like Toughness and Refractor, you know where this is going. You'll encounter
radiation often enough, but it's rarely ever a threat like other forms of
damage are, and there are ways to mitigate exposure. Wearing a Hazmat Suit,
Power Armor, or popping some Rad-X, for example. At the end of the day, 10
Radiation Resistance is pathetic, and a max of thirty Radiation Resistance
isn't worth much at all.

Grade: *

Adamantium Skeleton
-------------------
Limb damage has never been more uncommon, nor less troublesome than in
Fallout 4. Throughout the entire game you'll likely have a limb disabled a
handful of times, and to heal it, you need merely wait outside of combat.
You'll never need to worry about limb damage, much less waste three perks
on mitigating it.

Grade: *

Cannibal
--------
You can eat corpses to heal yourself! Yum! Or you can just use a Stimpak for
healing. Really, aside from role-playing, there's no point in picking this
perk. More ranks allow you to eat more things, and it alludes to greater
healing as you advance in ranks, but Bethesda's idea of "significant" means
"an amount far less than your average Stimpak".

Grade: *

Ghoulish
--------
Another lackluster Endurance perk, Ghoulish makes radiation heal you. Cool
beans! Except you still take RADS, so while your current health is rising,
your maximum health will be decreasing. The rate of healing depends on how
many RADS you're taking at the time, so either the healing will be negligible,
or entirely off-set by the RADS. Not really a winner of a perk, here.

Grade: *

Solar Powered
-------------
Another situtational perk akin to Night Person, this perk gives you a bonus
to Strength and Endurance (with all attendant benefits), but only during the
day. Granted, that's about half the time, and the Endurance boost alone will
give you a decent Health boost. Later ranks add Radiation and Health regen
during the day, which is actually pretty nice, if unnecessary. At the end of
the day, it's not high up on the list of "must-have" perks, as Life Giver
does much of the same, but requires far fewer perks to get. On the other
hand, if you're super high level, there are worse things to waste perks on
than pumping up Endurance for the Health, and enjoying some regen. For most
players, however, you'll never have enough free perks to make this appealing,
and the regen, while appreciable, is really only a substitute for
easily-obtainable RadAway and Stimpaks.

Grade: **




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O==< CHARISMA Perks >==O
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"Charisma is your ability to charm and convince others. It affects your
success to persuade in dialogue and prices when you barter."

Can you say dump stat? Yeah, another Fallout game, another lack-luster showing
for Charisma. That's not to say there aren't good perks in the Charisma tree,
but you can easily start out with one point in Charisma and ignore it for most
of the game. If you have no interest in traveling alone or delving deeply into
settlement building, you can safely ignore Charisma however. Why? Well, the one
thing that your Charisma score does (aside from providing access to Charisma
perks getting you better prices with merchants) is determining how easy it is
to succeed at speech checks. Important enough for an RPG, sure, but you have
a percentage chance to succeed and you can quicksave during dialogue, so you
can just save/load with as low of a Charisma score as you wish and you'll
eventually succeed. More damning, however, is the fact that you can find plenty
of clothes you can wear to artificially boost your Charisma score for when you
go shopping or really need to pass a speech check. There are plenty of suits
that give +2 Charisma, hats and glasses that give +1 each, and chems and
alcohol that can further boost Charisma. This won't get you the perks, but
it will make investing in Charisma for the sake of passing speech checks
unnecessary.

Cap Collector
-------------
You can spend some perks picks in this, or you can just kill and loot more
critters. Critters respawn, perks... less so. And on the plus side, if you
kill more, you'll gain more XP, and hence, more perks! Seriously though,
laziness aside the only reason you'd need to invest in this is to build
third-tier shops in settlements, which itself is a fine way to earn money...
but more on that when you get to the "Local Leader" perk. Two ranks in this
perk are all you need for shop building, as the third rank only adds more
money for shops to barter with, something you won't need if you're building
plenty of shops in settlements.

Grade: **

Black Widow/Lady Killer
-----------------------
You'll never need help boosting your speech success odds besides gear you can
equip, which largely renders these perks obsolete. Sure, the damage boost is
fine, and there's not much of a gender preference in Fallout 4, so call the
damage boost halfsies, but Bloody Mess does the same thing against everything
you attack, not just humans of one gender.

Oh, the third rank also increases your odds of pacifying characters of the
opposite gender, but nobody is seriously considering wasting that many perks,
right?

Grade: *

Lone Wanderer
-------------
Let's face it, followers are stupid. They're of dubious help in combat, alert
enemies to you while sneaking, and generally just get in the damn way. Wouldn't
it be nice to just get rid of them, but enjoy the benefits of having them
around? Enter Lone Wanderer, for all the introverts out there, or for people
who find companions wanting in Fallout 4. At rank one you'll take 15% less
damage and increase your carry weight by 50, which is decent enough. Rank two
doubles these bonuses, but rank three is the real appealing boon: +25% damage.
This massively out-performs Bloody Mess, and it's a healthy damage boost for
all weapons. If you want to travel alone and enjoy a hefty offense, defense
and utility boost while doing so. Good stuff. On the downside, you need to
reach level forty to get the third rank in this perk.

Grade: ****

Note: Dogmeat does not count as a companion for this perk, so you can keep
your canine companion and benefit from the awesome benefits of this
perk as well.

Attack Dog
----------
If you love Dogmeat, this perk will make Dogmeat somewhat more effective in
combat. Of course, since you can't really control when and who he bites, this
is of dubious utility much of the time. Companion randomness is generally not
a good thing, and the more you have to rely on companions for a perk's
effectiveness, the less appealing that perk is. V.A.T.S. accuracy, crippling
enemy limbs and bleed damage are all good things, but three perks of good?
And with having to rely on Dogmeat as a delivery vehicle? Not so much.

Grade: *

Animal Friend
-------------
Aim your gun at some animal (L2) and press [X] or [A] and you'll attempt to
intimidate them into compliance. At rank one this just takes them out of the
fight, at rank two you can make them fight against nearby hostiles and at
rank three you can give them basic companion commands (follow, wait, attack,
etc.). It's kind of neat, as it gives you the ability to remove a target
from combat with an aim and a button press, but it requires you to waste an
awful lot of points on Charisma along the way.

Some other notes on how this works: there is a maximum range to your
intimidation attempt, so don't think you can just aim at foes from a sniper
scope and manipulate them. There is a maximum number of animals you can have
intimidated at a time, and attempting to intimidate from stealth will reveal
you (if not to [DANGER], at least enough to get a [CAUTION] rating). This
perk only affects Mole Rats, Dogs, Yao Guai, Rad Stags, Mutant Hounds and
Brahmin, which, while not uncommon, are hardly much of a threat, definitely
not worth three perks to mitigate.

Grade: *

Local Leader
------------
There's only one reason to get this perk: Settlement building. You'll need
this perk to build any shops or crafting stations, and since you need rank
two for this, that should be your goal. Rank one has the nice boon of allowing
you to link your settlements (enter build mode, target a settler and hit [R1]
then assign them to another settlement, which will then share workshop
contents), which is entirely a convenience perk, since it will save you from
having to drag resources from one settlement to another, so long as you link
them. But if you want to improve happiness much beyond 80%, to turn a profit
from building shops, or create your own crafting stations, you'll need to
invest in this perk. That being the case, its usefulness is determined solely
by how much time you're willing to invest in settlements, and since settlement
building is awesome, it's a pretty nice perk.

Grade: ***

Party Boy/Party Girl
--------------------
Something is seriously wrong at Bethesda if they felt the need to throw this
garbage perk into another game. They need to put down the booze and spend more
time being sober and writing a better story. Just saying. Anyways, the first
rank of this gives you the boon of never getting addicted to alcohol. Wasn't
there another perk like this earlier? Oh well, it's garbage. There are plenty
of ways to cure addiction, and there's rarely a good reason to drink alcohol
in the first place. The second rank doubles the affects of alcohol, which,
aside from the odd Charisma boost, it's hard to imagine why you'd bother
drinking it anyways. Third rank gives you +3 Luck when you're under the effects
of alcohol, which will boost the rate at which your critical bar builds a bit.
Not a bad thing, but worth three perks? Not a chance.

Grade: *

Inspirational
-------------
If you like companions, this perk is for you. By investing in this perk your
companions will do more damage (too bad they're still unreliable in combat)
will become immune to your attacks (how are you going to punish them for
getting in your way then?) and can carry more stuff (which is honestly the
best part of this perk). If you're married (figuratively, not literally - that
didn't work out so well last time) to the idea of having companions, you might
want to boost their stats. Or not. Because companions are annoying. Get their
companion-specific perks and dump them.

Grade: **

Wasteland Whisperer
-------------------
Aim your gun at some irradiate mutant monstrosity (L2) and press [X] or [A]
and you'll attempt to intimidate them into compliance. At rank one this just
takes them out of the fight, at rank two you can make them fight against nearby
hostiles and at rank three you can give them basic companion commands (follow,
wait, attack, etc.). It's kind of neat, as it gives you the ability to remove
a target from combat with an aim and a button press, but it requires you to
waste an awful lot of points on Charisma along the way.

Some other notes on how this works: there is a maximum range to your
intimidation attempt, so don't think you can just aim at foes from a sniper
scope and manipulate them. There is a maximum number of animals you can have
intimidated at a time, and attempting to intimidate from stealth will reveal
you (if not to [DANGER], at least enough to get a [CAUTION] rating). This
perk affects Feral Ghouls, Super Mutants, Mirelurks, Deathclaws, all insects
and Synths, making it by far the most interesting and diverse of the
intimidation perks. Granted, pacifying foes is secondary to being able to
simply kill them, but if you wanted to command a Deathclaw, Mirelurk Queen
or Super Mutant Behemoth, this perk is for you. In fact, that's awesome
enough to score this perk some stars on its own.

Grade: ***

Intimidation
------------
Aim your gun at somebody (L2) and press [X] or [A] and you'll attempt to
intimidate them into compliance. At rank one this just takes them out of the
fight, at rank two you can make them fight against nearby hostiles and at
rank three you can give them basic companion commands (follow, wait, attack,
etc.). It's kind of neat, as it gives you the ability to remove a target from
combat with an aim and a button press, but it requires you to waste an awful
lot of points on Charisma along the way.

Some other notes on how this works: there is a maximum range to your
intimidation attempt, so don't think you can just aim at foes from a sniper
scope and manipulate them. There is a maximum number of people you can have
intimidated at a time, and attempting to intimidate from stealth will reveal
you (if not to [DANGER], at least enough to get a [CAUTION] rating).

Grade: **



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O==< INTELLIGENCE Perks >==O
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"Intelligence is a measure of your overall mental acuity, and affect the
number of Experience Points earned."

The only thing Intelligence itself does is increase the bonus XP you earn.
This isn't a bad thing, as improving the time spent-to-awesomeness attained
ratio is always a good thing. Still, you can always go out and kill a little
more, pick some more locks, build some more items... that sort of things.
That being the case, it's hard to argue you should invest in Intelligence for
the sake of its benefits. Getting rid of skill points really downgraded the
importance of poor Intelligence. Anyways, onto the perks.

V.A.N.S.
--------
V.A.N.S. will create a handy-dandy trail for you to follow leading to the
quest objective currently selected in your Pip-Boy. This might be nifty if
you don't have an awesome guide to follow, but you clearly do. Still, it can
help clear up ambiguity a bit.

Grade: *

Medic
-----
Medic increases the effectiveness of your Stimpaks and RadAway, which isn't
a bad thing, it's just that they stretch this benefit out over four perk ranks.
The biggest boon is rank four's increased speed (not that the 100% healing
offered isn't good), but think about it for a moment... Stimpaks and RadAway
are common enough that on the default difficulty you should have more than
enough to see you through the game. Heck, you should end up building up a
massive surplus if you're careful. Also, by the time you can get rank four
you'll need to hit level forty-nine, by which point you've had more than enough
time to get Ballistic Weave Mk5. This won't eliminate damage, of course, but
very few things should be able to damage you faster than you can heal, even
with a slower rate. You do, however, need one rank in this perk to build
Clinics in your settlements, so it might be worth investing a perk into
Medic just for that.

Grade: **

Gun Nut
-------
Gun Nut is one of those rare perks in Fallout 4 which is almost mandatory.
Even if you prefer energy weapons, some mods just require Gun Nut, and the
superior Heavy Machinegun Turret does as well (along with other, less
interesting defenses). The main draw of Gun Nut, however, is that it allows
you to greatly improve the potency of your mundane weapons, from the humble
Pipe Pistol to the Gauss Rifle. If there's one nit-pick to this perk (besides
the fact that you can simply opt to use Energy Weapons instead) is the fact
that you can technically find all the mods you can make yourself. If you find
them, you can dismantle the guns that have them and add them onto other guns
you prefer. Find a silenced 10mm Pistol? Take the silencer off and you can
put it on a 10mm Pistol with a superior barrel. Of course, the drawback to
this is that this brings luck of the drop into the mix, and almost ensures
that enemies you fight will have superior weapons until you can kill them
and take their guns. Spending perks on Gun Nut will ensure you've always got
superior weaponry, and will honestly go a long way towards making the game
laughably easy... almost as much as Armorer and Ballistic Weave Mk5 does!
Still, if you like winning and staying ahead of foes, keeping up with Gun
Nut is a great way to do it.

Grade: *****

Hacker
------
Like Locksmith, Hacker allows you to deal with various grades of pesky
terminals in the wasteland. This typically allows you to open mag-locked doors
that can't otherwise be opened (more than a few suits of Power Armor will be
obtained this way), manipulated automated security, or, more mundanely, bypass
conventional locks. Like Locksmith, bringing an NPC around with you (in this
case, Nick Valentine) will allow you to use the Nick's skills to handle all
but [Master] terminals. Still, it's lame to be bogged down with an NPC because
you're too lazy to invest three perks into Hacker, and it's even lamer to avoid
terminals altogether. Make your life easier, drop three ranks in this, and
become the hackster master. The fourth rank is bogus, as "getting locked out"
of terminals just makes you wait a bit. Save your perk and have some patience.
All in all, there are less terminals to hack in the Commonwealth than locks,
so Hacking isn't quite as useful as Lock Pick.

Grade: ***

Scrapper
--------
Weapons can be broken down into Steel, Wood and Plastic on the outset, but if
you invest in this perk (up to two ranks) you can get many more materials,
both new, rarer ones as well as more numerous mundane materials. It's a
convenience perk, and really, if you pack rat and pick up everything, in a
short while you'll have so many materials that you'll never run out. You don't
really need this perk if you're willing to loot a bit more diligently.

Grade: *

Science!
--------
The Energy Weapons equivalent of Gun Nut, Science is required to mod every
Energy Weapon, build a few items at settlements, and create a handful of other
mods (pretty much every high-end scope). Simply put, if you like Energy
Weapons, you're going to want this perk. There aren't really many weapons
that fall under the Energy Weapons umbrella, but the few weapons that are
there are supremely moddable. For example, your humble Laser Pistol can be
turned into an automatic pistol, a sniper rifle, a shotgun, a non-auto rifle
and an automatic rifle. Pretty much any weapon you could want. Energy Weapons
proliferate a bit later than normal guns, and Science! typically has higher
level requirements, but Energy Weapons are just as good as conventional guns,
and for all the reasons you might want Gun Nut, you'll want Science!... but
perhaps not both.

Grade: *****

Chemist
-------
Each rank of Chemist (there are four in all) increases the duration of chems
by 50%, up to a maximum of - use that math - 200%! If you like using chems...
eh, you can always just use more. It's hard to imagine a situation when you'd
need a chem to last longer, as one chem's duration should last an entire
battle. Sure, there's radiation and Rad-X, but prolonged radiation exposure
is rare, and you can always wear a Hazmat Suit or Power Armor instead. On the
other hand, you do need one rank in this perk to create some of the more
awesome chems in the game, like Overdrive and UltraJet, and they're powerful
enough that the odd indulgence might be worth it. If that interests you, get
one rank, if not, not.

Grade: **

Robotics Expert
---------------
An interesting perk in Fallout 3 has been greatly reduced in value for Fallout
4. Having shed its brute damage bonus against robots this perk now allows you
to sneak up on robots and hit the [Square] or [X] button to hack them, which
allows you to make shut them down or cause them to self-destruct (rank one),
incite them to attack anything in sight (rank two) or give them more detailed
commands (rank three). Fair enough, but the difficulty in sneaking up to
robots - especially if they have allies nearby - makes this perk greatly
unappealing for most situations. Lone robots are much easier to target, but
it's also rather redundant, since they can usually be easily destroyed without
this perk. Unless you really want a robot companion (aside from the ones
already in the game), there's little reason to bother with this perk, and
the novelty can't be worth three perks. Wait, you say, didn't you give
"Wasteland Whisperer" a better score for essentially the novelty of controlling
a Mirelurk Queen or Super Mutant Behemoth? Yes, but you can also use that
perk to pacify any of the many, many, many Super Mutants, Mirelurks and
Deathclaws roaming the wasteland, and you don't need to sneak up on anything
to get it to work, making it far more useful than "Robotics Expert".

Grade: *

Nuclear Physicist
-----------------
Another perk that tries to lure you into wasting levels on it for the dubious
benefit of retaining a few items that are easily found through exploration.
The three ranks of Nuclear Physicist extend - to various degrees - the
longevity of you Fusion Cores. It also increase the damage radiation weapons
do, but since these are rare, and unimpressive (most conventional guns and
Energy Weapons will kill things faster, Feral Ghouls and Robots are outright
immune, and many irradiated critters are resistant), this isn't much of a
bonus. Oh, and then there's the whole "use spent Fusion Cores like grenades"
thing, which will happen so infrequently as to be a non-factor. All that
taken into consideration, the only reason you should consider this perk is
if you have some goal to remain in Power Armor the entire game (which is
patently unnecessary thanks to Ballistic Weave), and even then, you can
always buy, steal or find more Fusion Cores.

Grade: *

Nerd Rage!
----------
When you drop below 20% of your health you'll get a time slow effect (lasts
for around ten seconds, once per activation) and will gain a variable amount
of a damage boost (20%, 30% or 40%) and Damage Resistance (20, 30 or 40) as
long as you remain severely injured. With a third rank in this you also gain
health regen after every kill, which, if anything, will merely shorten your
hulk period. 20% or less of your health is cutting it awfully close, but the
damage boost is quite impressive, if you're willing to risk it. If you're
been paying attention you should know that the Damage Resistance boost isn't
terribly impressive, either. If you want a high-risk, damage boost kind of
gameplay, this perk might interest you, but given all the downsides (high
Intelligence requirement, low health threshold) it's hard to strong recommend
it. And if you do want the boost for any significant length of time, make
sure you don't get any health regen, or your stay in Nerd Rage won't be
very long. As for a "saving grace" perk, since you can jump into your Pip-Boy
at any time and use a Stimpak or another chem that slows down time, it
shouldn't even be considered for that.

Grade: **


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O==< AGILITY Perks >==O
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"Agility is a measure of your overall finesse and reflexes. It affects the
number of Action Points in V.A.T.S. and your ability to sneak."

One point of Agility gives you ten Action Points and makes it easier to sneak,
which makes it one of the best SPECIAL Attributes on its own merits.
Fortunately, it's also got some of the best perks, too, so you've got plenty
of incentive to invest in Agility. If you like V.A.T.S. (and if you want to
make use of Concentrated Fire and critical hits, you'll like V.A.T.S.),
Agility is one of the few attributes you need to pay special attention to.

Gunslinger
----------
Like pistols? Then this perk is for you. Like most weapon perks, this one has
five ranks, each of which give you a +20% bonus to damage with non-automatic
pistols, and the fifth rank also has a chance to disarm and cripple. Nifty
enough, so what about the actual weapons, which will determine how useful this
perk is? Fortunately, pistols are fairly strong in Fallout 4, including the
.44 Pistol and the Fallout-favorite Alien Blaster. You'll also likely make
plenty of use out of Pipe Pistols and 10mm Pistols early in the game, which
are functional enough. And of course there are also Laser and Plasma Pistols
to make use of, which are virtually indistinguishable from rifles in
short-to-mid-range performance. If there's one gripe about pistols, it's that
there's obviously no equivalent of a sniper rifle, so all in all they have
somewhat less long-range utility than non-automatic rifles. Still, if you dig
pistols, this is a must-have perk.

Grade: ****

Commando
--------
Automatic weapons in Fallout 4 excel at two things: dishing out an unbelievable
amount of damage in a short amount of time, and wasting your ammo. Like most
weapon perks, this one follows the standard five-rank policy, boosting your
damage up to 100% (20% per rank) and increasing stagger chance at rank five.
In close quarters, nothing will kill faster than a powerful, modded automatic
weapon. Of course, kick-back will quickly limit effective range so as to make
even mid-range combat less efficient than just using non-automatic rifles and
pistols, and ultimately, automatic weapons just aren't as useful in as many
situations as non-automatic weapons. They also waste a lot of ammo, as
mentioned earlier, making them far more expensive to use regularly.

Grade: ***

Sneak
-----
Ah, sneak... If you want to pop enemies for lovely damage multipliers, you're
going to need to sneak up on them, or at least near them. Now that Fallout 4
has competent gunplay outside of V.A.T.S., it's much easier to sneak-kill foes
from great ranges, but once you fire, everything near the victim (and perhaps
the victim itself) will be looking for you. A higher sneak score allows you to
get closer before you take a shot, and become hidden quicker and easier
afterwards. If you fancy a stealth build (and you should, it's just free
damage you're leaving on the table if you don't), then you'll want to invest
in Sneak. At least in the first four ranks, the fifth rank is rather
unnecessary.

Grade: ****

Mister Sandman
--------------
Kill sleeping foes! What's not to like? Well, anything about that, really. If
they're sleeping, you can probably stealth-kill them easily enough anyways.
Fortunately, unlike in Fallout 3, this perk now does more, better things than
just killing foes that are already very easy to kill. Each rank will give you
a percentage to sneak attack damage with silenced weapons (15%, 30% and 50%).
It's a hefty enough boost that if you invest in a stealth build (again, why
wouldn't you?) and use ballistic weapons (seriously, most ranged weapons that
aren't energy weapons have silencer mods) you'll regularly get this damage
boost. Perhaps not a first-tier perk worthy of investment, but as your levels
climb, it's worth looking at, if it fits your play-style.

Grade: ***

Action Boy/Action Girl
----------------------
Two ranks of this doubles your Action Point regeneration speed, making it a
must-have for all those V.A.T.S. junkies out there.

Grade: ****

Moving Target
-------------
The first two ranks give you +25 Damage Resistance and Energy Resistance, but
only while sprinting, while the third rank makes sprinting cost half as much
Action Points. Looks like even the mighty Agility tree has fail perks. First,
+25 Damage Resistance (or +50 with two ranks) is fairly paltry, especially
since you only get this bonus while you're sprinting. Unless you're some kind
of hardcore melee build, when you're in combat your Action Points are better
used... you know, trying to kill things? Dead foes can't hurt you, and while
you're firing away in V.A.T.S. you're immune to most damage anyways.

Grade: *

Ninja
-----
The shadow warrior returns! Ninja massively boosts the damage you deal with
sneak attacks, and as pointed out in earlier perks, everybody should aspire
to starting fights out with sneak attacks. Again, it's just free damage,
there's no reason everybody shouldn't be starting out (and if you're really
dedicated to it, finish) most fights with sneak attacks. There's a discussion
to be had whether sneak attacks are better with melee weapons or ranged
weapons, and this perk goes a long way towards keeping the melee build viable,
what with it's x10 damage modifier at rank three. On the other hand, using
guns to perform sneak attacks is much easier because of... well, you know,
range? Also guns just out-damage most melee weapons considerably. Either way,
sneak attacks are good, and this makes your sneak attacks even better, so
this is a perk almost everybody should get.

Grade: ****

Quick Hands
-----------
For most guns, reload speed is not a huge issue. You'll reload fast enough
without this perk, and the few guns with painful load times (they are very
few) tend to compensate with large clip sizes. Pass on this perk.

Grade: *

Blitz
-----
If you melee, you want this perk, especially if you V.A.T.S. in melee, which
you'll certainly want to do once you get this perk. Blitz allows you to engage
foes in V.A.T.S. with melee weapons at a range, essentially giving you a
short-range teleport attack. This makes it much, much easier to perform sneak
attacks with melee weapons, and is almost essential for a potent melee build.
Given that melee builds themselves are somewhat questionable, however... well,
it's a perk that most people won't need on account of just using superior
ranged weaponry. Still, doing that whole blitz-ninja thing with a good melee
weapon and a x10 sneak attack multiplier is something else.

Grade: ***

Gun-Fu
------
The first rank of Gun-Fu give you a 25% bonus damage to the second target
(and beyond) you aim at in V.A.T.S, while the second rank gives a +50% bonus
to the third target (and beyond). The third rank makes all hits count as
critical hits to the fourth target (and beyond). Obviously, the power of
this perk is based on a few things, one of which you can control, the other
you cannot. If you have a V.A.T.S.-based build and are committed to wearing
armor that increases your Action Point and using low Action Point cost
weapons, this perk will do wonders. The more shots you can get off in V.A.T.S.,
the more people you can target, the more bonus damage you'll score. With the
right gear, a Combat Rifle or Laser Rifle can easily score over ten shots per
Action Point bar, which will make this perk do wonders.

The other part of the equation, however, is enemy density, which you can't
control, and honestly, it's not uncommon for you to be facing off against
three or four foes. Of course, with a stealth build you'll try to keep some
distance, limit exposure and pick foes off, which doesn't always synergize
with this perk well. There are also many times when there are only one or two
foes around (or in sight), at which point this perk will be of somewhat
limited value. Also there's the fact that Concentrated Fire rewards you for
focusing your shots, and Gun-Fu ramps up damage as you spread things around.
That's not to say with 10+ shots in V.A.T.S. you can't get both adding to the
cause, but it's often better to eliminate one foe quickly in V.A.T.S., which
triggers Grim Reaper's Sprint and lets you immediately target another foe,
something which Concentrated Fire is more adept at doing. And no, if you have
four targets on screen at once and take one shot at #1, one at #2, #3, #4,
then take a second shot at #1, that second shot at #1 will not get the same
bonuses you got from shooting at targets #2, #3 and #4, so you'll need to
spend a good bit of time in V.A.T.S. picking starting shots against the
weakest foes so your later shots against the strongest will pack the most
punch.

All in all, the damage output is nice, and if you plan to make use of this
perk, the pain of having to boost up Agility isn't exactly much of a burden
to bear, given that it's an Action Point based perk. But you'll frequently
be limited by the number of enemies on screen at a time, and the V.A.T.S.
fidgeting you'll have to do to get the most out of your Action Point bar
does get tedious and leave you vulnerable. A very potent perk for the right
build, but since it doesn't synergize as well as others, it's not quite at
the top of the pile.

Grade: ****



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O==< LUCK Perks >==O
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"Luck is a measure of your general good fortune, and affects the recharge
rate of Critical Hits."

Luck has always been the king of Fallout games, and it largely retains its
throne in Fallout 4. The base ability of Luck itself is quite nice - the more
Luck you have, the faster your critical meter will fill. More Luck, more
Critical Hits, just like always, except now Critical Hits are even more broken
than they were in Fallout 3. But more on that later, if you like Critical
Hits, you'll like Luck, both the attribute and its perks. If not... then it's
not quite as impressive, although there are some perks in the three that might
interest other builds. Mostly it's about Critical Hits, though, something
everybody should love.

Fortune Finder
--------------
This perk basically adds a handful of caps into pretty much every container you
search (around one Cap to around a dozen Caps at rank four), with more Caps
added per rank. Individually, it's a paltry sum, but if you loot everything,
it can add up pretty quickly. Still, you get far more money from settlement
shops over time (even though the start up on those can be pretty expensive) and
selling gear you strip from fallen enemies. At rank four you'll also have the
added benefit of getting a Caps explosion from enemies when you kill them.
This is rather uncommon, but at least the Caps spawn as a pile that can all be
collected at once, instead of forcing you to hunt for each cap, although the
total Caps you'll get from this aren't terribly impressive. If you're a
consummate looter and pick this early, it can prove rather lucrative in the
long-term, but as far as survivability goes, there are far more important
perks out there.

Grade: **

Scrounger
---------
Basically "Fortune Finder", but for ammo, it'll add random ammo drops to
containers and foes. It's more random than "Fortunate Finder", though, as with
Scrounger you can't expect basically every container to have ammo in it, like
you can with "Fortune Finder" and Caps. Ammo is a good thing, but honestly, if
you switch out your weapons and don't use automatic weapons you'll end up with
thousands of rounds of ammunition. Also, you're probably just better off
getting Fortune Finder and buying the ammo you want, rather than relying on
"Scrounger".

Grade: *

Bloody Mess
-----------
Bloody Mess is a long-standing Fallout perk, so it should have some
sentimental value for any true Fallout fan. Granted, the gore in Fallout 4
just isn't as fun as it was in previous games, but Bloody Mess does give a
brute damage bonus to all critters with all weapons, which makes it somewhat
appealing. Sure, it's only 5% per rank (up to +15% at rank three), but a pure
damage bonus is something everybody can enjoy. Rank four's contagious bloody
explosion is somewhat dubious, however, so just stick to the first three ranks
for the damage bonus, if you care to. At best, it should be saved for later
levels when the better perks have all been picked up.

Grade: ***

Mysterious Stranger
-------------------
Another veteran Fallout perk, the Mysterious Stranger perk doesn't hold quite
the same esteem as Bloody Mess, largely because... well, it just kind of sucks.
In Fallout 4, the reason this perk falters is simply because of how rarely it
triggers, and how it triggers (which makes it occur even less frequently).
Mysterious Stranger will randomly show up at the end of a V.A.T.S sequence
where an enemy survives, meaning you've got more of a chance to see if it if
you just take one shot at a time - if you kill the critter in V.A.T.S., he
won't show. This pretty much works against a high Action Point/Concentrated
Fire build though, and ideally you want to kill foes in a V.A.T.S. sequence,
if for no better reason than to eliminate a threat... but also to trigger
Grim Reaper's Sprint. Even though the Mysterious Stranger does great damage,
you're just better off picking a more reliable perk.

Grade: *

Idiot Savant
------------
The lower your Intelligence, the higher chance this has to trigger, which
will give you various XP bonuses based on the rank of the perk. At rank one
you'll get 3x the XP from "any action" which generates XP, including killing,
picking locks/hacking, crafting and turning in quests, and at rank two you'll
get a x5 XP bonus. Rank three adds a chance that you'll trigger a x3 XP boost
from all kill for a duration after making a kill, but since this prevents new
XP boosts from happening during that time, you're probably better off sticking
with rank two's x5 bonus.

So, you want to keep your Intelligence low (which gives you XP) in order to
increase the proc rate of this perk, which gives you XP. Seems dubious on the
surface, but the fact is, for most Intelligence values the benefit of this perk
is worth it, because although this perk will have a lower proc rate the higher
your Intelligence is, it's multiplying a greater amount of XP because your XP
is higher. The best value for this is at four Intelligence, where you're
getting a 10% bonus to earned XP and this perk has an 8% chance to increase
your XP by x3 (or better yet, x5). Even up to an Intelligence score of eight,
however, rank two of this perk is still giving you a +20% XP bonus on all
earned XP, when you average things out.

Normally time-saving or convenience perks would be rated fairly low, but this
perk affects almighty XP. Yes, yes, you can always kill more, pick more locks,
craft more junk, but this perk in effect pays for itself if you pick it early.
Heck, it triggering for one good quest reward could pay for a rank in itself.
Pick it up early, get it to rank two, and enjoy the benefits for the rest of
the game. It's not like there's an XP cap or anything, so the perk never stops
being useful.

Grade: *****

Better Criticals
----------------
If you like Critical Hits, this perk is essential. It boosts the potency of
your Criticals Hits by 50% per rank, up to a total bonus of +150% (or 2.5x
normal damage). Perhaps not great on its own, but if you're investing in Luck
and pick up Critical Banker and Four Leaf Clover, this perk synergizes with a
Critical Hit build very, very well.

Grade: *****

Critical Banker
---------------
Critical Hits are already broken enough. They're insta-hits which deal extra
damage (usually double the base weapon damage or more, depending on whether you
have Better Criticals and various mods which boost critical hit damage) that
charge (at a rate depending on your Luck score) every time you score a hit in
V.A.T.S. What could make them better? How about storing numerous Critical Hits
until you really need them? Enter Critical Banker, which allows you to store an
extra Critical Hit per rank in Critical Banker, up to three extra Critical Hits
at rank three. Rank three also has the added benefit of having a chance to
store an extra Critical Hit every time you bank one. Charge these up by killing
weak foes in V.A.T.S. that aren't worthy of a Critical Hit, then let loose on
stronger foes with critical vengeance when you need to. It's basically an
option to store an "I win this fight", and the dynamic never changes as you
level. More and more foes become trash foes you use to charge Critical Hits,
while the top-tier enemies keep getting stronger. A must-have for a critical
build, any anybody who uses V.A.T.S. should buy this. If you've got high enough
Luck to have the option, you have enough Luck to exploit this.

Grade: *****

Grim Reaper's Sprint
--------------------
Another perk that works synergizes well with the V.A.T.S. build... it's a
package bundle, you see, and there's tons of these skills in the Luck tree. Any
time you kill something in V.A.T.S. you have a chance to refill your Action
Points, 15% at ranks one, 25% at rank two and 35% at rank three, which also has
the added benefit of giving you a free Critical Hit. This of course works
wonders with a high Luck score, Better Criticals and Critical Banker, which
together make a big piles of perky awesome. And since Critical Hits are
V.A.T.S.-only attacks that make it more likely that you'll kill something in
V.A.T.S.... you can see where this goes. As long as you use V.A.T.S. regularly,
this perk is good for you, which means it should be good for just about
everybody who loves wining.

Grade: *****

Four Leaf Clover
----------------
Not enough uber synergizing V.A.T.S./Critical Hit perks for you? Need one more,
or will it be overkill? Probably overkill, but here it is: Four Leaf Clover
gives you a chance to score a Critical Hit every time you take a shot in
V.A.T.S.. If you've boosted your Critical Hits with Critical Banker and Better
Criticals, this is a no-brainer, even more-so if you invested in a high Action
Point build and Concentrated Fire. At rank one you'll get a 7.5% chance of
scoring a Critical Hit per shot (in addition to the normal growth rate of the
Action Point bar, which with nine Luck has to be pretty darn fast already), at
rank two this improves to 9.5%, rank three is 11.5% and rank four gives you a
13.5% chance. Diminishing returns, sure, and honestly, with eight or nine Luck
you might not need this perk. Plus, there's the ironic bad luck (figurative,
not in-game) that you might score this when your critical meter is almost full
anyways. All in all, it's another layer of awesome to add to the
V.A.T.S./Critical Hit build, but it might be a bit extraneous, all things
considered. If you can, however, one rank in it has the best return per perk.

Grade: ****

Ricochet
--------
A perk that ironically synergizes with... Nerd Rage!, of all things, the more
injured you are, the greater chance you have to insta-kill a foe that's
attacking you. As long as they're using ranged attacks, anyways, and a lot of
dangerous foes in the game don't use ranged attacks. All in all, having low
health and hoping that a dangerous shot will proc this perk and kill the enemy
just seems like a bad battle plan.

Grade: *



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O==< Suggested Starting SPECIAL Attributes >==O
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In older Fallout games, your SPECIAL attributes greatly affected various
derived statistics. In Fallout 4, some still do, although the primary purpose
of SPECIAL attributes in Fallout 4 is determining what perks you have access
to. Simply put, each SPECIAL attribute now has ten perks tied to it, one for
each base rank you can have in that Attribute. You can start with a score of
1-10 in each attribute, and at each level up you gain a point to assign in a
perk (which have between one and five ranks per perk) or you can use that point
to increase a SPECIAL attribute, which will give you whatever derived statistic
that attribute governs as well as access to higher tier perks. If you have,
say, a Strength score of four, you can buy the first four perks in the Strength
tree (Iron Fist, Big Leagues, Armorer and Blacksmith). Since the perks you have
access to are far more important than the derived statistic you'll get from the
attribute itself, the suggested starting SPECIAL attributes will be based on
what perks are worth getting, although it may be a good idea later to boost
certain stats for perks that become useful later on.

Strength
--------
Suggested Starting Score: 2

The best perk in the Strength tree is Armorer, which can be obtained with a
humble three points of Strength. You can obtain the Strength Bobblehead fairly
early on, as well, so there's no need to boost Strength too much at the outset.
By the time you get the Bobblehead (and hence access to Armorer) you'll be
ready to start crafting better armor, which is less essential at the beginning
of the game than having weapons. The best offense, and all that. If you reach
a high level and want convenience, you might want to boost Strength up to rank
six to get some points in Strong Back, but otherwise the you should start the
game with two points of Strength and let the Bobblehead take you to three for
Armorer.

Perception
----------
Suggested Starting Score: 6

The low starting score for Perception is deceptive, because two of the best
skills are in this tree. Rifleman requires only a measly rank two, and is
arguably the best weapon skill in the game, while Locksmith requires rank
four. Locksmith, however, is not the second great skill that was mentioned
earlier (although it is very good in its own right), that honor belongs to
Concentrated Fire, which requires a Perception score of ten. This is unfeasible
at the start, as it would require you to gut other perks that are arguably more
valuable. Any high Action Point build would be wise to invest in Concentrated
Fire, which requires boosting Perception quite a bit, but since the best rank
of Concentrated Fire requires you to hit level fifty... it can wait. Start the
game with six Perception, the Bobblehead is found very early on, and make do
without Concentrated Fire until much later.

Endurance
---------
Suggested Starting Score: 1

Endurance is entirely a dump stat, even though it does give a nice Health bonus
per point, this is retroactive and can be obtained later on, if that strikes
your fancy. As for perks, the determining factor of starting attributes, Life
Giver (requires three Endurance) is decent. The rest of the perks in this tree
are pretty much garbage, or so expensive that they're not really worth it
(Solar Powered, which is a slight improvement over Life Giver). Start out with
one point in Endurance, and if you bother leveling to the point where you have
perks to burn, consider getting Life Giver.

Charisma
--------
Suggested Starting Score: 1

Another dump stat, Charisma continues to fail to impress in Fallout 4. Like
Endurance, the best perk in the Charisma tree - Lone Wanderer - can be found at
rank three, but the Bobblehead takes a bit of effort to get, and isn't easy for
low-level characters to handle... which is fine, because the best rank of Lone
Wanderer requires you to hit lever forty first anyways. Start with one rank in
Charisma, and, once you've grown sick of your companions, mined them for their
companion specific perks, and have the Bobblehead, spend another point in
Charisma to get Lone Wanderer. If you level a lot and really, really love
settlement building, Local Leader will help keep your settlements happy, and
will turn a tidy profit with proper investment and patience. Wasteland
Whisperer is also a nice perk, but it's hard to recommend ever leveling
Charisma up to rank nine for it.

Intelligence
------------
Suggested Starting Score: 4

The highest perk you should aspire for in Intelligence is Science!, which at
rank six requires a bit of an investment. For the early-going, however, you
don't need Energy Weapons, so Science! can wait a bit. Hacking, however, is
something that will make life easier from the get-go, and there's really no
point in ignoring every terminal in the Commonwealth because you're waiting
for the Intelligence Bobblehead. On the other hand, you can get your hands on
the Bobblehead pretty early... but for the sake of argument, make life easy on
yourself and just start out with four points in Intelligence, and boost it up
to five with the Bobblehead, then six to get Science if/when you find an Energy
Weapon you've fallen in love with. Coincidentally, four Intelligence gives the
best return on XP with "Idiot Savant", and Intelligence scores of five and six
aren't much worse, either, so a moderate Intelligence build will also score
you plenty of bonus XP with "Idiot Savant" in the long run.

Agility
-------
Suggested Starting Score: 6

This one is a bit rough. Each point of Agility gives you precious, precious
Action Points, which are very good for the suggested build. They're not
necessary, however, and a starting Agility score of six allows you to access
the excellent Action Boy/Action Girl perk (Agility five required) and Sneak
(Agility three required). The goal, however, is the Ninja perk (Agility seven
required), which will require you to obtain the Agility Bobblehead.
Unfortunately, this Bobblehead happens to be located at the far south-eastern
end of the map and is guarded by powerful Raiders and Mirelurks, so it's
quite difficult for a low-level character to run and grab it (although not
impossible). Still, let it wait and invest in Ninja when you get the
Bobblehead, as the Quick Hands, Blitz and Gun-Fu perk are of lesser interest
for this build.

Luck
----
Suggest Starting Score: 8

Luck is the highest attribute you'll start out with, putting a whopping eight
points into at the start of the game. Why? Because it has the highest
concentration of great perks of any attribute, and because the derived
statistic Luck itself affects - charging your Critical Meter - is quite good.
Critical Hits are auto-hits and deal double damage (or more!) to any foe you
target in V.A.T.S. Getting these often will make killing things much easier.
It doesn't hurt that many of Luck's perks synergize stupidly well with each
other, including Better Criticals, Critical Banker (invest in this as soon as
possible!) Grim Reaper's Sprint, and Four Leaf Clover. Also, the Idiot Savant
perk will grant you bonus XP for the entire game, which ends up paying for
itself... and then some. The highest tier skill you'll want - Four Leaf Clover
(requires nine Luck) - is also one of the more optional perks in this build.
Still powerful, there's no rush to get it, so it can wait for the Bobblehead.

So, to summarize, here are the suggested starting SPECIAL attributes for
this build, which is a high Action Point, sneaky V.A.T.S.-abusing build. Each
Bobblehead will add one point to each attribute, and early on you can find the
"You're SPECIAL" book which adds another free point to any attribute of your
choice (Perception is recommended, as you'll want to boost it to ten
eventually).


Base Bobblehead/Book Level 50 Build
Strength 2 3 3
Perception 6 8 10 (+2)
Endurance 1 2 3 (+1)
Charisma 1 2 3 (+1)
Intelligence 4 5 6 (+1)
Agility 6 7 7
Luck 8 9 9



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O==< Suggested Perks by LEVEL >==O
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Perks by Level (Level 60 Build)
-------------------------------
So, you know what perks are good and what SPECIAL attributes to start out
with, but what do you pick when? This order is less essential in Fallout 4
than it was in previous games, due to the lack of a level cap. If you pass on
something early, you can always just level up again and get it later. Still,
some of you might want some structure, so here are some suggestions of what
perks to pick by level. Note that sometimes it's wise to save perk-picks a
few levels and invest them into something else later.

1 Idiot Savant (Rank 1)
2 Critical Banker (Rank 1)
3 Rifleman (Rank 1)
4 Locksmith (Rank 1)
5 Better Criticals (Rank 1)
6 Action Boy (Rank 1)
7 Locksmith (Rank 2)
8 Sneak (Rank 1)
9 Rifleman (Rank 2)
10 Hacker (Rank 2)
11 Idiot Savant (Rank 2)
12 Sneak (Rank 2)
13 Gun Nut (Rank 2)
14 Sneak (Rank 3)
15 Better Criticals (Rank 2)
16 Perception Training (Rank 9)
17 Critical Banker (Rank 2)
18 Rifleman (Rank 3)
19 Grim Reaper's Sprint (Rank 2)
20 Action Boy (Rank 2)
21 Locksmith (Rank 3)
22 Hacker (Rank 3)
23 Sneak (Rank 4)
24 Perception Training (Rank 10)
25 Gun Nut (Rank 3)
26 Concentrated Fire (Rank 1)
27 Concentrated Fire (Rank 2)
28 Intelligence Training (Rank 5)
29 Science! (Rank 1)*
30 Science! (Rank 2)*
31 Rifleman (Rank 4)
32 Science! (Rank 3)*
33 Armorer (Rank 1)*
34 Armorer (Rank 2)*
35 Armorer (Rank 3)*
36 Ninja (Rank 1)*
37 Ninja (Rank 2)*
38 Ninja (Rank 3)*
39 Armorer (Rank 4)*
40 Gun Nut (Rank 4)
41 Better Criticals (Rank 3)
42 Science! (Rank 4)*
43 Better Criticals (Rank 3)
44 Four Leaf Clover (Rank 1)*
45 Four Leaf Clover (Rank 2)*
46 Grim Reaper's Sprint (Rank 3)
47 Rifleman (Rank 5)
48 Four Leaf Clover (Rank 3)*
49 Four Leaf Clover (Rank 4)*
50 Concentrated Fire (Rank 3)
51 Charisma Training (Rank 2)
52 Lone Wanderer (Rank 1)*
53 Lone Wanderer (Rank 2)*
54 Lone Wanderer (Rank 3)*
55 Bloody Mess (Rank 1)
56 Bloody Mess (Rank 2)
57 Bloody Mess (Rank 3)
58 ---
59 ---
60 ---


(-NOTE-) Perk-picks in italics assume you've obtained the Bobblehead required
to buy ranks in that perk. If not, save the perks you've earned at
this level until you've obtained the required Bobblehead to boost
your SPECIAL attribute and hence pick the italicized perk. In the
perks-by-level list above, the perks you'll get access to first (based
on which Bobbleheads you'll find by following the walkthrough) have
been listed first. By following the walkthrough provided, you'll find
the Perception Bobblehead first, then Intelligence, Strength,
Endurance, Agility, Luck, and Charisma, hence the perks picked first
are Science!, Armorer, Ninja, Four Leaf Clover and Lone Wanderer.


Suggested Perks, Level 60 and Beyond
------------------------------------

The suggested build above will get you to level sixty, which everybody who
follows this guide, scours the Commonwealth, and starts out early with Idiot
Savant should easily attain with no grinding. If you want to advance further,
however, what perks do you pick? Well, most of the good ones you should already
have. If you like settlement building, consider boosting Charisma to rank six
and buying two ranks of Local Leader and two ranks in Cap Collector. A rank in
Medic is also needed to build Clinics in settlements. If you want to score some
Health regen, you can also buy a rank of Endurance Training and then drop three
perks in Life Giver. As far as pure power-gaming goes, Gun-Fu might come in
handy in some situations. After that, simply leveling Endurance (for massive
amounts of Health) and Agility (for Action Points) are your best bet.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< OUT OF TIME >==O
``-.____________________________________________________[FO-01]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Grognak the Barbarian
o You're SPECIAL!

On the Eve of the Apocalypse
----------------------------

A war-weary veteran and his wife begin their day by taking care of their
hygienic necessities, which provides ample enough excuse for you to create
your character(s). Customize one or both of the individuals, then start your
day. America may be at war, but you are far from the front, and despite the
wars being fought over earth's precious, dwindling resources, the veneer of
affluence and plenty is still intact enough on the east coast.

When you're in control of your chosen characters, you can investigate the
house by walking around and clicking on various objects... there's not much
of long-term interest here, but there are plenty of things to geek out over
if you're a long time Fallout fan. Make your way into the kitchen to meet your
Mr. Handy type robo-butler, Codsworth. Take note of the Grognak Comic on the
counter, which will come in handy later, then, when your spouse mentions
somebody at the door, go greet the Vault-Tec Representative outside. Seems
you've been accepted into the local vault... good news if the current war
with China escalates into a nuclear confrontation.

Fill out his questionnaire, which will have you assign your SPECIAL stats
and pick your name and the salesman will leave, after which Codsworth will
show up and suggest that you provide some love to your infant... something
he's not exactly equipped to do. Go play with your kid, give the mobile a
spin, and make plans for later, which are interrupted - again - by Codsworth.
Return to the living room and watch the news... dire news. The nuclear
apocalypse has begun.

Your spouse will grab your baby and you'll be directed to make a run for
the vault you just signed up for. Follow your spouse outside, down the street,
across a bridge and up a hill and to the vault checkpoint. Talk to the Officer
and continue to the top of the vault, where you will very, very narrowly
escape the nuclear holocaust. Safe in the confines of Vault 111, head upstairs
and talk to a Vault-Tec Staff member to obtain your new Vault 111 Jumpsuit,
then follow a Vault-Tec Doctor to the east. Near the Decontamination Pod you
are instructed to enter, you'll need to comfort your baby one last time before
stepping inside. Time for a new life.

Decontamination takes a bit longer than the good Vault-Tec Doctor led you to
believe, however. In fact... it's no decontamination chamber at all! Your
cryogenic sleep will be interrupted to witness an altercation outside. Some
time later, you'll finally awake from your frozen nightmare and into a new
nightmare. Activate the Control Panel to your spouse's Cryo Pod and examine
them to obtain their Wedding Ring, then head west and, before you reach some
stairs, turn south to find a Vault 111 Monitoring Terminal, which you can
use to check out the statuses of the other vault dwellers.

A Long, Cold Sleep
------------------

You were frozen for an unknown length of time, everybody else in the vault
seems to be dead due to a malfunction... except for your spouse, whose demise
was somewhat less accidental. Answers are few, questions are many, and
somebody took your son. Head up some stairs to the west and go through a
door, then turn south and enter another cryo chamber. Inside you can find
another Vault 111 Jumpsuit, but otherwise the same fate befell the occupants
in this room as in the room you were in.

Return to the hallway and continue west to find an inaccessible door at the
end of the hallways. Grab some of the tools nearby if you wish (they have to
be worth something, right?) then head through another doorway to the north,
go down some stairs and enter a small chamber to the north. Check out the
metal box under the window to find a Police Baton - which will have to serve
as your first weapon until you find something better - then turn east to
find two doors; one to the east, and one to the south. In the southern room
you find find a Stimpak on a desk, some random loot inside the desk, and a
Security Terminal, on which you can learn about some of the parameters of
this vault's operation, and the growing discontent of the security staff.


(-NOTE-) Almost everything you can pick up can be used for crafting. It will
be left up to you to determine how much garbage you want to harvest
in your travels, but for the purposes of this guide, only items that
yield rare components will be mentioned... along with weapons, chems,
armor and ammo, of course. It will be noted, however, that the more
diligent you are about picking up items, the more you'll be able to
craft later, which is a fine way to earn XP and, more importantly,
upgrade your weapons and armor.


Backtrack to the north and pass through the eastern door then follow the
hallway beyond to - and through - another door. In the room beyond you'll
find your first foe; a humble Radroach. Simply walk up to it and kill it with
a melee attack [R2] and the critter should be ground into paste. Speaking
of which, loot it for any meat it may have dropped (yum!)... at this point
in time, it's too early to be picky about where your next meal may come from,
right? If you get injured by this Radroach, there's a sink nearby you can
turn on to recover your HP.


(-NOTE-) Being damaged by irradiated wildlife will give you RADs (one of
many sources by which you may get irradiated). In a rad-ical (pun
intended) departure from previous games, radiation in Fallout 4 now
temporarily reduces your maximum health (as noted by the red portion
of your life bar) until healed by a doctor or chems. So... basically,
it functions like it did in Fallout Shelter.


With your first foe vanquished, continue north into a mess room where you
can find - amongst other assorted junk - a Recreation Terminal on a desk.
Activate it and selection the option "Play Tape" to play one of Fallout 4's
silly little mini-games... Red Menace. This is essentially a somewhat more
complicated version of Donkey Kong; climb ladders and jump over obstacles
(while dodging the odd missile!) to reach the top of the screen and rescue
the damsel in distress.

Trophy: Future Retro
--------------------

All good fun, but you have more pressing concerns right now... like your
kidnapped son? Pick the option "Eject Holotape: Red Menace" before you leave
the terminal, then return to the site of your glorious victory over the mighty
Radroach (the rooms to the east of the mess hall aren't interesting in the
slightest). Go through a door to the west to reach the reactor room, where
two clearly malfunctioning reactors are shooting bolts of electricity out,
and three Radroaches prowl. It's likely that at least one of the bugs will
get itself zapped (a good warning of what will happen if you stray too near!)
but you'll probably have to deal with some of them.

Now's a fine time to try out VATS, the recurring combat feature of all Fallout
games. To enter it, press [L1] (with a melee weapon, you'll need to be fairly
close to an enemy) then select your target (switch between them with the [Left
Analog] stick) and press [R2] to queue up attack(s), after which, press [X] to
confirm. Attacks in VATS can target specific parts of the critter, potentially
crippling them in various ways or dealing more damage, depending on where
you hit, but this is reserved for ranged weapons. Attacks in VATS consume AP
(Action Points), which are determined by your Agility score. Kills in VATS
will charge your Critical Meter, which, when full, you can cash in for a
critical strike in VATS. All in all, VATS is a handy (but not a mandatory)
tool that really can come into its own with high Agility, Luck and/or
Perception builds.

Clear the generator room however you wish, then proceed through a door to
the west where you'll find another pair of Radroaches up some stairs. Smite
them thoroughly, then continue through another door to the west to reach
the Overseer's Office. Loot the desk of the now very dead Overseer to obtain
three Stimpaks, a 10mm Pistol, some 10mm Rounds and a pair of Glasses, which
are useful for providing a temporary boost to your Perception while worn.
You'll automatically equip the 10mm Pistol when you grab it, after which the
game will tell you about the magic of the [D-Pad] and hotkeys. Snoop around
on the Overseer's Terminal to learn even more about Vault 111's function
and its deteriorating condition and - more importantly - select the entry
"Open Evacuation Tunnel" to provide yourself with a means of egress.

Before you go scrambling to freedom, however, search the Overseer's personal
quarters to the north to find some more 10mm Rounds in a locker by a bed,
then search the mirror in his bathroom to score some random loot, usually
including chems and Bobby Pins. Just west of the Overseer's desk you'll
find a small caged area inside of which lies even more 10mm Rounds, another
10mm Pistol and a locked Cryolater Case [Master] on the wall. It's beyond
your means to open yet, but if you investigate it, your character will
promise to return later for it... it's a promise you should plan to keep.
Loot some lockers in the south-eastern corner of the room for some random
goodies, then continue out the door you opened to the south.

Immediately turn east to find some more Radroaches down the tunnel, which
make for good target practice with that 10mm Pistol you just found. Aim with
[L2] and shoot with [R2]. [R1] performs a melee attack with the ranged weapon
(which consumes AP) and [Square] reloads. VATS works as mentioned above,
except now you can target limbs with varying degrees of difficulty... but
there's no need to get fancy with Radroaches; any single hit should kill them.
When they're dead, proceed east and more of the buggers will pop out of
various hiding places.

Gun them down, then continue east and go through a door to the south, then
through another to the west to find a Radroach feasting on a long-dead
skeleton. As the game directs, it's now time to practice being sneaky. To
enter sneak mode press [R3] and you'll get some text at the top of your
screen. [HIDDEN] means you're... well, hidden, and any attack you make
will be a sneak attack critical. Very nice. [DETECTED] means a non-hostile
has spotted you, and will be aware of your dirty deeds (stealing and
trespassing, mainly). [CAUTION] means some hostile is searching for you,
but has not yet found you (you won't score a sneak attack critical against
such alert foes) and [DANGER] will inform you that a hostile foe has detected
you. Many things affect your ability to sneak, including your Agility score,
the light in the area you're sneaking through (turn off that Pip-Boy light!)
how fast you're moving, and, of course, how much noise you make. Shooting a
gun, as a random example, will almost certainly give you away. You can tell
how close you are to being detected by noting how far away the brackets are
from the word [HIDDEN] or [CAUTION}. The further away they are, the less
away the enemy is of you. For now, try to sneak up on the Radroach, or use
your 10mm Pistol to put it down for good.

Once the Radroach is gone, continue west towards the skeleton the Radroach
was munching on and one of its buggy buddies will rise from the concrete...
neat trick, burrowing through solid concrete. Kill this final Radroach and
make your way to a yellow metal platform where you'll find the indispensable
Pip-Boy on a skeleton's severed arm. Grab this immensely useful, somehow
indestructible, and iconic personal computer. It's your status screen,
inventory screen, map, quest log... and you can also use it as a light
source (hold down [Circle]), a radio, and to play the odd game you find in
the wasteland. With this device in hand... or... uh, on-arm, activate the
Vault Door Controls console nearby, then make your way west, out of the vault
and back up the elevator. Before you go you'll get one last chance to respec
your character and change your appearance, so make a hard save here in case
you find something you don't like later. Once done, ascend into the light.
It's time to start looking for your son.

Trophy: War Never Changes
-------------------------

(-NOTE-) You can always return to Vault 111 for its fresh water, if you
need healing and want to conserve Stimpaks. It's tedious, but cheap.

Going Home
----------

Let your eyes adjust to the ruined world around you - time and nuclear
devastation are a potent combination at ruining the works of man - and note
your new objective; go home. Well, it's a fair enough place to start...
might as well see what's left of your previous life before you begin a
new one.

First, however, head north, north-west to find some yellow crates which
contain some random loot for you to enjoy. There are also two shacks you
can loot, one north-east of the vault elevator wherein you can find a
First Aid Box on the wall and another Wooden Crate and another to the
north, north-west which contains a 10mm Round.

After you've enriched yourself, pick your way downhill to the east to
reach Sanctuary, where you first stop, of course, should be your home.
Outside you'll find Codsworth busily - and futilely - trying to maintain
the ruins. Ignore him for now and head on inside into the ruins of your
house, where there's a few wonderful bits of loot worth grabbing. First,
search the counter in the kitchen to obtain an issue of Grognak the
Barbarian. Once that's yours, head into Shaun's room (the north-western
most room in the house) and search under a dresser near the bed to find
the book YOU'RE SPECIAL!, which will allow you to distribute one SPECIAL
Attribute point to any stat of your choosing. Mega score.


(-NOTE-) Special rare books in Fallout 4 will give you a permanent bonus
in some aspect of the game, either weapon damage, skill difficulty,
store prices or damage resistance... or they'll unlock customization
options. This guide will make sure you find as many of them as
possible.


There's plenty of other less interesting trinkets you can grab around the
house, including some random chems in the mirror in the bathroom, but every
mundane collectible isn't worth discussing... grab as much as you want
(you can never have too many crafting materials, right?) then head outside
and talk to Codsworth. Listen to his chipper dialogue and endure his
attempts to deflect or spin the bad news you give him, then pass an easy
speech check by saying "You Okay?" to finally penetrate his cheerful veneer
and witness an epic Mr. Handy breakdown. Poor thing. After he recovers he'll
give you the "Hi Honey!" holotape offer to search the neighborhood with you.


(-NOTE-) You can find clothes and use chems that will raise your Charisma,
which will help you pass speech checks. It's a good idea to keep some
light-weight clothes and chems handy for such occasions... it sure
beats having to invest a whole lot of points into Charisma, at any
rate. Keep in mind that speech checks aren't set in stone; there's a
variable element at play, so boosting your Charisma doesn't necessarily
ensure you'll succeed, and if you fail once, reloading and trying again
might do the trick...


Agree to do so (he'll play mum until you do) then follow him up the street to
the north-east, where you'll have to clear two houses infested with
Bloatflies... which are significantly more annoying in this game than they
were in previous games. After the second trio of bugs have been squashed,
Codsworth will whine about his failure again, then tell you about a settlement
in Concord. The people there might be helpful, after all, they've only shot
at Codsworth a few times. Maybe they'll be as generous to you? In any event,
Codsworth is clearly not going to be much help, and Concord is the only lead
you have, so... might as well head on over there.

Exploring Sanctuary
-------------------

First, however, there's some loot worth grabbing in the houses around
Sanctuary. Starting from the cul-de-sac along the northern end of the town
explore an aqua-colored house to the south, south-west and search the
south-western corner of the living room to find a corpse, near which is
Pipe Pistol. In the small room in the eastern corner of the house you can
find a Safe [Novice] under a baby carriage... which means it's time to
talk about picking locks...

Lockpicking:

Lockpicking in Fallout 4 isn't much different than in the previous two games.
Your goal is to turn the lock horizontal from its vertical start by inserting
a Bobby Pin into the lock. If the Bobby Pin is in the right place, the lock
will turn all the way horizontal and the contain will open. The further it
turns, the closer the Bobby Pin is to the correct spot, but when the lock
puts pressure on the Bobby Pin, the Bobby Pin may break. Run out of Bobby
Pins and you'll have to get more before you attempt any more locks.

Now that lockpicking has been covered, another, more complicated element of
Fallout 4 should be discussed. Head south and cross the street to find another
yellow house (not the one with the collapsed roof, but another one south-west
of it). Here you'll find a Workshop, which obviously necessitates a bit of
explanation on crafting, so here goes. Each crafting station allows you to
craft something different. At a Workshop you can craft furniture, buildings
and various utilities... all the things that make a settlement worth living
in. Building objects is simple; merely select what you want with the [D-Pad],
moving left and right between categories, and up or [X] to move between
sub-categories. For example, if you wanted to build a chair, you'd go over
to the "Furniture" icon, then press [Up] or [X], move to "Furniture > Chairs",
then proceed to the chair you wanted to build. Once something is built, hold
down the [Touchpad] button to enter the workshop menu (this can be done by
also interacting with the Workshop). Find the item you build and press [X]
to select it, at which point it can be moved around as you wish. Items with
a yellow border can't be moved, but can be scrapped for components, whereas
items with a green border can be moved, scrapped, or possibly stored.
Cooking Stations, Weapon Workbenches, Armor Workbenches and Power Armor
Stations are less complicated, as you're just messing around with things
in your inventory, not place-able terrain. This will all be covered in more
detail later, when you have more resources, but for now... note that you
can stash all the junk you've been finding in the Workshop, and they'll
automatically be salvaged for parts when you build things.

In another aqua-colored house north of the last one you'll find a Caps
Stash and a Tool Box in a closet and an Ammo Box in the room in the
south-eastern corner of the house, in a closet near a Filing Cabinet.
This house has more treats in store for us, however. Search behind it and
you'll find a door leading to a Root Cellar, inside of which you can find
plenty of junk, containers to loot, a Safe [Advanced] and three Gold Bars
on and near the safe. A very generous little hidey-hole which will benefit
you greatly.

Return to the surface and Next visit the yellow house to the west to find a
locked Safe [Novice] in the southern corner of the bedroom.

Follow the road south until it turns east. This stretch of road - which ends
in a bridge - is lined by two houses on either side of the road; two aqua
houses to the north and two yellow houses to the north. Head into the
western-most yellow house and search a room in the southern corner of the
house to find some Med-X on some furniture near a red tank. In the room across
the hall you'll find another Safe [Novice]. Disarm the Makeshift Bomb atop
the Safe then unlock the Safe. Once done, turn your attention to the nearby
desk, on top of which is the Ledger Terminal [Novice].

Hacking:

Lockpicking was recently covered, so why not hacking? Hacking is really quite
simple, you pick a word, and if any of the letters in that word match the
letter placement on the actual password, it'll tell you. Say you pick the
word "BUSY", and you're informed that 1/4 of the letters are correct...
well, that doesn't help you out too much, but even that should eliminate
a few words. Say you also had the word "WIND" in the list as a possible
password-from the information you got earlier by selecting "BUSY", you
know "WIND" isn't a possible answer. You should try to select common
prefixes or suffixes when password hunting. If you pick a word that
ends in "-TION", and you don't get at least four correct letters, you
can safely eliminate all words ending in "-TION"... then again, finding
a really uncommon word with no suffixes/prefixes can help, too. If you
pick a word and get zero correct letters, you can eliminate every other
password that shares a letter placement.

After using up your initial guesses, don't fret-you still have options.
Throughout the garbled nonsense between possible passwords you'll often
find brackets. When two such brackets on the same line enclose around random
symbols, you'll be able to highlight them. Selecting them will do one of
two things-eliminate a dud password, or, less commonly, replenish your guesses.
So, the routine is simple-guess passwords that might give you a good clue,
when you hit one guess, search for enclosed brackets on the same line: (),
[] or {}.

If you're ever nearly out of guesses and you don't have any more brackets
to use, just give up and log out. The password will change, but you'll get
all your guesses back. It's better to try again than it is to get locked
out of a computer for good. And of course, there's always save/load.
Never get locked out of a computer!

The terminal - once you've hacked it - discusses some drug deals in the area.
The only interesting thing to note is the mention of a locked safe under a
dresser in a master bedroom. The house the entry is talking about is the
yellow house across the street to the east, just before the bridge. The floor
save mentioned does indeed exist, but since it's boasting an [Advanced] lock,
you probably can't get into it yet.

Before you leave Sanctuary, stop off at the house on the left, where a fire
will be going and you can find a Cooking Station. With all of the Radroach
and Bloatfly meat you've been picking up to this point, you can easily roast
up several meals. This is a good idea to not only give you higher HP items to
eat but it also gives you some minor experience boosts as well (and may well
level you up to level 2).

Red Racer Truck Stop
--------------------

When you're done scavenging around Sanctuary, follow the road south through
town to find a bridge to the south-east. Cross the bridge and, on the far
side opposite Sanctuary you'll find a dead Raider possessing random gear
including a Drifter Outfit, which may not be significantly better than the
Vault 111 Jumpsuit, but it sure looks snazzy enough. Near his corpse is the
body of a dead Wild Mongrel, with a Tire Iron sticking out of its body. Take
this weapon, as it's a minor upgrade to the Police Baton you've been using.

Follow the road and you should spot a red rocket in the distance, which marks
the Red Rocket Truck Stop - the midway point between Sanctuary and Concord,
and an interesting location in its own right. At this gas station you'll find
a dog... or rather, the Dog. Every Fallout game has had a faithful canine
companion of some sort, and this is your pooch-pal in Fallout 4, who will
henceforth affectionately be called Dogmeat... because that was the name of
your doggie deputy in the first two Fallout games. It's also his name in
this one, too. What luck!

Dogmeat not only helps in combat, but he'll lead you to treasure, so he's
worth keeping around... at least for now. Let him kill things and take damage
if it means you conserve ammo and Stimpaks. The first thing he should lead
you to is a First Aid Box containing some chems on the ground near a ruined
fuel pump. After that, head into the gas station, but be on guard, as you'll
shortly be attacked by a pack of Mole Rats, who are more annoying than
dangerous. They're fond of burrowing in the ground and resurfacing in
different areas... but it's hard to pass up a good old game of Tire Iron
whack-a-mole.

When they're all dead, search the gas station properly to find... well,
plenty of junk. In a back room (in the southern corner of the store) on a
desk near a Red Rocket Terminal, you'll find a Caps Stash containing a random
number of Bottle Caps, the currency of Fallout. In the Chem Cooler nearby
you can find some chems and on the terminal itself you'll find some commentary
on a local cave where the sneaky folks at the Red Racer Truck Stop stashed
their trash.

Mole Rat Den
------------

Sounds like it could be worth a look, eh? Head south from the Red Rocket
Truck Stop to find a small cave (the cave's entrance is facing north, making
the cave go under the Truck Stop), where the pre-war litterbugs stashed their
garbage. Enter the Mole Rat Den to find that it's rather aptly named as inside
you'll find... well, more Mole Rats. Exterminate the ones in the large chamber
with the fungus-covered central pit, then explore two side-passages to the
north. In the eastern-most one you'll find the note "Trashbuster's Reward",
a Pipe Pistol and some 10mm Rounds and a Fusion Core, but you'll catch
some RADs for your trouble. In the western one you can find a Duffle Bag
containing some loot. In another side-tunnel to the west of the main chamber
you'll encounter a Rabid Mole Rat, which is significantly stronger than its
less diseased pals back east, but nothing a few whacks with a blunt
instrument can't take care of. When it's dead, loot its small chamber
to find a Safe [Novice].

When you're done looting the Mole Rat Den, return to the surface and then
make your way back to the Red Racer Truck Stop. Stash whatever other junk
you've found, then head back out to the road north-east of the gas station.
From here, follow the road south-east and it'll take you into Concord.
Note that the house just before you enter Concord proper (the two-story
on the right-hand side of the road) has a Bobby Pin Cache upstairs, which
should help you out for your future lock-picking needs. You can also find
chems in a bag upstairs and a Bottle Cap Stash downstairs in the oven.
Now, continue down the road leading towards Concord.

Along the way you'll find a Bloodbug Hatchlings feasting on a dead Brahmin.
They're stronger than other bugs you've fought so far, and starting out
the fight with a sneak attack critical on one comes highly recommended.
With that obstacle out of the way, continue down the road to reach Concord,
entering the first house on the right (west), where you can find a Nuka-Cola
Quantum in the fridge, a Bobby Pin Box on a Cabinet upstairs, and a Safe
[Average] on the wall. Loot and leave the house and continue deeper into
Concord.

Concord
-------

Have you found you first civilized town!? Perhaps... note that most of the
houses are boarded up. As you walk into the city you will hear gunfire further
in. Nothing says "Welcome!" like a gun battle. Head in and help kill the
attacking raiders. Use the sand bags to hide behind and pick them off one
by one when your AP is up.

Soon they will all be dead and a man will yell at you to pick up the nearby
Short Laser Musket, which will become an (optional) quest objective. Go ahead
and pick it up and you'll have officially completed the "Out of Time" quest
and started the next quest: "When Freedom Calls". You will also get an
appreciable amount of experience as a reward, likely propelling you into
the next level.

REWARD
(For reaching Concord)
XP 230

(-NOTE-) Experience rewards will vary somewhat, based on your Intelligence.
It's best to view the XP rewards listed in this guide as ballpark
figures, since its likely your characters will have either more or
less Intelligence than the author's.


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O==< WHEN FREEDOM CALLS >==O
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***IMPORTANT ITEMS IN THIS AREA***

o Perception Bobblehead
o Robco Fun
o Taboo Tattoos

Exploring Concord
-----------------

At the start of this quest you should be right in front of the "Museum of
Freedom" in Concord. Before going in, let's explore a bit. First you need
to loot any dead raiders (and the Minuteman) lying around for precious ammo
and other random goodies. The Raiders should all drop some armor, weapons,
and other bits of loot. Focusing on the armor for now, armor comes in several
forms; namely underwear and outerwear. Underwear are lighter types of clothing
that usually cover the entire body, on top of which segmented pieces of armor
(like Leather Leggings) can be equipped. Outerwear tends to cover multiple
parts of the body (usually the torso and some limbs), cannot be worn in
conjunction with underwear, and any parts covered by it cannot also have
segmented armor. For example, the Drifter Outfit you found across the bridge
near Sanctuary is outerwear which covers the entire body, sans the head.
You could wear a Drifter Outfit and some headwear, but you could not wear
anything else. On the other hand, if you were wearing a Vault 111 Jumpsuit
(underwear) you could in addition wear armor on both arms, both legs the
torso and the head.

Next up there are several worth-while things to find in Concord itself.
Use the Museum of Freedom as your reference point for navigating around
Concord. Start by going north-west from the museum, up the way you came.
The corner hardware store has various junk to loot. Nothing worthwhile,
really. Up the street though on the right you can find an intact door
leading to a "Speakeasy". Inside you can find (besides the various junk)
a safe [Advanced] behind the counter. There is also a door locked upstairs
[Advanced] that you can lock-pick. Inside is a room with several trunks
and suitcases you can loot for random items. There is a 10mm Pistol in here
as well, but the real goodies will be in the trunks. There is also a very
weird room with some oddly-positioned mannequins that you can loot for some
machetes, your first real blade. To follow that up you can find a combat
knife under the mattress in this room.

Exit the way you came and continue north-west. To the right in the blue house
(with the patriotic flags) you can find a Cap Stash behind the counter.
Continuing up the street on the left is a brick house (shop) on the corner.
Here you can find a first-aid kit behind the counter and then you can go
upstairs to find a Wall Safe locked tight [Expert]. You won't be able to
unlock this at low levels... but there is also a Tool Case and an Ammo Box
near a window on the other side of the room, which are well worth looting
for the time being. From this shop head down the street to the north-east,
cross a watery-crater in the road and find the white door leading to the
Workhouse building. Ascend some stairs to find a Safe [Advanced] that two
skeletons are fighting over, then drop down onto a ruined floor to the
north-east to find a Duffle Bag.

Lastly, if you head north to where you first entered Concord you can find
a playground on the right (left if you are walking into town...). There is
a flying saucer here, so you can't miss it. Nearby is a blue house with a
collapsed roof you can enter. Inside is a Caps Stash and plenty of food,
but there is also a Safe [Novice] underneath the bed in the bedroom.

Let's head back to the museum now and check out the Church to the south.
Inside you can go to the back and up the stairs. Here you'll find another
tough [Expert] Safe which... you probably can't get to, but there is also
a "Glow Sighted Heavy Pipe Rifle" nearby, along with a Moltov. Not bad for
a free gun! you can head further up inside the church if you wish, but
there's nothing left for us.

Head back outside and back to the museum, but go east down the road now.
There is a road to the left, but keep going straight east past the bus stop
and check out the last house on the right. You can enter here to find a bobby
pin stash and a chems stash downstairs, but the real treat is upstairs. Here
you'll find a dead raider with a "Pipe Bolt Action Sniper Rifle", which is
likely your first Sniper Rifle. Ammo is scarce, but the weapon is neat!
There's one last place you can check out... if you're brave or foolish.
East of this house you can spot a campsite in a parking lot, where a random
encounter will spawn. These can be beneficial, lucrative, interesting, or
downright difficult, especially at this stage in the game. You should sneak
up to the location, scout it out with VATS, and make sure there's nothing
here beyond your powers.

With your exploring done, let's head back and enter the Museum of Freedom.

Museum of Freedom
-----------------

You are here to save some settlers from the raiders trying to take them out
inside... right away you'll be able to target some raiders above you. There
is one two levels above you on the left and a second above you straight ahead.
Kill the higher enemy here (use VATS to see where they are) and that will
trigger the other enemy. They will try to hide behind the boxes on the bridge
pathway, but you can head right to get them at an angle fairly easily.

Once they are dead you may or may not get a third enemy (at ground level) to
attack you. It is probably best to hide a bit and de-aggro him unless you can
shoot him through the bars. The gate here can be unlocked if you've invested
into lockpicking as it is an [Advanced] lock. There is also some Bobby Pins
near the gate you should pick up regardless. Even if you unlock the gate,
it's still worthwhile to go through the side rooms. Follow this path (sneak
through it) as you are given a history lesson about the American Revolution.
In the second presentation room is a raider, so get in a sneak attack if you
can for a crazy kill. Keep following the path and you'll end up behind the
main gate.

From here the floor drops down to the basement. Go down with the floor to
see a locked security door [Novice] and a computer terminal [Novice]. Both
of these unlock the door, so pass one of them (or, for more XP, do the computer
and then exit out of it and do the door separately). You'll need the item
that is behind here: a Fusion Core, to complete the mission, so be sure to
grab it now.

Head up the stairs now and hang a left. Skip the door here for right now
and head to the bridge where you killed the Raider (you can loot them now).
There is also a Cap Stash in the far corner, where the red light is. Grab
it and head back to the door you skipped. This door leads to a room with a
hallway on the left... in the far room though are two Raiders who are debating
leaving, so try to get in a sneak attack if you can and take them down. Head
past the hole in the wall past them and go up the stairs (the door in the
hallway leads to the entrance). Up on this third level you will hear some
Raiders trying to reach the settlers. They'll give up in a bit and start
to patrol the place... if you prefer, you can hide by the vending machines
and wait for them to patrol for a sneak attack opportunity or just take
them out (they aren't too tough). Once you take them out, the man who
shouted for your help will open up the door for you.

Enter in to meet the "Last Minuteman", Preston Garvey. Preston and his
Mechanic, Sturges, will tell you how his group has done since coming to
Concord (hint: not well) and tells you of his current plan: get a Fusion
Core and use the Power Armor on the roof to drive away the rest of the
hostile forces. With that you will be tasked to retrieve the Fusion Core,
which you will already have if you are following this guide (excellent!).

Now, there are several cool things in this room. First and foremost, to
the left on a desk is the all-important Perception Bobblehead. Nabbing this
thing will increase your Perception skill by +1 Permanently. Very nice. You
can also find a "Robco Fun Magazine" near Sturges which comes with the
"Atomic Command Holotape", which is similar to the old Atari game "Missile
Command". Try it out when you wish. Also note that you can kick Sturges
off of the terminal here and hack it yourself, as it is a [Novice] Terminal.
Nothing of any real note however, aside from some museum memos.

Go ahead and save now and then get ready for a Speech Check. Sitting on
the couch is Mama Murphy, who has a speech check if you ask her about her
"Sight", which if you can pass gives you a good chunk of XP and warns you
of an upcoming danger more clearly. If you happen to have low Charisma, you
can equip any Charisma-boosting items you may have found and drink some
booze to help improve your charm.

The Battle of Concord
---------------------

Once you are done with that, head outside to find the Power Armor Preston
was telling you about. Here you should pick up the "Log - SSG Michael Daly"
Holotape nearby and any other goodies you wish, then put the Fusion Core
into the Power Armor (interact with it). Interact with it again to enter
the Power Armor, then head into the Vertibird and rip the Minigun off.

You now have an awesome objective: wipe out all hostiles in the area. Jump
on down (you take no fall damage in Power Armor) and give the Minigun a go!
This thing will just tear the Raiders to shreds. Don't worry about looting
any of them until you are done... Head forward wiping out the Raiders and
as you press towards the beginning of the town a MONSTER will tear up the
ground and emerge... it is a Deathclaw! This can rightfully be considered
the first "boss" of the game even with your awesome Power Armor.

Go ahead and focus on the Deathclaw here. You'll want to lay into him with
short bursts of controlled, focused fire as when he chases after you he
tries to dodge back and forth. If you can, try to get him near a car and
blow the car up to do major damage to him. You may also get lucky a bit if
Dogmeat gets in its way. Otherwise, if it gets close dash away a bit and
lay into him again. The Deathclaw for its part will always try to close in
with you and melee attack you. You can actually back-step slightly to avoid
most of his attacks, but he can also rush in and grab you, doing damage and
throwing you aside. If you get low on health, don't be afraid to use a
Stimpak or two from the Pip-Boy menu and keep laying into the Deathclaw
outside of the museum (so Preston can assist you with his Laser Rifle).

Once you defeat the Deathclaw, be sure to loot him and all of the enemies
in the area. In particular, one of the Raiders named "Gristle" has the
"Corvega Storage Key", so be sure you find and loot him. You are now tasked
with meeting back up with Preston, but before you do that you have an
optional area you can explore. This area is accessed from a number of ways,
but with the Deathclaw tearing open the grate you can easily drop down
and enter in from there. Let's run through this small sewer area really
quick...

Concord Civic Access
--------------------

This is a quick sewer area that you should traverse for some kills (XP) and
the big prize: a Fusion Core. Head into the first room to find a door that is
chained up. You can release the chains from this side so you may as well. The
room to the right has a dead Mirelurk and Brahmin, as well as a drop down to
the sewer area. You can drop down here if you wish or take the door you
unlocked as they both go to the same place (just check for goodies if you
take the door route), but near the water several Mole Rats will emerge and
attack, so be ready for them.

Continue on and head left, following the water. You'll see stairs breaking
off to the right, but ignore them and head straight up to the catwalk (the
stairs just lead to an exit). As you cross the catwalk bridge, you can look
down to the right and see a "Softshelled Mirelurk". This enemy is going to
be a bit rougher than you are used to, so sick Dogmeat on him and get in
some damage while he is below you. He will likely take out Dogmeat and
rush up to you, but keep on the attack and use VATS once he gets close to
take him down. Switching to a Shotgun for this guy isn't a horrible idea.

Once he is down, head past the bridge and you'll see a left, right and
straight path. Go right down to where the Mirelurk was and down into the
water, heading to the dead-end the Mirelurk was guarding. This will net
you the Fusion Core by the pipe back here (along with a Vault Tec Lunchbox...),
which is the big prize down here. There is also a dead raider down here with
some drugs. You can actually jump up to the ledge above him for a wealth of
drugs, although it may take a few tries to jump up there. You can also find
a small cubby underneath the big pipe down in the water section with a locked
[Novice] box you can pick. Also be sure to head south from the Raider to find
a small room where a Taboo Tattoos magazines rests on the floor along with
other nice loot in various containers.

Head back up to the path split. The upwards path is your exit, so check out
the area across from the steps leading down to find a dead-end with a first-aid
kit on the wall. There is an Alien Toy over here too, which is... odd. Nab it
if you wish and head back to the upwards path and exit this area, back to
Concord.

A New Home
----------

Go ahead and head back to the Museum of Freedom now (bring your Power Armor
along and leave it for now at the entrance to the museum). Go talk to Preston
now and he will reward you for your help: 100 Bottle Caps and 50 Fusion Cells.
Not too bad. Talk to him to see what his plans are and soon you'll be talking
to Mama, who... actually has some useful info for us. Talking to her starts
the "Jewel of the Commonwealth" quest, but THIS quest is still not quite done!

REWARD
(For rescuing the survivors at Concord)
XP 345
Caps 100
Item Fusion Cell x50

Your current objective for this quest is to "Join Preston Garvey in Sanctuary".
Go ahead and exit the museum and follow Preston and his crew back to your old
city. Yes, you'll have to walk with them all the way there, but there isn't
any attacks to be worried about.

Once you arrive, be sure to talk to Preston and agree to help him with the
Minuteman quest he offers to start the "The First Step" quest. You will also
get a "Miscellaneous Quest" to "Talk to Sturges". Doing so will get him to
ask you to help make some beds for the folks gather at Sanctuary... yes, even
Marcy Long, although she's a bitch. Anyways, this starts the quest "Sanctuary".
There are lots of things on your plate right now. If you want to continue with
the story, skip ahead to the section "Jewel of the Commonwealth", but doing
some side-quests for easy loot and XP comes highly recommended. In that case...
let's help out the settlers here and then move on to Tenpines Bluff. Also
be sure to talk to Codsworth, who can now be recruited as a companion. If
you'd rather have a humble Mr. Handy robot at your side than Dogmeat, anyways.


Trophy: When Freedom Calls
--------------------------

(-NOTE-) Once the settlers are at Sanctuary, be sure you go and see Mama
Murphy. She will ask you for some Jet, so be sure to give it to her
for a good chunk of XP and another vision on what you have to do
next (travel to Diamond City).

(-NOTE-) Now is also a good time to return back to Concord and grab your
Power Armor. Walk it back and store it in the Power Armor Station
at the Red Rocket Truck Stop or in Sanctuary. While it's stored,
you can modify the parts... in theory, anyways, you probably don't
have the components to do much, and even if you can, it's not worth
wasting Fusion Cores right now. You can also repair the damaged parts
of the armor, most of which only takes a bit of Steel to do.



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O==< A SETTLEMENT AT SANCTUARY >==O
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Sanctuary
---------

Time to make Sanctuary more livable. Your objective is to "build sheltered
beds for Sanctuary settlers". That means they need a roof over their heads,
too. If you need building materials, you can hold down the [Touchpad] button
to toggle Workshop mode. In this mode, as mentioned earlier, you can examine
objects around settlements and break them down for parts, store them, or
manipulate them. Any of the ruined houses and trees around here provide
plentiful building materials. As for shelter, you can either build one
yourself, or use an existing house (perhaps after emptying it of junk). To
build a shelter, go into the Structures > Wood/Metal sections and either
build the floors, walls, and ceiling yourself, or use prefabs to speed things
up. Whatever you choose as a shelter, when you're ready to build beds, go
to Furniture > Beds and pick any old bed. Place five of them in an indoor
area and you're good to go.

Talk to Sturges and he'll move you on to the second task; securing a source
of clean water. Enter the Workshop menu again and head to the Resources > Water
section. A Water Pump is cheap and easy to build, just put one anywhere where
there's dirt... or rather, put two down, as you'll need one for each settler.
Three per Water Pump, five settlers... yeah. Build two Water Pumps.

Once that's done, talk to Sturges again and, surprise surprise, you need to
get them some food production. If you looked at the top of the screen or at
the other resources at any point while building, you probably guessed this.
Another simple building assignment, this doesn't even require you to expend
any crafting resources. To get food, you need to plant crops. Where do you
get the seeds for this? From crops that are growing around. Behind the yellow
house where the settlers are dwelling (the same one that has the Workshop in
it) you can find some Melons and Gourds. Pick them and plant them; each crop
generates 0.5 Food, and you'll need to bring your Food total up to five...
one for each settler, just like Water. If you don't have enough resources,
just go traveling for a bit and the crops will produce some food, which
you can use to plant more crops.

You know the drill now; return to Sturges and tell him about your latest
accomplishment and he - being the tutorial quest giving helpless NPC that
he is - will ask you to build them some defenses, so they can keep their
newfound prosperity to themselves. If you can manage it, go into the
Defense > Turrets Category and set up two Machinegun Turrets in your
settlement, which should be enough defense to appease Sturges. The only
rare component required for these is Circuitry, but if you've been
somewhat diligent you should have a few to spare.

Return to Sturges one more time and he'll thank you for making them a home.
You can continue to embellish your first settlement, if you wish; nothing
says you can build yourself a home here... if you find your old one too
depressing. You can even add some power, if you want to get real busy
with building.


Trophy: Sanctuary
-----------------

REWARD
(For building a settlement in Sanctuary)
175 XP

Before you go running off, there's one more thing you can do here. Talk to
Mama Murphy and she should ask you to build her a chair. This is simple enough,
just open the Workshop menu, go to the "Special" section, where the only option
should be Mama Murphy's Chair. It doesn't require much in the way of resources,
and earns you a nice XP payday when you build it. After Mama Murphy sits in it,
talk to her again and give her some Mentats. This is worth even more XP, and
more cryptic visions from Mama Murphy... namely, she'll tell you that when you
"meet the fat man and the angry woman" to tell them to "Remember the Quarry
and Lilly June on the Rocks". Uh... sure.

REWARD
(For building Mama Murphy's Chair)
XP 90

REWARD
(For hearing a Mentat-induced vision)
XP 86

(-NOTE-) By now, if you're following along with this guide and diligently
breaking down objects for crafting components you should have hit
level five and perhaps gained enough crafting components for the
Scavver Trophy.


Trophy: Born Survivor
---------------------

Trophy: Scavver
---------------



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O==< EXPLORING AROUND SANCTUARY >==O
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***IMPORTANT ITEMS IN THIS AREA***

o Grognak The Barbarian
o Hot Rodder
o Taboo Tattoos
o U.S. Covert Operations Manual
o Wasteland Survival Guide

You're now done in Sanctuary, and your next quest destination is Tenpines
Bluff, where some settlers need your assistance. This naturally gives you
the excuse (as if you need one) to explore everything between Sanctuary
and Tenpines Bluff, which is along the northern end of the map a bit to the
east of Sanctuary. You've been chasing down quest-markers long enough,
however; it's time to cut loose for a bit and get to exploring, first
south of Sanctuary, then east to Concord, after which the attention of
this walkthrough will turn to exploring from Sanctuary east to Tenpines Bluff,
and from there, to the completion of the first quest for the Minutemen,
which will take a while to complete...

Ranger Cabin
------------

First stop in this little exploration tour is south of Sanctuary. Make your
way through the marshes (beware the odd Bloodbug Hatchlings you may find here!)
and make your way to a house map marker to find the Ranger Cabin. Outside of
this little shack you'll find several Bloatflies. Once dispatched, search the
interior of the house for a Wasteland Survival Guide (+5% damage reduction
against melee attacks, nice) and the "Runaway's Holotape" in a suitcase.

If you want to get into some trouble leave the house and look to the north-west
and you should spot an electrical tower on a hill. Under this landmark you'll
find several Raiders, who carry typical Raider gear, and a few containers with
the odd loot can be found at their camp. If you continue north-west from here
you can find a shabby tent with a First Aid Box inside, but be wary... there
are around a half dozen Frag Mines hidden in the grass. You can use VATS to
spot them out, then quickly disarm them by running up and hitting [X].

Wicked Shipping Fleet Lockup
----------------------------

Return to the Ranger Cabin and head south and slightly east to find the
Wicked Shipping Fleet Lockup, just past a small stream. This area is occupied
by a handful of Feral Ghouls, who shouldn't be too much trouble to kill...
just keep an eye out for them, as they're crafty enough to hide under objects.
Using VATS to sniff them out should give you the upper hand, or you can hack
a Terminal [Novice] to free a Protectron, which might occupy some of the
Ghouls. Once they're dead, get to looting, as there are various containers
with goodies in them stashed around. In the southern (and smaller) of the
two warehouses you can find the "Wicked Business" holotape. In the red-striped
truck bed between the two warehouses you can find a dead Settler and a Safe
[Novice]. In a small shack between the red truck bed and the larger warehouse
you can find a copy of Grognak the Barbarian and the Wicked Shipping Trailer
Key on a desk, along with the Wicked Shipping Terminal. Finally, if you can
get past the locked door leading to the trailer of another truck [Expert]
(which is opened by the Wicked Shipping Key) you can find a generous Steamer
Trunk full of goodies.

Abernathy Farm
--------------

The next stop on this exploration tour is the Abernathy Farm to the north-east,
where you'll find the Abernathy family; Blake, Connie and Lucy. Blake will,
if you're friendly, ask you to retrieve his dead daughter's locket, starting
the quest Returning the Favor. This can be done on the way to Tenpines Bluff,
so it's a good quest to pick up now. Connie will offer to sell you stuff,
and Lucy will offer you three Caps to pick Melons for them... or five, if
you pass a Speech check. Five Caps per Melon? To pick their own fruit? Easy
money, there.

Gorski Cabin
------------

Venture back into the wasteland and head and make your way south-east to
find the Gorski Cabin, along the way stopping under an electrical tower to
find some Ammo Boxes. There's nothing new at the Gorski Cabin, just Feral
Ghouls, but their numbers are greater than before. Expect to encounter a half
dozen of them. Still, nothing a Double-Barrel Shotgun can't handle. When
they've all been put out of their misery, loot the house for its meager
pickings, then find a Root Cellar in the floor of the house.

Inside the cellar you can find a Weapons Workbench and various goodies.
Down the path further in behind the door is Gorski himself... a much stronger
ghoul variant. The room he is in is highly irradiated as well, so kill him
quick. If you can, equip something to combat the RADS if you enter the room.
Inside the room is a [Novice] Terminal you can unlock (with some text), a
Bottlecap Mine, and a copy of the Wasteland Survival Guide which "Permanently
adds Diamond City to the Map".

Robotics Disposal Ground
------------------------

Keep going north through Concord and, in the hills north of Concord you may
come across a small Raider camp. Kill the handful of Raiders and their dog,
then continue north to find a fenced-off junkyard; the Robotics Disposal Ground.
Find a concrete building on the grounds and from there head west to find a
dormant Sentry Bot. South of the Sentry Bot you can find some Flamer Fuel
and north of it sits a trunk with a Fusion Core inside. Nice. If you continue
west onto some stacked red cars you'll find an even better treat; a Fat Man.
Once that's yours, head into the concrete building and loot a First Aid Box,
grab two Military Grade Circuit Boards, a Stimpak and a Hot Rodder magazine.
Hack the Terminal in this building and pick the entry "Play Tape" to get the
options "Information" and "Activate Sentry Bot". Eject the tape instead and
head over to the robot, then boot it by using your Pip-Boy, after which you'll
get several commands. You can either pick the option to "Deactivate Sentry
Bot", "Engage Defense Protocol" or "Initiate Self Destruct". If you choose to
destroy the robot, you can then loot it for two Fusion Cores, along with
other (potentially uncommon) loot. If you elect to "Engage Defense Protocol"
you can send it to one of four areas of interest... but for now, it's
probably better off to just leave the robot be.

USAF Satellite Station Olivia
-----------------------------

From the Robotics Disposal Ground head south-east to find the USAF Satellite
Station Olivia installation, which is now the home of some Raiders. Life isn't
easy for anybody in the wasteland, however, and they'll likely be attacked by
Mole Rats and/or Bloatflies when you stumble upon the scene. Pick off your
foes then loot the tower to find an Ammo Box. Once done, enter a building
and take a door leading into the subterranean portion of the complex.

Head down some stairs and disarm a Laser Tripwire in a doorway, then head
through the doorway to find a small, L-shaped room with a Guard Terminal
[Advanced] in it. Be wary in here, as at the foot of the "L" are some windows
looking into a room with numerous Raiders. If you're sneaky and have a rank
in Hacking, hack the Guard Terminal and enter the intel room to the east,
where you'll find a great deal of treasure. This treasure includes a Mini
Nuke (ammo for that Fat Man you just found), a U.S. Covert Operations Manual,
a Trunk full of weapons an ammo, a Duffle Bag and a Safe [Novice].

After looting the intel room, return to the "L" room and continue (sneakily,
if possible) to the north. You'll find two passages, one to the east and one
to the west, both of which lead to the same, Raider-filled central room.
Engage them from a distance, from within the hallways. They've handily got
the numbers game won, so it's safer to stay in cover and let them come to
you. Most of the Raiders are common fodder, almost a waste of ammo, but
there's one named Ack-Ack who wields a Minigun... pay her special attention
when she shows up, and be mindful of the other Raiders, who aren't afraid
to try and use the Minigun when she falls.

When the Raiders are all dead, loot a bathroom to the west to find a First
Aid Box, find a Tool Case and a Chem Box [Novice] on an elevated metal walkway
in the central room, then search a machine on the eastern end of the ground
floor to pry loose a Fusion Core. Once done, continue through a doorway to
the north and make your way to the northern end of this room to find a locked
door to the east [Novice]. Loot the Toolbox in front of the door to find Locket
that belonged to Blake Abernathy's daughter, then unlock the door.

Beyond you'll find a group of Radroaches, which may be led by a Legendary
Radroach. If you want to take these bugs out in style, shoot the red tank
on the floor to ignite the oil in the room, then, if any survive, they'll at
least be significantly weakened. Once they're gone explore the rest of the
room to find a First Aid Box behind some barrels and an Instrument Case on a
table which contains the Intel Room Key. If you weren't able to hack the
Guard Terminal earlier... well, now you can get the loot inside the intel
room anyways. Also be sure to grab the Army Helmet on the floor nearby, as
it's a very protective helmet. Still not enough loot for you? You can find
some Rad-X and some 10mm Rounds by some radioactive barrels in the south-eastern
corner of the room and a Wooden Crate [Novice] in the south-western corner.


(-NOTE-) Legendary creatures are somewhat stronger, random variants of normal
beasties that will pop up from time to time. They're well worth
killing, too, as each one will drop a piece of equipment with a
legendary prefix, adding a special property to the gear that normal
items don't have. Legendary gear can otherwise be modified exactly like
mundane versions of the same gear, so there's no downsides what-so-ever
to getting a legendary drop.


Return west to the previous room and backtrack south, going through a doorway
to the east to reach another small room. Here you can grab an Overdue Book off
a cabinet (these things will be worth something later, so they're worth hanging
on to), then pick up another Army Helmet on a Teddy Bear in the southern corner
of the room, near which is also an Ammo Box. All that loot in hand, leave the
USAF Satellite Station Olivia, a rich location, now thoroughly plundered.

Now is a fine time to return to Abernathy Farms and give Blake back his
daughter's Locket. Blake is suitably pleased, and rewards you well for the act
of kindness. He also suggests that his wife Connie may offer a discount when
trading with you, and most importantly, you can now use the Workshop here to
build or dismantle objects as you see fit. You can also loot their house
freely now... since you're a family friend, taking their stuff won't be
viewed as stealing. Nice.

REWARD
(For returning Blake's daughter's Locket)
XP 345
Caps 99

Thicket Excavations
-------------------

South and slightly west of the USAF Satellite Station Olivia you can find
Thicket Excavations, which isn't nearly as interesting as the previous area,
but it's still worth exploring. Make your way to the southern end of this
area to find a man named Sully Mathis. Put on some Charisma-boosting gear
if you're looking to pass some speech checks, then talk to him. He'll outright
offer you a job, paying 50 Caps and rising in increments of 25 for every
Speech check you pass... but if you fail, he'll drop back down to 50. His
job is simple; you'll need to dive into the flooded quarry, look for bubbles,
and fix the leaky pipes under the water. This, of course, means you're going
to catch some RADS unless you have two ranks of Aquaman, which is unlikely
at this point in the game. You can pass another speech check to pry into his
motivations, but he's not terribly forthcoming with information even if you
succeed, but it's still worth some XP. Agreeing to help him starts the quest
"Pull the Plug".

Before you go spelunking, however, grab the Sledgehammer near the yellow
water pump Sully hangs around near. Once it's yours head into a trailer south
of the quarry to find an issue of Taboo Tattoos on a desk. In another trailer
to the north-east you can find a Stimpak, a Caps Stash, a Chem Box [Novice] a
Tool Cave [Novice] and the Thicket Excavations Terminal, which you can use to
eject the holotape "Sully's Journal". Seems Sully isn't such a stand-up guy
after all, and something might be moving around in the quarry...

Oh well, no excuse not to jump in radioactive water for a bandit who is
under-paying you so you can drain some water which might unleash some beasties,
but... Popping some Rad-X wouldn't be the worst idea anybody's ever had. Dive
into the water and look for bubbles; there are three of them, one north of a
ramp leading into the water, one near a pipe in the south-eastern corner of
the quarry and the third is in the north-eastern corner of the quarry. Just
follow the pipes down on the first two to find a yellow valve you need to
close. For the third one, you won't find a pipe leading you down, but the
valve you need to find isn't too deep.

Once all three have been closed, return to Sully, who will let you do the
honors and start up the pump. After you do, however, a pair of Softshell
Mirelurks will appear and attack. The best way to deal with them at this
point in the game? Get close with a shotgun and VATS for the head. When
they're dead, talk to Sully again for your well-earned reward.

REWARD
(For helping Sully drain the quarry)
XP 230
Caps 50, 75, 100 or 125


(-NOTE-) If you return here after some time has passed, you'll find that
- the quarry has been drained, and is now occupied by a horde of
Raiders. A long-range weapon will help wonders here, just descend
into the quarry, looting containers as you go. There are plenty of
Ammo Boxes to loot and a Steamer Trunk at the bottom of the quarry.


Just a few more things to get in before heading onto Tenpines. Start out by
returning to the USAF Satellite Station Olivia and head north-east to the
edge of the map to find a shack. A nearby Scavenger will contest ownership
of the shack's contents with you, and if you get too close he'll attack.
Kill him and loot the shack to find some alcohol and a wooden crate
containing some chems... nothing worth dying over, but hey... he
volunteered. South-east of USAF Satellite Station Olivia you can also
find some Raiders on the road. Nothing amazing loot-wise, though.


___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< EXPLORING FROM TENPINES BLUFF TO LEXINGTON >==O
``-.____________________________________________________[FO-05]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales #6
o Astoundingly Awesome Tales #7
o Total Hack


Tenpines Bluff
--------------

Continue east from USAF Satellite Station Olivia to finally reach Tenpines
bluff, the town the Minutemen need to protect, but don't have the man-power
to handle. When you arrive you'll be accosted by a Settler, whose welcome
includes pointing a gun in your face. How rude. Tell him you're with the
Minutemen and then ask about their troubles and he'll ask you to eliminate
some Raiders for him, who happen to have made their base in the Corvega
Assembly Plant, a ways to the south. Looks like there's some more exploring
to do. It's a bit of a detour, but there's no reason not to explore everything
from Tenpines Bluff to the Corvega Assembly Plant, which is located in
Lexington.

Outpost Zimonja
---------------

North-east of Tenpines Bluffs you can find an unmarked house, where a random
encounter can occur, making this place potentially very boring, or very
interesting, depending on what encounter you get. Something guaranteed to be
interesting can be found to the west, however. West of this random encounter
house you'll find some tracks, which you should follow south, past a blue
boxcar, then beyond an orange boxcar. Beyond these boxcars you'll find a suit
of Power Armor in a cage and another blue boxcar on the tracks. If you go
inside this second blue boxcar you can find a Terminal [Advanced], which, if
you can hack, will open the cage door and give you access to the partial suit
of Power Armor in the cage. This could help out in a tough encounter shortly,
or you could just drop it off at Sanctuary next to your other suit of Power
Armor.

Press on once you've cleared the place (if in fact it needed clearing), as
there's an opportunity to gain some nice loot... at the cost of having to
fight some very powerful enemies. Foes that may be too powerful at this point
in time, but they can be beaten. Have a long ranged weapon (a Hunting Rifle,
a Pipe Sniper Rifle or a Pipe Bolt Rifle will all work) and Continue north-east
to find a ramp leading up to an elevated highway. From here head north along
the road until you find a Raider outpost to the east. Here you'll find the
unique Raider named Boomer. He's wearing Power Armor and has a Fat Man...
and he's not afraid to use it. He is also accompanied by some mid-level
Raiders, including Raider Scum and Raider Psychos. For all that, however,
you have the advantage of range and distance, although it's possible you
could be detected if you make too much commotion, and they can find their
way up here, if you're cautious you should be safe.

The goal, then, is to make sure you're undetected, sneak out of cover (use
the large concrete support pylons for cover) and take a shot at Boomer with
your long range weapon. If you're feeling lazy, use VATS to line up the shot,
then cancel out of VATS without firing, and take the shot on your own. After
shooting, duck behind cover again. Repeat until he's dead. After that, the
rest of the Raiders can be eliminated in the same way, but they really don't
require so much caution. When you go to storm the camp, be wary of a
Machinegun Turret MK I, which can absorb a fair bit of punishment. On Boomer's
body you can find some pieces of Raider Power Armor as well as his Fat Man.
Also, on a Workshop in the camp you can find an issue of Astoundingly Awesome
Tales #7. Grab it, then activate the Workshop to claim this area. Before you
move on, search the garden to the east of the tower to find a Mini Nuke half
buried in the dirt.

From Outpost Zimonja follow a dirt road south-east to find the front
checkpoint to Outpost Zimonja, consisting of a truck, enhanced with two
Machinegun Turrets MK I. There are also bound to be Attack Dogs and a Raider
nearby, so stay frosty. Once they're dead, loot the back of the truck to
find an Explosives Box [Novice].

General Atomics Galleria
------------------------

Continue following the dirt road to the south-east until you find a asphalt
road, near which you'll find the General Atomics Galleria. As you enter the
Galleria you'll be pestered by a Greeter. Say whatever you want and he'll
direct you to The Director, who has an office in the center of the plaza.

Head to the northern end of the large Mr. Handy statue and take an elevator
up to reach The Director, who will accuse you of being a criminal. Say whatever
you want and the robot will ask if you're the supervisor for the "Grand
Reopening". Say that you're are (saying no will turn The Director hostile),
after which it'll ask for your ID. Pass a moderate speech check by saying
"Manual Activation" to learn more about automatic activation. Alternatively
you can ask about ID to get the hard speech check "Dropped It", or you can
pick the other hard speech check "Fake it". Failing those speech checks,
you can always hack the "Director Override Terminal' [Master]... but if
you're following this guide, you're probably not level twenty-one. If you
pass any of the checks The Director will install a firmware update, reinstate
combat inhibitors, designate you as the new supervisor and give you Pre-War
Money x15. This makes all the encounters in the rest of this area much easier
and allows you to take pretty much every item in the area without it counting
as stealing, but it's also less rewarding than going through the encounters,
first. If you want to earn a bit more XP, pass on The Director for now.
Either way, the encounters here will all be discussed.

From the entry arch, head into the first building to the north-west... this
area will be explored counter-clockwise, and this is the first stop on the way.
Anyways, enter this building, Madden's Boxing Gym, and you'll find the robots
Mack, Danny and The Champ. The Champ will, when you get too close, challenge
you to a boxing match... but will malfunction and use lethal attacks on you.
He's not too strong, just be sure to grab - and equip - some Boxing Gloves
off the shelves to the south-east before you attack The Champ, or all the
robots in the Galleria will turn hostile. Beat The Champ to scrap, then loot
him. If you want to grab the weights around, they can be turned in to a lot
of Lead... probably more than you'll ever need. If you hack a door [Advanced]
to the north-west you can find an already-opened safe with some Stimpaks and
Pre-War Money inside. You can also hack the Madden's Office Terminal [Novice]
on a desk nearby which you can use to enforce a 25% Manager's Sale in the
Galleria. Nice. If you talked to The Director, The Champ will already be dead.

Next stop is the General Atomics Outlet building, where a robot named Sprocket
will show off some Mr. Handy robots, which all malfunction, then it'll present
a Mr. Gutsy, who goes berserk and attacks. It's a fairly dangerous foe, so you
may want to avoid this encounter if you can't take the robot out, a task which
will be easier if you take cover during Sprocket's demonstration. If you talked
to The Director, all the robots save Sprocket will already be disabled. However
you deal with the situation, there's a locked door [Expert], beyond which you
can find a Tool Chest [Novice]. If you don't have enough ranks in Locksmith you
can also search the Cash Register to find the Galleria Outlet Workroom Key,
which opens this lock.

Make your way over to the Handy Eats building next door and talk to the
Waitron, who will direct you to take a seat at the empty booth... the only one
without skeletons polluting it. Once you're seated, the Waitron will ask how
you want your meal; pass a moderate speech check "Not hungry" or the Waitron
and the Cook Handy will both attack you. If you dealt with The Director, the
Waitron will sell you food, instead.

Now head over to the "Back Alley Bowling" building, where the attendant Tenpin
will charge you $5,000 for a game... and it won't accept Caps. Pass an easy
speech check "Can I just look?" to gain the freedom to explore - and loot -
the bowling alley. If you handled The Director, you'll be allowed to explore
without passing any checks. There are plenty of Bowling Balls and Bowling Pins
lying around which can be broken down into Plastic, should you need it. For
more interesting loot, however, search some Nuka Cola Vending Machines to the
east, one of which contains a Nuka Cola Quantum and two Nuka Cola Cherrys. In
a room behind (east of) Tenpin's counter you can find a Jangles the Moon
Monkey doll and a Safe [Advanced]. Next head down a walkway along the lanes
to reach some back rooms, one of which is occupied by a robot named Kingpin.
More importantly you can loot some useful items here, as well as a Steamer
Trunk and a Tool Case. Head upstairs using the stairs west of the room Kingpin
occupies to reach a small room with some ammo on a shelf. The rest of the
bowling alley is less interesting.

The next building is Fallon's Department Store, where you'll find the
extremely irritable Reg. He'll let you look at items... look, but not touch.
Move anything around, whether it's stealing or not, and Reg will turn hostile
and attack. If you talked to The Director Reg will sell you clothes.

The building to the south is a bakery, where a bored Mr. Handy named Crisp
will count the bakery orders numbers. He'll count from 12 to number 20, but
after reaching twenty he'll just restart. In the Pulowski Preservation Shelter
to the south you can find a corpse with a Bakery Ticker #47... which does
nothing to help you get service. A skeleton in the bakery has the equally
useless #22, while Bakery Tickets #82, #83 and #84 are on the counter. In the
back room a Mr. Handy named Torte will complain about you being in his kitchen,
but he won't act against you. If you dealt with The Director you'll be able to
buy food from Crisp.

Finally, head south-west into a coffee shop to find Bean, who will offer to
serve you coffee. Ask about a gas leak to learn that... well, there indeed is
one. If you ask for coffee, make a run for it, as an explosion will rip through
the shop as Bean makes the coffee. If you talked to The Director, the robot
will still offer you coffee, but it'll switch to self-serve. You can also buy
some junk from him, for what that's worth.

You're now done with the General Atomics Galleria. If you haven't yet, go deal
with The Director, then grab everything that previously required you to steal,
which no longer does.

Lake Quannapowitt
-----------------

North of General Atomics Galleria you can find the heavily irradiated Lake
Quannapowitt, which is infested with Mirelurks, both weak and strong. Their
numbers make them a real nuisance, however, so there's no shame in avoiding
this place until you have better means of dealing with them. If you can manage
it, however (shotgun blasts to the face at close range are the best means of
dealing with them) make your way to the northern part of the lake to find a
small building, inside of which you can find the Monitoring Station Terminal
(seems this lake was radioactive even before the Great War) and the notes
"Legal Notice" and "Fishing Tournament Ad". Loot a Large Toolbox [Novice]
then... well, that's pretty much it for this place. Not very exciting.

Dark Hollow Pond
----------------

You can find a body of water to the south of the General Atomics Galleria as
well, the somewhat more humble Dark Hollow Pond. Around (and within) the lake
you can find several Mirelurks, and along the northern end of the pond dwell
two Raiders, likely in conflict with the nasty mutant crabs. Ensure you're
the last thing living around the pond and you can secure for yourself all the...
nothing... that is around here. Huh. Oh well. Ignore the buildings further
south for now and return to the General Atomics Galleria.

Skylanes Flight 1981
--------------------

More interestingly, head into the hills west of General Atomics Galleria to
find a crashed plane, marked on your map as "Skylanes Flight 1981". At this
area you may find some Feral Ghouls of varying types, although this encounter
isn't guaranteed. You can also find a random encounter here, even on
subsequent visits.

Kill them all, then turn your attention to the wreckage. There are three
cylindrical compartments to loot, running north-west and two wings. In the
south-eastern most compartment there's an Ammo Box and a Suitcase [Novice],
a Duffle Bag and a Hidden Compartment [Master] you can loot on the bottom
half, and on the top half you find a dead Scavenger, a First Aid Box and
in the two bathrooms you can find some Rad-X and a Stimpak (southern bathroom)
and a copy of Astounding Awesome Tales #6 in the northern bathroom. If you
go upstairs into the cockpit you can find another suitcase [Novice] and the
"Flight Data Recorder".

At the base of the wing you can find another dead Scavenger, while in the
bottom half of the second section of the plane you can find two Suitcases
[Novice] and a Safe [Expert]. A third dead Scavenger and yet another Suitcase
[Novice] awaits above you. The third compartment, like all the others, has
some unlocked containers for you to pillage, but nothing worth mentioning.
Finally make your way up to the cliffs to the south to find the second wing,
which requires some jumping to get onto. Your reward for this feat of agility?
Some toys, a Suitcase and a First Aid Box.

Wildwood Cemetery
-----------------

From Skylanes Flight 1981 head south-west to find Wildwood Cemetery. For now,
focus on a road north of the cemetery, where a random encounter may occur.
While what you encounter may vary (a Legendary foe isn't unlikely) there tends
to be some Bloodbug Hatchlings clinging to a truck and some nearby rocks, and
a Glowing Radroach on the road.

Once the random encounter is done with (if indeed you experience one) turn
your attention to the cemetery to the south. Near a tree (from which many
paved paths radiate out) you'll find a host of zombies... err... "Ghouls"
wandering about, including a Glowing One. Put them down, then search the
north-eastern end of this tree to find an issue of Total Hack lying on the
ground. Once that's yours, you can explore the mausoleums on a hill to the
north and east which are... uninteresting, to say the least. In one building
to the south with a red door, however, you'll find a creepy shrine, inside
of which a Raider dwells. Further south you can find a small house, inside
of which is an Explosives Crate near a bed.

Rotten Landfill
---------------

Leave Wildwood Cemetery and head west and slightly south to find the Rotten
Landfill, the main feature of which is a hill into which some Mole Rats have
built a surprisingly spacious den. Kill the Mole Rats (both Rabid and normal)
inside and loot a Steamer Trunk full of goodies, then exit the Mole Rat mound
via a tunnel to the south to find a small shack, around which are plenty of
dead Mole Rats and a dead Settler. Loot them all, then loot a First Aid Box
in the shack itself. Uphill to the west you can find an unmarked shack which
seems pretty innocuous, but inside you'll encounter a burrowed Radscorpion.
Put it down, then loot a cage [Expert], inside of which is a radioactive
barrel. You'll catch RADS, but there are four RadAway inside the cage,
three of which are on the barrel, so it's a worthwhile trade-off.

Bedford Station
---------------

Travel north-west to find some train tracks, which lead to Bedford Station.
Follow these tracks north, killing the Feral Ghouls lurking (and lying) around
and searching boxcars as you go. Eventually you'll find a building - a white
tower also west of the tracks - you can find the Stationmaster's Terminal,
which contains the Holotape: Bedford Station Recording. After you listen to
it, you can find the body of Dutchman outside, on which is the note
"Dutchman's Instructions", as well as some other loot. Continue north until
you find another building west of the tracks, inside of which you can find
a Steamer Trunk full of loot in the south-western corner of the building,
on a loft. Reach it by using a red shipping crate as a ramp. You can also
grab the "Cargo Handler's Note" on the ground near a trashbin, for what
that's worth.

Before you head off, there's one more bit of loot to gain. The Bedford
Station Recording alluded to some imminent struggle and the Cargo Handler's
Note mentioned some corporate malfeasance, but the Dutchman's Instructions
note indicated some hidden loot lying around. Return south to the white
tower, then continue south a ways along the tracks until you find a blue
boxcar. Hop on inside (there's a ramp on the eastern side) and search the
southern end of the boxcar to find a skeleton near a Sleeping Bag (if you
need a bit of a nap - and a save, you Survival Mode players). Of more
interest is a Railway Rifle lying atop a a Cooler, with some Railway Spikes
lying on the ground nearby. This is a rather powerful, quite rare gun, but
you should avoid using it recklessly, as its ammo can be quite rare.

Starlight Drive In
------------------

Next stop on this exploration run is the Starlight Drive In, which is
south-west of the Bedford Station... you can just follow the tracks south
and, when you reach a bridge, follow a road below it to the west. In the
parking lot you'll be attacked by Mole Rats, but the blue building that
dominates the drive in is more interesting. First, disarm a Bottlecap Mine
on the counter, then try to safely trigger another bomb under a sink near
the door. Head inside the building, grab a Nuka Cola Cherry on a shelf
under the counter then climb two flights of stairs to find a skeleton on
a mattress with a gun near them. Leave the building and find a shack to
the west [Novice], within which you'll find a Workshop, which, when
activated, will give you control over this area... Just be sure to pop
some Rad-X and remove all the junk in the radioactive pool in the middle
of the parking lot. Not just the barrels, either, you need to get rid of
the traffic cones, the mannequin... everything. Break it all down and the
pit should no longer be radioactive. As for the building/screen to the
south-west, the only interesting thing here is a Footlocker on top of the
screen which contains the Back Storage Key, which in turn bypasses the
[Novice] lock leading to the Workshop.

Drumlin Diner
-------------

There's one more place worth exploring before you head down towards Lexington,
and that's the Drumlin Diner, which can be found to the west and slightly
south of the Starlight Drive In. Outside the diner you'll hear two people
arguing, Wolfgang (who is joined by his bodyguard, Simone) and Trudy. Approach
Wolfgang and he'll give you the ol' wasteland greeting. Seems the two sides
are arguing about money, and you came along at just the right moment to
arbitrate between the two sides (talking to either of them stars the quest
"Order Up").

Your first option is to pass a series of speech checks with escalating
difficulties to get Wolfgang to lower his gun, then you can rob him (46 Caps),
finally you can convince him to flee. This obviously ends the encounter in
favor of Trudy. Alternatively you can decide to work for Wolfgang to get the
money Trudy owes him. Pass the speech check "Ask For Money" and he'll raise
your base pay from 100 Caps to 125. A moderate and difficult speech check
raise your pay by 25 Caps for each success, but a failure at any stage will
drop you back down to 100, and if you robbed him earlier, you can only
attempt the easiest of these checks.

Offer to talk to Trudy and head inside, where you'll get two speech checks;
"Threaten her" or "End peacefully", either of which ends things peacefully.
On the other hand, she'll make you an offer similar to Wolfgang's, paying
you 100 Caps (which can be raised by 25 Caps the same way with speech checks)
to kill Wolfgang. If you side with Trudy, she'll sell you a selection of ammo
and junk afterwards, if you help Wolfgang by killing Trudy he'll take over
the diner and sell you drugs. If you side with Wolfgang and talk Trudy into
paying up, Trudy will stay in the diner, and Wolfgang will continue to hang
around outside, in which case you'll have access to both their wares.

REWARD
(For ending the confrontation between Trudy and Wolfgang)
XP 173
Caps 100, 125 or 150



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| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< LEXINGTON, SUPER-DUPER MART AND THE CORVEGA ASSEMBLY PLANT >==O
``-.____________________________________________________[FO-06]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Grognak the Barbarian
o Overdue Book x3
o Repair Bobblehead
o Tales of a Junktown Jerky Vendor
o Tales of a Junktown Jerky Vendor


Mystic Pines
------------

It's time to continue zig-zagging your way across the wasteland by making
your way to the Mystic Pines home on the outskirts of Lexington. This is
south-east of Drumlin Diner, but it may be easier to backtrack to the Rotten
Landfill and just head south from there. Before bothering with the Mystic
Pines building, there's some geography and loot worth pointing out, namely
the lake east of Mystic Pines. Due east of Mystic Pines you'll find an
unfriendly Fisherman near a large drainage area dominated by three massive
pipes. Across the lake from here is the settlement of Covenant, as well.
None of this is immediately of interesting, however. Instead, from the
three large drainage pipes follow the lake north to its northern end and
you'll discover a submerged, crashed aircraft. Explore the water near
said aircraft and you'll find a suit of Power Armor... or at least a Power
Armor frame and a few pieces of armor. If you have a Fusion Core handy
you can claim this prize and take it back to whatever settlement you wish
to store such useful treasures in.

Once you're done spelunking for power armor, it's time to return to the
Mystic Pines house and give it a good dose of exploration. This house is a
nice little treasure trove with nothing inside of it to make tears occur;
grab a Nuka Cola Cherry off the floor near a pillar by a Nuka Cola Vending
Machine, then pick up an issue of Tales of a Junktown Jerky Vendor from
atop of Holotape Player along the western wall in the front room. In the
south-eastern corner of the house you'll find a door [Advanced], beyond
which you can loot two First Aid Boxes. In the north-eastern corner of the
house you'll find another door [Advanced], which leads to some stairs,
which in turn lead to a generator, from which you can pry a Fusion Core.

Lexington
---------

The time for no-tears is over. Time to get back to work. Leave the Mystic
Pines house and sneak down a road south. Pass a yellow brick building to
the west, then head into a ruined brick building south of the yellow brick
building, jump onto a collapsed floor, which now forms a nice little ramp.
On the building to the west are some Raiders and two Machinegun Turrets MK I.
Demolish them, then return to the upper floor of the collapsed house to find
an Ammo Box and a Safe [Expert], inside of which is an Overdue Book. The
Corvega Assembly Plant is south, through Lexington, and as the base of a
band of Raiders, you should expect resistance as you fight your way through
Lexington. On the plus side, however, you can always return to Mystic Pines
to rest on one of the beds if you get too hurt.

Continue south along the road a bit, but keep your eyes west to spot some
more Raiders on an elevated concrete landing with a railing along the edge.
Dispose of them, then search the elevated ground they were standing upon
to find a pool that desperately needs some maintenance. More importantly
you can find an Explosives to the west and the bodies of several Feral
Ghouls... the other obstacle in Lexington.

Lexington Apartments
--------------------

Most of the interesting stuff in Lexington lies west beyond where the Feral
Ghouls were, but for now, return to the road back east and follow said road
south to find Lexington Apartments. Might as well explore it while you're
here, right? Head inside and make your way upstairs until you find a dead
Settler. Not that interesting in itself, but be wary of the Bottlecap Mine
on the floor near the body. To get at it easier, you may want to move the
body out of the way (hold down [X]). On the next landing you'll find a
tripwire attached to a Grenade Bouquet. Continue upstairs and go through a
door to reach a Raider-occupied apartment. Kill them, then loot an Explosives
Box from a counter and take an Overdue Book from a dresser near a bed.

Lexington, Cont.
----------------

Exit the apartment via a door to reach a roof, from which you can head west
and drop down onto the more angular roof of another, shorter building. From
there drop off this roof onto the street to the north to land in front of a
Pulowski Preservation Shelter, inside of which is a very dead soldier
clutching a Mini Nuke. He won't be needing that anymore. From here you can
head south, past a red house, then turn south-east to find a Pharmacy past
a bright red car. Inside you can score a few chems, which are always welcome.

Backtrack to the Pulowski Preservation Shelter and from there head across
the street to the north-west, over a pile of debris and into a building.
Ascend the stairwell until you reach an apartment where a number of Feral
Ghouls think they're being cleverly by playing dead on the floor. Use some
bullets to make their act more convincing, then continue south past a counter,
around a corner and up two more flights of stairs. Ignore more stairs up and
sneak north-west, around a corner, and turn south-west to find a bridge
between building... a bridge upon which two Raiders lurk, one of which is in
Power Armor and carries a Fat Man... pretty much like Boomer, but this is a
random, weaker Raider. Guess who the first target should be? It's not hard
in these confined quarters to get the Raider to waste his Mini Nukes trying
to shoot you through walls, but if you can possibly kill him before he fires
them to get those Mini Nukes... well, all the better. When he's dead, loot
him for his Power Armor and Fat Man. You can now cross the bridge to reach
the other building, but it's less interesting; only possessing some Feral
Ghouls and a Machinegun Turret MK I.

Leave the building the same way you came in and from the door turn west to
find the doorway to another building. Kill any Feral Ghouls inside, then hack
a Terminal [Advanced] to open the sealed door nearby. Inside you'll find a
Safe [Advanced] which can be picked for some loot. Once done, leave the room
and grab a First Aid Box and an Ammo Box to the south-west, near some stairs,
then leave the building. From the door of this building head north-east to
find a basketball court. From the court, turn south to find a building with
a fire escape, which you can climb to reach the roof. Here you'll encounter
another Raider wearing Power Armor, although his weapon is far less dangerous
than a Fat Man. Kill him and claim his Raider Power Armor pieces.


(-NOTE-) If you can sneak up on a character in Power Armor - one of the
Raiders mentioned earlier, for example - you can try to pickpocket
the Fusion Core from them. Your odds of success are likely to be
pretty low, and it's much safer to try this with the one near the
basketball court, since he's alone and less likely to chuck a Mini
Nuke at your face if you're detected. If you steal their Fusion Core
they'll be forced to abandon their Power Armor, making them much
easier to kill. Plus, you can steal their Power Armor frame, which
would otherwise be destroyed in the fight. Plus you get a Fusion Core.
It's all kinds of win.


Super-Duper Mart
----------------

Return to ground level and head back south-west from the basketball court to
reach the nearby road. Follow this road south, pas the Pulowski Preservation
Shelter where you found a Mini Nuke earlier, and follow a road at an
intersection to the west, then north-west to reach the front of Super-Duper
Mart. Be wary, however, as Feral Ghouls tend to congregate in the plaza
outside of the store and in the buildings to south. Once done, turn your
attention to the mega-store, which can be entered in two ways. First... just
use the front door. Not very glamorous, but... well, the front door is tried
and true. Alternatively you can sneak around to the north-eastern end of the
building, where you can find a Terminal [Advanced] which opens a door to a
service station, in which are some Feral Ghouls. You can then head through a
back door to reach the rear of the building. For the purposes of this guide,
it'll be assumed you took the easy route and when through the front door.

If there's three things you can find in Super-Duper Mart, it's Ghouls, Ghouls
and more Ghouls. Seriously, there are lots of Ghouls in here. They even employ
new tricks, like coming from the ceiling! Crafty... From the front entrance
head through a doorway to the north-east and search a food corral to find
numerous Nuka Colas, a Nuka Cola Cherry and two Nuka Cola Quantums. Neat.
Return to the entrance and go through a doorway to the north-west, turning
south-west when you can to enter a small office, inside of which is a Terminal
[Novice] which can be used to open a Safe [Advanced] and activate a Protectron.

Make your way over to a diner to the north-west and kill the Feral Ghouls
playing possum inside, then loot a First Aid Box [Novice]. From the diner
head north-east until you find a door to the north-west [Novice] which leads
to the pharmacy. Before you head inside the pharmacy, however, check out the
waiting area between the diner and the pharmacy and search a magazine rack
along the north-western wall to find an issue of Tales of a Junktown Jerky
Vendor. Nice. Head into the pharmacy where you can find a pair of Feral Ghouls
and a dead Minuteman on a counter, near which is a Laser Musket, some Rad-X
and some ammo. In an bathroom you can also find some ammo on the floor near
an Ammo Box and a First Aid Box on the wall.

Leave the pharmacy and make your way south-east until you find a doorway to
the north-east. Beyond this doorway is the employee-only part of the store,
where most of the Feral Ghouls lurk. Head through the doorway and kill
whatever Feral Ghouls show themselves, then turn down a hallway to the
north-west... not the short, dead-end hallway, the longer one further to
the north-east. As you go down this hallway loot a Wooden Crate [Novice] on
a shelf, then continue north-west into a small room, where the dead body of
some man named Josh lies in front of a Steamer Trunk. Loot Josh and the trunk
nearby, then grab some Fusion Cells off the nearby desk before back-tracking
to the south-east.

When you make it back to the first room you entered in the employee-only area,
turn north-east and go through a doorway, which leads to a hallway running
south-east. Follow it and, when it forks you can pick the locked door to the
south-west. It merely leads back to the main shopping floor of Super-Duper Mart,
but it's still worth some XP. Continue south-east and when the hallway ends,
go through a doorway to the south-west, wherein you can fine a Terminal
containing silly office banter, a wrongly-imprisoned Teddy Bear that cannot
be freed, and a wall Safe [Expert].

Leave the office room and go through the doorway to the north-east, where
you'll face even more Feral Ghouls. Make your way north-west through a hole
in the wall and search a wooden crate on a Cabinet to find a Nuka Cherry.
Turn around (face east) to find some machinery, from which you can liberate
another Fusion Core. If you head down some stairs to the north-west you'll
reach the back door to the Super-Duper Mart. Hooray! Time to leave this
place behind.

Parking Garage
--------------
Time to press on and continue exploring Lexington. From the entrance to
Super-Duper Mart head down a road to the north-west, then turn west to find
a parking garage. Venture north into the Parking Garage until you find a
doorway (beyond which are some stairs) and a door to the east, both of which
lead to the subterranean part of the Parking Garage. It doesn't matter which
do you go down, both have their advantages. There's a mob of Ghouls down below,
and if you go the stairs route, you can hack a Terminal [Novice] to activate
a Protectron to draw their attention. If you go the door route, you can lure
them to you and shoot some explosive barrels near a caged-in area, which
should harm or kill the Feral Ghouls caught in the blast. Either way, once
they're dead pick the locked door [Novice] to the caged-in area, beyond which
you can find an Explosives Box and a First Aid Box.

Leave the Parking Garage and head south to find a blue building, which just
so happens to be a diner. The diner itself isn't very interesting, but if
you head down some stairs you'll find a door leading to Slocum Joe's Basement.
There's no need to bother with this place yet, as it's part of a quest that
has yet to be discovered. South-east of this diner you can find an abandoned
Laundromat, which... aside from a First Aid Box in the back office and an
Overdue book on a table isn't very interesting. Oh well.

Corvega Assembly Plant
----------------------

From the Laundromat, make your way west past a Red Rocket gas station, then
turn south a follow the road under an overpass. Finally, the humongous
industrial building before you is the Corvega Assembly Plant, and as one might
expect, it's crawling with Raiders. If you made it through Lexington, you're
more than capable of taking out the Raiders here. That's not to say they're
not dangerous in their numbers. For example, outside the entrance along the
front of the Corvega Plant you'll find several Raiders and a Machinegun Turret
MK I. Nothing too serious, but on the roof of the plant there are many, many
more, and they have no concern for ammo and are more than willing to throw
an infinite-seeming supply of Molotov Cocktails down on you. Either
counter-snipe them with a long-range weapon, or just retreat away from the
front of the building until they lose you.

Once the initial group of Raiders is dead, sneak over to the entrance... or
rather, past the entrance. Continue east to find a road going uphill to the
south, along which several more Raider lurk, both on the road and on the
elevated structures nearby. These Raiders favor Fragmentation Grenades, so
be careful. Clear out the Raiders east of the road, first, as they tend to
be closer, then jump onto a concrete roof east of the road and head up some
metal stairs where you'll find more Raiders on the metal structures. Ascend
the scaffolding, ever making your way up to the western end of the factory
until you see a large blue metal globe. Follow some scaffolding around this
globe until it terminates, where you'll find a Tool Case and the Repair
Bobblehead on a wooden crate. Excellent.

Return to the front of the plant and head into the front entrance, past the
Machinegun Turret MK I. In the lobby you'll probably come across a Raider
who lurks around nearby. Disarm a Tripwire near the front desk, then disable
a Makeshift Bomb on the wall near a Nuka Cola Vending Machine. Speaking of
which, there's a Nuka Cola Quantum on the floor next to the vending machine.
Continue through a door to the south, then head into an office to the west,
killing Raiders as you go. Make your way through a hole in the wall to the
south, head into a hallway to the north and go through a doorway to the east,
then head down some stairs and kill any Raiders around here. If you head up
some stairs (or up an elevator near the stairs) to the east, you can reach
your goal here... but why not explore the rest of the plant, first?

First, continue down a hallway to the north and kill any Raiders in this
large - if cluttered - room. Make your way west from the doors and go up a
ramp to the south to reach a small office room. Here you can use that Corvega
Storage Key you obtained from Gristle, one of the Raiders you killed in
Concord. Open a Security Gate with said key and loot a Duffle Bag, three Ammo
Boxes and an Explosives Box [Novice]. To the north you can also find Gristle's
Terminal, which really doesn't do much save talk about the attack on Concord.

Leave the office room and head up some stairs to the north (stopping long
enough to loot a Toolbox [Novice]) and follow a metal walkway to the west to
reach another large chamber occupied by Raiders. Follow the walkway until it
wraps around and terminates, then search a table to find a Wooden Crate and
a Tool Case [Novice]. Once you've obtained that loot, head down some stairs to
find some assembly lines, where you can grab some junk that can be broken down
for steel... if for some reason you need such a common material. Head north
behind the stairs to find a shelter, where you can find a Bottle Cap Mine and
a Chem Box.

Return to the first chamber you entered to the east (the one with the office
that houses Gristle's Terminal adjacent to it). From the doorway that leads
back into the hallway head north up another pair of stairs and go through a
doorway to the east. Make your way down some stairs and kill another group
of Raiders then head east through a doorway to reach a hallway. Make your way
south to find a T-junction, at which turn east and go down some stairs, then
follow a curving hallway which ends in a watery chamber. Watch a Machinegun
Turret MK I mow down some Feral Ghouls, then destroy the turret. Enter a small
shelter to the north-east and kill a Raider guarding it, then loot a Toolbox,
a Chem Box and an Ammo Box [Novice] before turning your attention to Lonnie's
Terminal on the wall, which details the Raider's struggles with Ghouls in
Lexington. You can enter the pipe and follow it, but all it does it take you
back to Lexington.

Instead, backtrack south down the curving hallway and when you return to the
T-intersection again, explore the western path, which leads to a door to the
south. Enter the large chamber beyond and kill a group of Raiders and their
Machinegun Turret MK I along with a pair of Feral Ghouls lying in ambush,
then make your way out of this room by heading through a door to the west.
Head up some stairs and you'll find that you've now looped around back to
the other end of the hallway where this little diversion began.

No sense putting it off anymore, time to hunt down the leader of this
Raiders; Jared. Either climb some stairs or go up an elevator to reach the
large chamber Jared occupies. He's got some Raider backup, searchlights
and turrets, but you can easily sneak up near him, or just snipe him from
a distance with a long-range weapon. You can also activate a Protectron to
draw some attention, if you want to go that route.

When you get past the defenses, head up some stairs to the south and press
a button to extend a bridge. Cross the bridge to the west and pass through
a small office room to find where Jared was... and presumably his body,
which you can loot for Corvega Safe Key. Next turn your attention to the
room to the west to find Steamer Trunk and a copy of Grognak the Barbarian
on a table. Score. You can also mess around with Jared's Terminal, if you
care what he had to say. You can also turn off the spotlights and disable
the turrets, if any are still operational. In any event, a few more Raiders
will show up to investigate once you start snooping around in this room.
Kill them, then leap off the metal scaffolding and head beneath to find a
piece of wood with the words "Keep Out" painted on it. Behind those board
is a Safe [Advanced], which can be opened with Jared's Corvega Safe Key.
All you need to do now is exit the factory and report back to Tenpines Bluff.
If you leave via the door in the large chamber where you fought Jared, you
can reach a chained door on the roof, which you can unchain.


(-NOTE-) By now you should easily be level ten, which will earn you the
Trophy "Commonwealth Citizen". Ideally you'll be closer to level
thirteen, at which point you may want to consider getting two ranks
in the crafting skill relating to your weapon(s) of choice. This
will allow you to make your weapons much, much stronger.


Trophy: Commonwealth Citizen
----------------------------


Talk to the Settler who gave you the quest to tell them the good news.
In return, the settlers here will decide to join the Minutemen. Hooray!
You'll also be able to manipulate the Tenpines Bluff Settlement, which aside
from the stupid ruined house to the north that you can't break down, is a
pretty nice spot for a farming settlement. All in all, though, your reward
is underwhelming. Being a Minuteman sure doesn't pay... Speaking of which,
return to Preston in Sanctuary to get a proper quest reward, after which he'll
tell you about the dissolution of the Minutemen. Given your success where
Preston has consistently failed, he'll nominate you as the new leader - the
General - of the Minutemen. Afterwards he'll tell you about more settlements
that need your aid, randomly starting a quest to claim some settlements...
since you already cleared the Starlight Drive In, he should direct you to
two of the following three quests; investigating Graygarden (starting the
quest "Troubled Waters"), the Sunshine Co-op (start the quest "Taking Point"
and/or Finch Farm (starting the quest "Out of the Fire"). These are radiant
quests, and once you clear one, you'll be able to proceed with the Minutemen
main questline. Since they're radiant quests, they'll be cleared out based
on geography, and not necessarily in a straight shot to complete or continue
the questline.


(-NOTE-) Building settlements up is a great way to earn XP without actually
having to... you know, do any of that combat stuff. If you build
adequate housing, defenses, food, water and a Recruitment Radio
Beacon in every settlement you get, you'll end up with quite a few
levels.


REWARD
(For helping the Settlers at Tenpines Bluff)
Caps 93

REWARD
(For returning to Preston)
XP 345
Item Flare Gun
Flare x10

Trophy: The First Step
----------------------




___ _ _ _ _ _
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O==< TROUBLED WATERS >==O
``-.____________________________________________________[FO-07]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Overdue Book
o Picket Fences

Preston may have told you to check out Graygarden, which is south of Drumlin
Diner and south-west of the Corvega Assembly Plant. If not... you can still
go complete the quest there, with or without Preston telling you about it.
You're the General of this pathetically moribund operation, so you can do
as you damn well please... but it gives you an excuse to explore further
south and keeps you out of the more difficult areas to the south-east of
Lexington for now, so fast-travel back to the Corvega Assembly Plant and
make your way south-west.

Jalbert Brothers Disposal
-------------------------

The first area you should come across is Jalbert Brothers Disposal, which
is infested with Mole Rates. Clear the pests out (be wary of a tripwire
attached to a Grenade Bouquet in the south-western corner of the dump) then
get to looting. Along the eastern edge of the dump, on the wall of a shack,
you can find a Tool Chest [Novice] inside of which is an Overdue Book and
near which is a Rigged Pipe Pistol. In this little shack you can find the
Brother Edmund's Journals Terminal [Advanced] which contains the ramblings
of some Child of Atom cultist. On the floor nearby you'll find a Floor Safe
[Expert] which can be opened using the terminal, and there's also a Steamer
Trunk nearby. Leave the building and search along its western wall to find
a Nuka Cola Vending Machine containing a Nuka Cola Quantum and a Nuka Cherry,
then grab a Bottlecap Mine off the ground nearby.


Did You Know?: There was a Jalbert Brothers Disposal Site in Fallout 3.
The Children of Atom was a cult that grew around the dormant
nuclear bomb in the heart of Megaton.


Rocky Narrows Park
------------------

Before making your way to Graygarden, take a short detour west to find
Rocky Narrows Park. This place is noteworthy only for the two Stunted Yao
Gui you can find dwelling around; they're still strong, but they're too far
away to aid each other and they're not so strong a good couple of shots with
a shotgun (perhaps added by critical hits) can't fix. Once they're dead,
loot a trailer to find a Steamer Trunk.

Graygarden
----------

Now continue south-east to Graygarden, which is unusual because of it's
inhabitants, which are exclusively Mr. Handy robots. Head inside a greenhouse
to find Supervisor White, who will tell you about Graygarden, direct you to
the other supervisors, then ask about the water, which prompts her to ask you
to help cleanse their water. Before you go running off, talk to Supervisor
Greene near the Mutfruit plants outside. Point out - then indulge - his game
show persona and he'll give you... a new car! If you shouldn't need such a
fine piece of technology, however, you can trade it in for 100 Caps, and
pass a series of speech challenges to get more... up to 300 Caps in total.
He'll also trade you some junk. On the other hand, Supervisor Brown will
buy Mutfuit off of you for two Caps each.


(-NOTE-) Around here you'll pick up "Military Frequency AF95", which will
start the quest "Fire Support" and direct you to Cambridge Fire
Station. It's something that'll be covered shortly.


Graygarden Homestead
--------------------

From Graygarden head west to find Graygarden Homestead, inside of which you
can find plenty of junk. Go down some stairs and pick a locked door [Expert]
to reach a basement, where more loot awaits, including a Toolbox [Novice],
a Safe [Advanced] and a First Aid Box in a bathroom. There's also a Tesla
Arc trap in the western corner of the basement. When you're done looting,
leave the house and head downhill to the south where you'll find a road,
which you should follow south-east/south as it runs along a river. Along
the way you can loot the back of a truck [Advanced], which contains a bed
and an Ammo Box. From here, continue following the road south to find the
Weston Water Treatment Plant.

Weston Water Treatment Plant
----------------------------

As you approach (hopefully while sneaking) you'll spot Super Mutants
lurking on top of the plant. They might not be the problem, but they're
not a good sign. Super Mutants are much tougher than Raiders, and these
ones in particular are specialized. There's a Mongrel Hound, a Super Mutant
with a Missile Launcher, a Super Mutant Skirmisher with a Laser Rifle
several Super Mutants with more common weapons and a Super Mutant Suicider
who will try to run up and blow himself - and you - up with a Mini Nuke.
Obviously the two muties with explosives are the most dangerous, and if
you can take them out at long range without being detected, you'll greatly
simply this fight. The rocks to the west of the road make a good enough
vantage point for this. Once they're dead, a more straight-forward
approach will serve you just fine.

Once their numbers are depleted, continue south along the road to reach
the flooded grounds of the plant. It's not deep enough to catch you any
RADS in most place, so don't fret too much. In the various structures
around here you can find plenty of industrial junk... and traps. In the
eastern-most building in particular there's a scale under some water, which
prevents you from disarming the rigged explosive further on in the building...
just if you trigger it and backtrack, the bomb should explode harmlessly.
Loot around as you please, then head west to find the doors to the plant.

From the lobby entrance head behind a counter and read the entries on the
Front Office Terminal to get some map information, then continue west up a
hallway. You can look a small locker room to the north wherein you'll find
some chems in a trash bin, a Duffle Bag, and a First Aid Box. Further west
you'll find an elevator, but ignore it for a moment and head south to find
a locked door [Advanced] to find a small storage closet. If you head up some
nearby stairs you'll reach the roof, on top of which you can find a shelter
with a Grounds Terminal [Novice] which you can hack to turn off spotlights
and open a nearby Safe [Expert].

Return to the interior of the plant and take the elevator down, then head
east to reach a room with a Machinegun Turret in the north-eastern corner.
Investigate the Manager's Terminal to learn more about this place's shady
business practices. To the north you'll find two doors, one locked [Novice],
one unlocked. Either unlock the door or go through the unlocked door, then
through a hole in the wall to find a small room with two Ammo Boxes.

Continue down some stairs to the east and your quest will update. Turn north
and activate the "Pump Control Switch" on the blue console there, and watch
as the water drains from a room to the east, which prompts several Mirelurks
to crawl out of the water. Ignore a door to the south for now and make your
way back up the stairs to the door to the west, then turn south to find
another locked door, which you can open by pressing a big red button. Make
your way through the door then turn east to find a room with a Safe [Expert].
There's also a Facilities Terminal you can use to turn off the Machinegun
Turrets in the larger chamber to the south and, most importantly, a copy of
Picket Fences on a nearby cabinet.

Warning!: Do not leave this area after turning on the first pump until - you've
turned on all the pumps. The buttons to activate the doorways can turn off
permanently, which will prevent you from progressing.

Make your way into the larger room to the south and loot the place for some
junk, then head through another door to the east, which requires a button
press. Head down an oily, curving tunnel then go through another button-loving
door to reach the room you partially drained. Kill the Mirelurks lurking in
the mire, open the door to west leading to the first pump console, then make
your way along the metal walkways to the northern side of the room, where you
can find yet another button to press. Go through the door the button opens a
down a hallway to the north. Ignore for a moment the doorway to the east, and
instead go through another door [Advanced] to the north. Destroy a Machine
Gun Turret inside and loot the room for its meager offerings.

Leave this room and go through the doorway to the east which was ignored
previously. Destroy another pair of Machine Gun Turrets near each doorway,
then press another button to open the door to the east. Beyond this door
you'll find a burrowed Mirelurk and a Machine Gun Turret. Deal with them,
then activate another Pump Control Switch to move the water level down further.

The third pump control switch is located on the southern side of the area,
so backtrack through the room to the west then turn south to return to the
large flooded chamber. Kill whatever Mirelurks have crawled out of the muck
and ascend some stairs to the west, heading west, then south, then east around
the metal walkways of this chamber to reach the concrete platform on which
the third pump control console is located.

Drop off a ledge to the north to land on a metal platform, where you'll find
two Machine Gun Turrets and an equal number of Mirelurks. Dispose of them,
then wade into the water to the north, make your way into a structure, then
head upstairs to find the fourth Pump Control Switch. Finally fully drained,
make your way south into the previously flooded room, and continue south past
where the turrets were and into the muck to find yet another Pump Control
Switch. Flip it to start the main pump, then press a button to open some
double doors to the south. In the room beyond you'll find a Steamer Trunk
and an Elevator which will take you back up the surface.

Return to Supervisor White at Graygarden and she'll guess that you've been
successful with the water, and reward you by giving you some food, offering
a discount (courtesy of Supervisor Greene) and by allying with you. The
workshop is south of the greenhouse, and yes, the robots count as settlers.
There's plenty of food production, just build a house for some human settlers,
some water pumps and defenses, and you'll have a nice little settlement on
your hands.

Anyways, when you're done here, return to Preston for your reward... if he
assigned this place to you, anyways. He'll also tell you about the old
stronghold of the Minutemen - "The Castle" - which he wants to retake, but
since this is far to the south-east, it'll be a while before you get down
there. Don't agree to go after The Castle yet, as it'll get Preston to run
off, and you may need him around to give you new settlement goals after
you complete the quests he's currently given you... just say "Later" when
you talk to him to get the next quest.


Trophy: Community Organizer
---------------------------

REWARD
(For bringing Graygarden into the fold)
XP 253


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_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< JOINING THE BROTHERHOOD OF STEEL >==O
``-.____________________________________________________[FO-08]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Guns and Bullets
o Junk Jet
o Live & Love
o Overdue Book x4
o Righteous Authority
o Tesla Science


College Square
--------------

Back near Graygarden you picked up the "Military Frequency AF95" signal,
which started the quest "Fire Support". Since that's fairly close to previously
explored areas, and since it gives you an excuse to explore further west,
let's head over to Cambridge and see what's going on. Fast-travel to Graygarden
and from there head east, following a road into Cambridge. Be on the lookout
for Frag Mines on the road, and as you enter town, your progress will be
complicated by some Feral Ghouls. Kill all the zombies roaming about and you
should discover the College Square area. The quest suggests you head south-east
to reach those who gave the signal, but for now, let's take a brief detour.

Start out by following a road at a three-way intersection to the north-east.
There are plenty of Ghouls that need to be gunned down, including some in
buildings to the north-west and east. There's even a Feral Ghoul Reaver hiding
in a Pulowski Preservation Shelter [Novice] near a diner on the eastern end of
this plaza, if you want to inflict such misery upon yourself. Continue
north-east along the road, destroying Ghouls as you go until you reach a
barricade that's now patrolled by Ghouls. In the back of a red and gray truck
bed you can find an Explosives Box, which in turn is guarded by a lurking Feral
Ghoul Roamer. If you enter a building west of the barricade (disarm the
Tripwire in the doorway!) you can plunder the place for some junk. More
importantly, head upstairs to mount the barricade and climb a ramp to the
east to reach a roof and you can find a Steamer Trunk in a rooftop shack.
From here head across some planks to the south-east to reach the roof of
another building, which you can descend and loot.

From the ground floor of this building (outside of which is the aforementioned
Pulowski Preservation Shelter with the Feral Ghoul Reaver inside) head
south-west to find the College Square Station. Oh boy. a metro. Before you
subject yourself to the miseries of exploring a metro, however, head south
into a building with a blue shade over the front of it and make your way to
the second floor, where you can find a Duffle Bag to loot. Cross a ramp to
the north and score two Ammo Boxes, then return south to the previous roof
and ascend some ramps to the third floor, where you can loot the body of a
woman named Ricca. Go down two flights of stairs to the east, then enter a
room to the north where you'll find a Tripwire rigged to an explosive device
near a counter, behind which is a wall Safe [Advanced]. Make your way back
out to the front (north) of the building, looting as you go, then head down
into the College Street Station.

College Square Station
----------------------

From the entrance head east to find the body of a Raider lying against a
Trash Can. Poor fellow. Turn north and disarm a Tripwire between another
Trash Can and a pillar, loot another Raider, then head down some stairs to
the north. When you reach the lower level, you'll spot a Protectron waiting
patiently behind a counter, as well as some Ghouls hanging out further north.
Before you bother them, though, explore some bathrooms beyond some blue doors
to the east and west. In the western bathroom you'll find yet another dead
Raider, and in the eastern one lurks a Ghoul and a Suitcase [Novice]. Wonder
if one has has anything to do with the other? Leave the bathrooms, then
search two small stores to the east and west, with the eastern one being the
more interesting, this time, as it likely houses a Feral Ghouls and some chems.
Continue north and pick a locked door [Expert] to get behind the counter where
the Protectron rests. Loot a First Aid Box, plunder a safe for some Pre-War
Money and a Stimpak, then grab the copy of Live & Love from atop the safe
before hacking the Security Terminal [Novice]... if you want to set the
Protectron loose, anyways. Whatever you do, be sure to grab the Nuka Cola
Quantum from out of the nearby Nuka Cola Vending Machine.

With the upper floor done, it's time to turn your attention to the turnstiles
to the east and west, both of which lead to the lower subway platform. The
eastern path leads down to a subway tunnel where a few Raiders made a last
stand against some Feral Ghouls, a couple of which still lurk about. Open a
locked door [Novice] to the south to find a First Aid Box, then follow some
rails to the north, then enter a subway car to the west, where you'll find a
Suitcase [Novice].

In the western path you'll find more Feral Ghouls (what else?) immediately
off the stairs. Through a doorway to the south you'll find another Security
Terminal [Novice], which awakens another dormant Protectron. From here follow
the tracks to the north and enter a subway car, where you can find a Duffle
Bag and a Suitcase [Novice]. Next, leave the subway car and make your way
down a tunnel to the west and enter a room to the north, where you can find
a lurking Feral Ghoul, the College Square Station Key, a Steamer Trunk and
plenty of junk. Once this place is looted, continue through a door [Advanced]
to the east, which is also opened by the College Square Station Key. This
returns you to the large subway landing room, from which you should now head
north down a tunnel to find some dead Raiders, one of whom possess the note
"Journal Scrap", which spells out the obvious about Raider/Feral Ghoul
relations in College Square. Loot a Duffle Bag and grab a Bottlecap Mine,
then leave College Square.

Collegiate Administration Building
----------------------------------

Pass the barricade to the north-east, disarm another Frag Mine in the road,
then continue up another road to the east. When you find a Red Rocket gas
station to the south, explore it, then continue south to find the Collegiate
Administration Building. Once inside, search the counter to find two Overdue
Books and a Safe [Advanced]. Next go through a doorway to the east the search
behind some stairs to the south to find another Overdue Book. On the second
level, follow the balcony west until it terminates to score a Tool Case
[Novice]. On the third level you can find two doors, both of which lead to
the roof. The only even remotely worthwhile thing up here, though, is through
the northern-most door. From the roof, drop down onto a ledge to the north
(you'll have to navigate around a desk that's falling through the wall) to
find a skeleton lying next to a Duffle Bag.

Drop off the roof to the west and loot the nearby houses for trivial loot,
then proceed south until you find a road, which you should follow west. Keep
your eyes to the south to spot a building you can explore, inside of which
are two broken elevators. Go through a doorway to the east to find a cafeteria,
inside of which you'll find a table with several lunchboxes in it... two of
them are benign, but one is a Bottlecap Mine, so disarm it quickly. Once that
ordeal is over with, loot a First Aid Box and return to the street, which you
should follow west a short distance, then head downhill to the south to
discover the Cambridge Police Station, and the source of the beacon.

Cambridge Police Station
------------------------

Here you'll find a trio of humans desperately fighting off a horde of Feral
Ghouls Roamers. Kill them all (their numbers may necessitate the use of more
powerful weapons than usual) then talk to the man in Power Armor - Paladin
Danse. He's not the friendliest of guys, so answer his questions, passing
speech checks when possible. Eventually he'll reveal their identities; they're
members of the Brotherhood of Steel, and they need your help to recover a
"Deep Range Transmitter" from the Arcjet Systems building to the west. Agree
to help out to complete the quest "Fire Support" and start "Call to Arms".
Your new Brotherhood of Steel buddies will head into the police station, and
you should follow... after loot the grounds outside, where you can find some
First Aid Boxes and Ammo Boxes.

REWARD
(For helping the Brotherhood of Steel fight off the Feral Ghouls)
XP 345

Head into the police station and approach Scribe Haylen, who is a bit nicer
than Paladin Danse. Pass a speech check to get her to tell you about how she
joined the Brotherhood herself recently. On a table in the room to the north
you can find Scribe Halen's Personal Log, which discusses some of the
Brotherhood's more... unsavory aspects. Before you bother Paladin Danse again,
give this place a thorough looting, as there's plenty of goodies to be had.
Namely, there's ammo and chems on the counter in the front room and the
"Gladius Personnel Terminal" to the east, where you can learn more about the
Brotherhood's mission here, which seems to be going poorly, to say the least.
Next head through a doorway to the south-east and search an office to the
east to find a Safe [Expert], then explore the evidence room to the south-west,
which contains a Wooden Crate, a Duffle Bag and an Ammo Box all worth looting.
In the prison room to the north-west you can find a First Aid Box, and finally,
down some stairs to the south-east you can find the Cambridge Police Station
Motor Pool, wherein you can find two Ammo Boxes and a bunch of other junk.


(-NOTE-) In the locked safe [Expert] there will be a copy of Guns and Bullets,
but only when you've advanced the story enough. It will become
relootable later.


Once that's all explored, return to Paladin Danse (perhaps after storing all
the loot you picked up) and he'll ask if you're ready to move out. Give him
an answer in the affirmative, then follow his slow, plodding ass all way way
to ArcJet Systems, east of Graygarden. He'll chatter as you walk, and at an
underpass near Graygarden you'll be attacked by some Raiders, whom Paladin
Danse can handle fairly easily, if you want to keep your hands clean. Shortly
afterwards you'll be attacked by some Mongrel Dogs, who Danse can also make
short work of.

ArcJet Systems
--------------

Follow Danse to - and into - the ArcJet Systems building, then shadow him
as he walks into a hallway to the east, lecturing you about the evil of
corporatism. In a small room he'll comment on the scrapped security bots,
and point the finger at the Institute and their synths. After he's done
talking, follow him east, then south through a room and into another room
to the west, where he'll tell you to open a door while he "reconnoiters"...
which must be Brotherhood code for "stand around and be useless". Search
the north-eastern corner of the room to find a Lab Analyst's Terminal and
select the entry "Automated Password Change", which will allow you to bypass
the security on the Lab Control Terminal [Advanced] to the west. You can
also find an "Discarded ArcJet Worklog", which contains no useful information.

Anyways, hack the terminal and select the option "Security Door Control" to
get the door to the south open, beyond which lurk several Synths armed with
Institute Pistols and Shock Batons. Deactivate the machines with some violence,
then go into the room to the south and follow Danse through a hole in the
wall to the west to reach a larger, two-story room to the south, where more
Synths lurk. Destroy them (there's no shame in letting Danse do the heavy
lifting) then Danse will head off up a ramp and into an upstairs room to the
east. You can shorten your trip by hacking a door [Novice] to the east on
the ground floor, and in any event, it's worth ignoring Danse for a moment
to loot this area.

Head up the ramp and turn west to find a pair of rooms. In the one you
enter into, disarm a Laser Tripwire attached to a Tesla Arc. In the room to
the north you'll find a Lab Terminal [Expert] which can open a Safe [Expert].
There's also a locked Large Toolbox [Novice]. Once that's yours, make your
way through the locked door [Novice] on the ground floor and head south into
the room behind the ramp, where you can find an Ammo Box and a Stealth Boy.

Now head north to regroup with Danse. Go up some stairs to the north, then
turn west to find the CEO's Terminal, near which is a copy of Tesla Science.
Loot a Wall Safe [Advanced] on the western wall, then go through a door to
the north. Head east and go down a ramp to the south to find a Safe [Novice],
then return up the ramp and go down a hallway to the north. Search the
second room to the east to find an Overdue Book on a desk, then search
another room across the hall to the west to find an Ammo Box and a 10mm
Pistol.

Head down some stairs to the north and, when you reach a small room, go
through a doorway to the south to reach the receptionist's office in the
entry chamber. Hack the Receptionist's Terminal [Novice], which can unlock
a floor Safe [Advanced]. When you've looted all that, head down some stairs
to the east and enter the door leading to the ArcJet Engine Core.

ArcJet Engine Core
------------------

Proceed east down a hallway and descend some stairs to reach a room with
a remarkably intact rocket in it. Descend some more stairs to get under the
rocket, and Danse will lay out a plan; you do all the work and turn a
generator on, and he'll stand here and do nothing. It's how the Brotherhood
of Steel has pretty much always operated. Best to get started, then. Head
through a doorway to the west and follow the hallway beyond into a small
room lit by a red light. Grab the Junk Jet weapon off a table in this room,
then pick up the "Technician's Personal Log" nearby, which is a note left
by the creator of the Junk Jet.

Continue south until you find the Facilities Terminal [Novice], which must
be hacked so you can turn the auxiliary generators on. Quickly turn east
and grab the Fusion Core out of the nearby machine, then rush north back
to Paladin Danse, who is being assaulted by a horde of Synths. Hit the
"Engine Start Button" to wipe out everything in the room (back up to keep
yourself out of trouble after hitting the button) then head inside the
room and investigate the carnage to find out that Paladin Danse is alive
and... well, he's alive. Turn south and call the elevator, which is now
operational, thanks to the power being restored.

Take the elevator up and make your way north to find one last room full
of Synths. Put them down and loot one to find the Deep Range Transmitter
you're looking for. Once it's yours, loot the room to find a Steamer Chest
worth plundering, then head into an elevator to the east. Follow Danse and,
once you're outside, talk to him and you'll get the option to pass a moderate
speech check. Afterwards he'll trade you his unique Laser Rifle, Righteous
Authority, for the Deep Range Transmitter, throwing 50 Fusion Cells and
250 Caps on top, then he'll invite you to join the Brotherhood of Steel.
It's paid well enough so far, and there's probably more quests to do with
them if you join so... agree. This ends the quest "Call to Arms" and
starts "Semper Invicta".

REWARD
(For recovering the Deep Range Transmitter)
XP 403
Caps 250
Item Righteous Authority
Fusion Cell x50

Return to the Cambridge Police Station, where Danse will announce your
enlistment to the rest of the Brotherhood of Steel... all two members of it.
Rhys is a jerk and Danse will lay down the law on both of you, after which
you'll be assigned to do some odd jobs for Haylen and Rhys. Talk to Haylen
and talk about Rhys, succeeding at a moderate speech challenge to learn a
bit about their history. After that, accept her job and she'll task you
with recovering of an artifact. The order in which you'll recover these
artifacts is static, but their location is not. Your first goal in this
quest, "Quatermastery" is to recover a Haptic Drive. Once you have this
quest, talk to Rhys, who will interrogate you before giving you your first
quest. Rhys's missions involve clearing out areas of baddies, and like
Halyen's quest, the location is random. Starting this begins the quest
"Cleansing the Commonwealth".


(-NOTE-) If you want to avoid going too far out of your comfort zone, save
before entering the building and talking to Danse, Haylen and Rhys.
This will allow you to attempt to get more favorable locations for
the quests "Cleansing the Commonwealth" and "Quartermastery". It'll
be a while before the guide takes you back on Brotherhood business,
however, and most every location where these quests may take you
will likely be covered before then.


Once you have these missions, it's time to put the Brotherhood of Steel
quests on the back-burner for now. A trip to Diamond City is long overdue,
and it's time to start working on quests that will give you an excuse to
explore further south. But first, let's finish exploring some areas on and
near the former Cambridge campus. There's little enough excuse to come back
to them later.

Fraternal Post 115
------------------

Head south from the Cambridge Police Station to find Fraternal Post 115.
There are two entrances to the place, the front door, on the eastern side
of the building, and the back door, on the western side of the building.
In this case, it's more tactically advantageous to enter through the back
(blue) door. Once inside you can pick a fight with the Super Mutants lurking
here, especially if you sneak through a locked doorway [Novice] to the east,
where a Super Mutant named Dead Eye lurks. Normally he'd be all too eager
to activate a Circuit Breaker on the wall behind him to summon support
(including two Super Mutants who will spawn in the room you entered into,
to the west). Kill Dead Eye before he can trigger the alarm, or, if you're
extra badass, flip the alarm for him and kill the extra Super Mutants
summoned. Aside from the muties that can spawn behind you and Dead Eye,
there are more sci-fi Orcs that'll fire at you from a balcony to the east
and Frag Mines on the ground around the podium upon which Dead Eye stands.
However you manage it, once the muties are dead, loot the podium near Dead
Eye to obtain a copy of Guns and Bullets. Very nice.

The rest of the building is less interesting, but still worth exploring.
In an office on the upper floor in the north-eastern corner of the building
you'll find an Executive Terminal [Novice] which you can use to open a
nearby floor Safe [Novice], gain control of the place's turrets, and, if
you select the entry "[Speech Memo]" you'll be treated to a mention of your
spouse. Other than that, there's a bit of junk to be scavenged as you make
your way to the eastern end of the building.

Cambridge Campus Diner
----------------------

Exit out the eastern (front) door of Fraternal Post 115 and cross the street
to the north-east to find a building with a clock above the doorway. Head
north-east through the building to find the more humble Cambridge Campus
Diner building, which - like Fraternal Post 115 - has two entrances. The
big red inviting front door to the north-east and the less conspicuous back
door to the south-west. In this case, however, it doesn't matter in the
slightest which route you take; there's little of interest in the diner.
You can find a Toolbox [Novice] behind the counter and a First Aid Box in
the kitchen. The fact that this place has a map marker at all is more
interesting than the location itself.

Campus Law Offices
------------------

From the back door of the diner, head south-east into - and through - a
building with a "Hubris Comics Toys" sign on top. In this building are two
Raiders, who should be more of a nuisance by now than anything else. The
entrance you need to take will require you to scramble above - and over -
some rubble. This nondescript building is the Campus Law Offices, as marked
on your map. The only other area nearby that can explored now is Kendall
Hospital, but a quest will bring you back here later, so there's no need
to explore it just yet.

It's now time to start questing your way south towards Diamond City. Namely,
one of the missions Preston could have given you earlier is "Taking Point:
Sunshine Tidings Co-op", which will take you south of Abernathy Farm to help
the settlement at Sunshine Tidings Co-Op. There will be plenty of detours
on this trip to Diamond City, as you should expect of this guide by now.




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_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
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O==< SUNSHINE TIDINGS CO-OP AND SURROUNDING AREAS >==O
``-.____________________________________________________[FO-09]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Big Jim
o Tales of a Junktown Jerky Vendor
o Wasteland Survival Guide
o U.S. Covert Operations Manual


Finding Loot Around Walden Pond
-------------------------------

Fast-travel to a place closer to your destination (Abernathy Farm and Wicked
Shipping Fleet Lockup does fine) then head south to find a small lake. Along
the north-western edge of this lake you can find a dry, muddy stream bed,
lying in which is a dead Raider who possesses the note "Raider's Note",
which will tell you about some Caps to the south-east in a place called
Walden Pond. Well... a small detour never hurt anybody, right? Head east
along the northern end of the lake until you find a bridge running south-west.
Cross the bridge and kill whatever Raiders get in your way, then continue
uphill to the west to find Sunshine Tidings Co-op. Just get close enough to
get the map marker, then turn west.

Between the lake and the pond you can find an abandoned shop, inside of which
you'll find a few Makeshift Bomb traps, a Suitcase [Novice] and a door to the
Gift Shop [Master]. On the wall near this door you'll find a "Note to Tweez",
which will direct you to some sewer pipe. You'll find this pipe downhill,
near the edge of the water, to the east, but if you can pick the lock to the
door, you might as well give it a shot for the XP. Most will probably use the
sewer pipe, however, so that's the assumption the guide will make. Along the
way, be sure to visit David Thoreau's cabin to the east and listen to the
automated tour, or you're a savage who doesn't care to learn about a weirdo
living out in the wilderness to prove... something about not eating meat
and being self reliant, or something.

Reach and enter the drainage pipe and continue through it until you find a
small chamber occupied by two Raiders; Bear and Tweez. Kill them, then grab
an issue of Tales of a Junktown Jerky Vendor from atop a barrel to the
south-east. Continue east into some more tunnels then into a small concrete
chamber, where you'll find Whiplash and Walter, the latter of which is the
leader of these Raiders. Kill them and loot Walter to obtain the Gift Shop
Key, which opens the door to the surface and a Safe [Master] in the room where
Walter lurked. Once this safe has been plundered, your goal of looting Walden
Pond is completed. Be sure to loot the Ammo Box in this room, then grab the
unique Wrench, Big Jim, off a metal table to the south-east.

The Behemoth of Walden Pond
---------------------------

There's one more challenge you can take before you make your way to Sunshine
Tidings Co-op. Find the Walden Pond area to the east and from there, head
south to find an elevated highway, south of which you'll find the lair of a
Super Mutant Behemoth. In a straight fight without Power Armor, you're probably
going to have trouble, but there are ways to take this beast down. First, you
can plant some mines as close to the camp as possible, shoot the beast to
provoke it, then shoot the explosives when the Behemoth nears the mines. A
Bottlecap Mine and a few Frag Mines should be enough to take it down.
Otherwise, using sneak attack criticals to start out the fight and a few
critical hits with a Sniper Rifle will do the trick, too. After it's dead,
loot its peculiar take on stone henge, as there are a few containers with
goodies lying around.

Backtrack to the Walden Pond map marker and from there head east. Along the
way you can find a shack populated by a Trader and about a half dozen cats.
Yeah, crazy cat-people still apparently thrive in the wasteland. They'll
sell you junk, but otherwise aren't too interesting. Continue east following
the elevated highway to the south and eventually you'll find a more terrestrial
road running north/south, near which the elevated highway splits, and a turn
off runs to meet the ground. Under this turn off you can find a random
encounter, and atop the turn off some Gunners - a band of Mercenaries replacing
the Black Talons from Fallout 3 - have made a camp. Simply put, this can be a
busy spot on the map, and considering that three factions may be fighting it
out here, you'll probably hear the fighting before you see it. Kill any
hostiles on the highway, then follow the curving off-ramp until it reunites
with the main highway far above the ground. Up on this highway the Gunners
have the main part of their base, noticeable by the large windmill erected
on the road. Kill any defense it may still have then loot some Footlockers
in the back of a sheared-off subway car. If you follow another turn off to
the south, you'll find another Gunner checkpoint you can sack.

Sunshine Tidings Co-op
----------------------

Leave the highway and return west to reach Sunshine Tidings Co-op and enter
a shack along the north-eastern end of the complex, where you'll find some
Feral Ghouls. Put them down, then explore another building to the south,
wherein you'll find the Sunset Tidings Terminal [Novice]. Hack the terminal
to find out that some robot freedom radicals hacked the Mr. Handy here to
be... well, useless. Select the entry "[ > Mr. Handy Control]" and you'll
get the option to "[Choose Protocols]", which will allow you to set the Mr.
Handy, Professor Goodfeels, to act as a guard or a maintenance bot. In the
latter case, the robot will return to Hester's Consumer Electronics, which
is east of Diamond City. Whatever you do with with robot, head north-west to
find a green house [Novice], inside of which you can find some chems. uphill
to the west and clear out the cabin there. Doesn't look like anybody in
Sunshine Tidings survived, but it's still a perfectly serviceable settlement.
Loot an Industrial Trunk in the house, then grab a copy of the Wasteland
Survival Guide off the floor nearby.

Return to the building with the terminal and activate the workshop to make
this place yours. Your goal now? Build a Recruitment Radio Beacon (Power >
Miscellaneous) which requires Circuitry x2, Crystal x2, Copper x6, Steel x10,
Ceramic x3 and Rubber x1. You may or may not have done this on your own in
the other settlements you should have by now (Abernathy Farm, Red Rocket Truck
Stop, Tenpines Bluff, Outpost Zimonja, Starlight Drive In and Graygarden),
but simply put, you need to get this settlement up to snuff. There are plenty
of houses around to put beds in, and you have some to start. Just plant some
crops, build some Water Pumps, then build turrets until your settlement's
defense score equals the sum of its food and water scores. Once done, building
a generator and a Recruitment Radio Beacon and watch the settlers pour in.
Once that's done, you can return to Preston and claim your reward, if he gave
you the quest to explore this place.

REWARD
(For claiming Sunshine Tidings Co-op)
XP 115
Caps 92

Lonely Chapel/Federal Ration Stockpile
--------------------------------------

That settlement's been claimed, but since you're down here, and Diamond
City awaits further to the south... well, why not press on ahead? Exactly,
no good reason. Head south-west from Sunshine Tidings Co-op to find the Lonely
Chapel, which isn't just lonely... it's also pretty boring. Head inside and
loot what you can, then search the northern end of the chapel to find a trap
door leading to the Federal Ration Stockpile.

Use the trap door and go down a tunnel to the north-east, then east, pass
between some pillars and turn south, then south-east. Eventually you'll reach
a chamber occupied by the rather powerful Raider named Red Tourette, several
Machinegun Turrets MK III and a backup Raider. Kill Red, then loot her for the
Federal Ration Stockpile Password, then ascend some stairs and enter a room to
the south-west, where you can find a U.S. Covert Operations Manual on a table,
a Nuka Cherry, a Nuka Cola Quantum, and the notes "Red! It's Lily!", "To My Big
Sister Red" and "Don't Worry, Sis". Seems the Raiders over at Beantown Brewery
were extorting the Raiders here. Live by the sword, die by the sword... Hack
Red Tourette's Terminal [Novice] to learn more about the conflict. Once done,
you can loot another, smaller, less interesting cubby nearby.

After looting this chamber head down some stairs to the north, through a
doorway, then through a blue door to reach another large chamber. Execute
the two Raiders here, then continue north to find the Storage Lockup Terminal
[Master], which can be opened with the password you got off Red earlier. Use
the terminal to open the doors to the north, but before you head into the room
you just opened, instead search the southern wall to find a wall Safe [Expert],
then go through a yellow door to the west.

In the tunnel beyond the yellow door you'll have to face another pair of
Raiders on high ground. Kill them, then continue west and head up some
stairs to the north before turning west and going down some more stairs...
be wary of a Grenade Bouquet on these stairs, however; there's a Bathroom
Scale at the bottom of the stairs that triggers this trap, and it's a
triple-grenade bouquet, meaning your odds of surviving it are very low
outside of Power Armor. In the small room at the bottom of the stairs you'll
find another Raider and a Machinegun Turret MK I, who are less dangerous by
far than the Grenade Bouquet was. Loot a Tool Case [Novice] on a metal shelf
to the south, then continue north into a watery room and kill whatever Raiders
are here. Once done, turn west and loot an Ammo Box [Novice] and open a door
[Novice], beyond which you'll find a small room worth looting, as you can pry
a Fusion Core out of a machine.

Return to the watery chamber to the east and continue east into another
similar chamber, following the metal walkway until you reach the standard
brick tunnel you should be used to. Head up some stairs to reach a room...
north of the room unlocked by the Storage Lockup Terminal. Huh. Kill the
Raiders here, then grab a Fat Man off a metal shelf to the east, then turn
south and loot the stockpile room. In here you can find... well, plenty of
food, including two Nuka Cola Quantums. There's also a Trunk with some
random goodies inside. Make those items yours, then continue north, looting
your way through that room until you find some blue double-doors guarded
by some... cans. Defeat these aluminum sentries and make your way up some
stairs until you reach the door outside.

The grounds of the Federal Ration Stockpile are crawling with potent Raiders,
including one in Power Armor. Yikes. You can get the drop on the ones in the
building, after which the structure will serve as a fine defensive strong-point
for you to fight from, with the notable exception concerning grenades... those
can be bad. You can use the Stockpile Reception Terminal in the building to
sic the turrets on the Raiders, or at least deactivate them. The distraction
may just help. After fighting your way through the Raiders, their Attack Dog,
and perhaps their turrets, you can hack a terminal in a shack to the east
which... does the same thing the one in the building. Oh well. It's still
worth XP to tinker with.

You're now done with the areas (loosely) around Sunshine Tidings Co-op, but
before you move on with the next leg of your journey, head south-east from
the Federal Ration Stockpile to find a road, which you should follow south-east
to reach an unmarked gas station. In here you can find a Nuka Cola Vending
Machine with a Nuka Cola Quantum inside, and behind the counter you'll find a
floor Safe [Expert].



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O==< OBERLUND STATION AND SURROUNDING AREAS >==O
``-.____________________________________________________[FO-10]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Alien Blaster
o Grognak the Barbarian
o Picket Fences
o Wasteland Survival Guide

Time to get on with the trek to Diamond City. Fast-travel to the Weston Water
Treatment Plant and head south along the river to find a concrete structure.
Climb up on it and ascend some stairs, then turn east to find a bridge spanning
the river. This is the closest, easiest way to reach the island upon which
Diamond City is located, but for now, let's just use it to reach some areas
of interest in the north-western corner of the island. Namely, the settlement
of Oberlund Station and the Beantown Brewery, which houses the Raiders who
were rivals to the miscreants in the Federal Ration Stockpile.

Relay Tower 1DL-109
-------------------

At the eastern end of the bridge head uphill to the south-east to find Relay
Tower 1DL-109, where you'll find a Relay Tower Terminal. Activate it and you
should get several new radio signals, including a "Garbled Radio Beacon", a
"Distress Signal" and "Boston City Works Beacon". Start things out by playing
the "Boston City Works Beacon, then head back west across the bridge, but
keep your eyes south as you cross it to find a blue door leading to the
"Operations" area. A reactor malfunction in Sublevel D? Sounds fun.

Head in the Operations building and loot the room you find yourself in to
score a Wooden Crate [Novice]. Search behind some cardboard boxes in the
south-western corner of the building to find a trap door leading to the Reactor
Level. When you arrive, turn east and search a small room to find the Ham
Radio from whence the signal originates. Turn it off and let the poor mechanic
rest, then head into another room to the west to find a Tool Check [Novice] and
some junk near a leaky reactor that's probably not worthy picking up.

Return to the surface then make your way back to Relay Tower 1DL-109. Once
there, bring up your Pip-Boy and play the "Distress Signal", then head
south-east to find some train tracks, which you should follow south, noting
that the radio signal becomes clearer as you go. Find an over-turned blue
boxcar and search along its top (western side) to find a hatch on the roof,
hidden behind a bush. Enter the box car and search around to find a body -
presumably that of the woman on the radio. Other than that, however, there's
only a Wooden Crate [Novice] worth looting. Leave the boxcar and continue
following the tracks south, south-east to find a white tower, in which you
can find a trap door leading to a Waystation, in which you'll find another
dead woman... presumably the victim of some surgery gone very, very wrong.
Grab some melee weapons, return to the surface and head back to Relay
Tower 1DL-109.

Alien Blaster
-------------

If you were lucky enough to get the "Garbled Radio Beacon", tune your
Pip-Boy to that, then follow the faint signal north-east to Oberland Station.
This area will be covered in detail soon enough, but for now, just get the
map marker and from here, continue east to find some broken trees and a large,
fiery, smoking trench in the ground. Oh yeah, and the UFO that caused the
wreck. That's right, the proverbial flying saucer that's made an appearance
in so many Fallout games. Examine the wreckage if you wish and from it head
north-east over some mushroom covered rocks, then descend a dirt slop between
two rock formations to find a cave in the rocks to the north. Inside this
cave you'll find an Alien, who is not friendly. Kill it and loot it for its
coveted Alien Blaster - a Fallout mainstay. It'll also leave behind a healthy -
but by no means adequate - supply of Alien Blaster Ammo. If you really,
really love silly energy weapons, this is a weapon you'll treasure, and if
you get four ranks in the Science! perk, you can modify it to fire the much
more common Fusion Cells. Just something to keep in mind.

Oberland Station
----------------

Return to the surface and backtrack to Oberland Station. When you reach the
settlement, a Settler will talk to you about their troubles, telling you
about some Raiders harassing them at Back Street Apparel. Agree to help out
to start the quest "Raider Troubles at Oberlund". It's possible Preston may
have given you this quest (or a similar one) after "First Steps", but
either way, it'll play out the same way. So... new goal; head east across
the northern part of this island, along the river, and find Back Street
Apparel, but first...

Note: The settlers at Oberland Station may alternatively give you the quest
"Ghoul Problem at Station", which tasks you with killing Ghouls at College
Square. If that's not enough variation, there also the quest "Oberland
Station: Greenskins", where the target is Super Mutants located at Fraternal
Post 115. Since you've already been to these areas, if you missed any
critters back there, just go back and eradicate them, or failing that,
simply turn in the quest now. For the sake of argument, however, let's assume
there's a reason to go to Back Street Apparel. You certainly stand to gain
some nice loot along the way.

Beantown Brewery
----------------

...Just north of Oberlund Station is Beantown Brewery, which is occupied by
Raiders who opposed those at the Federal Ration Stockpile. If you're going
to beat up some Raiders for Oberland Station, why not clear out the Raiders
on their doorstep, too? Outside you'll notice the curious absence of any
guards, which even the lamest of Raider factions can muster. Oh well. There
are two entrances, the unlocked single door on the eastern side of the
building, and the locked double doors [Advanced] on the western side. If you
can pick the lock, there's no reason not to take that route, but assuming
the lowest common denominator... the approach will be covered from the
front, instead.

Enter the building and head west to reach the reception room of the brewery.
You'll find your first Raider in this room... or perhaps sleeping in the gift
shop to the north. Go up some stairs to the west, then turn north down a
hallway to reach the large brewery floor. From here, there are four ways to
go; head east to reach a metal walkway, then descend some stairs, head west
to reach a metal walkway... after which you can find some stairs down to the
south or to the west. Be wary of the western path, though, as there are
Tripwires tied to explosives along this route. Finally, you can head up some
stairs, across a metal walkway, and into a concrete structure in which the
leader of these Raiders - Tower Tom - resides. There are also several other
Raiders lurking on the factory floor and on the metal walkway here.

On the ground floor of the brewing area you can find a tunnel in the
south-western corner of the room which leads to some stairs. Ascend the
stairs and enter a passage to the west, ascending some concrete stairs to
the south, where two more Raiders lurk. Kill them, then go through a door
to the east [Novice], beyond which is a small office room occupied by some
Radroaches. There's also a Terminal which you can use to look at some data
entries, most of which are corrupt, and none of which are terribly interesting.

Return to the ground floor and this time explore down a tunnel in the
north-eastern corner of the chamber. Disarm the Tripwire rigged to a Combat
Shotgun in the doorway, then head up an elevator to reach the room in which
Tower Tom resides. Yeah, just another way to reach the big man. After he and
his Raiders are dead, search his room to find a copy of Picket Fences on the
floor between a mattress and a Steamer Trunk. Next, search the desk in the
corner of the room to find the "Gwinnett Brew Recipe" Holotape, then hack Tower
Tom's Terminal [Novice], which mentions his feud with Red's gang over at the
Federal Ration Stockpile, and a Raider named Sparta he sent over to the BADTFL
Regional Office. It'll also contain commentary about Red and Jared, if you
killed them.

Wreck of the USS Riptide
------------------------

With Tower Tom and his crew dead, there's nothing left to keep you at the
Beantown Brewery. Follow the coast south, then south-east, and finally east,
ignoring any map markers that may pop up further south. Their time will come
soon enough. Eventually you should find a road running along the river, which,
if you follow will take you to a bridge. Near here you'll find the only area
worth exploring along the way; the Wreck of the USS Riptide.

There are a few ways to get aboard the ship, but first, if you've got a good
long-ranged weapon, you can easily clear the ship of some - if not all - of
the Raiders aboard. Once you're ready, you can choose to swim across, catching
yucky RADS and leaving yourself a sitting duck for any Raiders yet alive, or
you can cross the bridge and, at the rusty, metal, formerly raise-able section
turn east north of the green control station to find some ladders leading down
onto the ship. Onboard you'll find several Raiders, including one wearing
Power Armor, and the obligatory attack dog. When they're dead, loot the eastern
end of the ship (connected by wooden planks) to find a Steamer Trunk in the
back of a APV. There's also an Ammo Box [Novice] up a ladder to the east. On
the western side of the ship, make your way past some metal stairs to reach
the cabin, where you'll find a Wasteland Survival Guide on a table.

Back Street Apparel
-------------------

Leave the ship, return to the bridge and cross it back south, then follow
the road along the river to the east until you reach your destination.
You'll know you're close when you find Raiders and some Machinegun Turrets
MK I. Kill whatever man or machine is stupid enough to be outside, then use
their truck-platform to reach the landing upon which the Back Street Apparel
store is located.

Once inside, you'll likely immediately find yourself in a fire-fight when
you enter. There's plenty of cover for them... for you, your options are more
limited. There are also Tripwires at the front of either aisle, so rushing
them isn't a good idea, either. The eastern Tripwire is attached to a Combat
Shotgun, and the western one will trigger a Grenade Bouquet, and ignite the
oil nearby, too. There's also a Machinegun Turret MK I further north, but for
now... clear the Raiders on the store floor, first.

When they're dead, proceed north, looting whatever you want. Dispose of the
isolated Machinegun Turret MK I, then head east beyond the doorway it's
guarding to find a locked blue door [Novice] to the south, beyond which you
can find a Stealth Boy on a metal shelf. Grab it, then return to the store
floor and go through a door to the north. In the hallway beyond you'll find
three doors; two to the west and one to the north. Enter the first
(northern-most) door to the west to find Clutch - the leader of these Raiders
- and another accompanying Raider. Kill them, loot them, then search the room
to find a Cooler [Novice], a Steamer Trunk, and Terminal [Advanced] which
you can use to open a wall Safe [Advanced].

The boss may be dead, but there's still a bit of loot to gain in the store.
Return back to the hallway and - considering the two doors in the hallway
beyond lead to uninteresting bathrooms - head up some stairs to the east.
Ascend several flights of stairs killing whatever Raiders oppose your progress
until you reach a room, where more Raiders may be lurking. Grab an issue of
Grognak the Barbarian from off a table near a couch, then note a Safe [Master]
in the north-eastern corner of the room. Get the safe open if you can, then
continue east up some stairs then, when you reach a ladder, turn south and
loot a Large Toolbox [Novice] on some metal shelves. Climb the ladder to
reach the roof, from which you can fast-travel back to Oberlund Station and
report the good news to the Settler here, then talk to Preston to complete
the quest. Oberlund Station is now yours to control.

REWARD
(For helping the Oberlund Station settlement)
XP 230
Caps 98



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..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< JEWEL OF THE COMMONWEALTH >==O
``-.____________________________________________________[FO-11]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Grognak the Barbarian
o Picket Fences
o RobCo Fun
o Taboo Tattoos


From Back Street Apparel it's a fairly short run south and somewhat west to
reach Diamond City, but there's another way to get there which - while longer -
is worth the detour. Plus, some of these areas... there's little excuse to
explore them otherwise, so let's make use of this forced, tenuous excuse to
clear them. Backtrack to Relay Tower 1DL-109 and return back west across the
bridge. Continue west to find a swamped town to the south, which is the
subject of the Forest Grove Marsh map marker.

Forest Grove Marsh
------------------

Not only is this place filled with radioactive water, but that water itself is
filled Feral Ghouls... possibly rather strong ones. Your best bet is to reach
the rooftops and stay on high ground, preferably with as few accesses as
possible to hold off the horde of ghouls that will arise as you pick your way
through the swamp. Find a yellow piece of construction machinery along the
northern end of town, then follow some makeshift ramps onto the nearby roof to
the south. Drop down a ledge onto a lower roof to the south, then cross a
fallen tree from this roof to the the building to the west. From here, head
south through the ruined second floor of this building and cross another
debris ramp to the east to reach a roof then immediately turn west and
ascend a ramp to a higher flat roof. On this roof you can find some Sleeping
Bags, a Steamer Trunk and, on a wooden crate near a lantern, Sheila's Holotape.
On the ground floor of this building you can find some ammo and a floor Safe
[Advanced] behind a counter. There are also plenty of roofs you can clamber
upon, more Ghouls to slay and a half submerged red truck [Advanced] along the
south-eastern edge of town, which you can open to find a First Aid Box and a
Large Tool Box to loot. Other than that, there's not much to see here. Be
sure, however, to harvest Mutated Fern Flowers found growing throughout town;
they'll be useful in a quest later on.

Mass Pike Interchange
---------------------

Leave the flooded town by heading west to find a road running north/south
along the side of town. More interesting still is the large, elevated highway
further west. Get under this highway and follow it south until it is bisected
by another elevated highway running east/west. Where these roads cross some
Gunners have set up camp, both on the ground and atop the highway. Kill the
opposition you can reach, then head west and ascend a collapsed highway
segment (it can be done, but it might take some jumping) to reach the elevated
highway above. To reach the highest highway, however, you'll need the search
the camp under the highways to find a metal shack. Climb some stairs to reach
the top of this shack to find a button, which will summon an elevator, which
you can then ride up to a highway. Be cautious, however, as this place is
guarded by an Assaultron, a Gunner Commander and a Machinegun Turret MK III.
Once they're dead, make your way to the south-east to find a shack, outside
of which you'll find a Power Armor Station and inside of which is a toilet,
upon which is a copy of Grognak the Barbarian. There's also a Trunk inside,
and in another shack to the north you can find two Bottlecap Mines, a Caps
Stash, an Ammo Box and two Wooden Crates.


(-NOTE-) If you discover the Mass Pike Interchange and fast-travel to it
you'll appear just south of another elevator you can take to the
highway. This highway is safer than the other one, as it puts your
further north of the enemies than the one below the Gunner camp.


Make your way back to the ground and follow the highway east to the river.
You'll have to cross the river here, which will give you some horrible RADS,
but it is a short swim to the other side. As soon as you cross, look up and
notice the broken overpass... there are Raiders up here that will spot you
if you aren't careful. If you can snipe at them with your Sniper Rifle, do so.
You may kill off one of them and make their dog come down to you (which
hopefully it will, as you can kill it off easily). You likely won't kill
all the Raiders from below, so continue east and you can soon head up the
broken overpass yourself and wipe out the remaining Raiders.

Once the Raiders are dead, continue east, avoiding the road heading down into
a tunnel for now, and instead running on the high ground south of the road.
This will lead you to a Raider camp full of dead Ghouls that you can loot,
and perhaps the Raiders that killed them. Loot, then head into a shack to
the north and grab two Nuka Cola Quantums on a metal table, then head down
into the tunnel to find the "Mass Pike Tunnel West" location. There are two
ways from here to get to Diamond City, and both will be covered. First, you
can enter the tunnels and go through Mass Pike Tunnel West to reach Mass Pike
Tunnel East (covered in the following paragraphs) or you can go the overland
route (covered under the heading "Hardware Town", below)... or you can do both.
Both are worth exploring, given the loot inside.

Mass Pike Tunnel West
---------------------

Once you're down in the tunnel, head east down the northern tunnel, where
one of the Feral Ghouls lying on the ground will rise up and attack. This
will foreshadow what awaits you in the tunnel beyond. You now have a choice
to make; you can bee-line for Diamond City (not a bad idea) which is the
much easier path or you can stick around and explore this Tunnel while you
are here. If you've been following along this far, however, going through
another side area before reaching Diamond City shouldn't be too much, so...
head on into the tunnels.

Start out entering a bus. Be sure to check out the right of this bus (the
front) for some goodies and to see what the Teddy Bears are up to (so wrong!).
Out the back of the bus, several Ghouls are walking around. Sneak attack them
if you can and hold the bus. After they are dead, slowly move down each tunnel
(left and right) and clear out the Ghouls in the tunnels. Remember that they
like to lie down, so enter VATS (or try to) as you go and clear the tunnels.
You might not be able to pick out the living ones from the dead, but VATS
sure can!

Now... the left side is the most dangerous side, but let's go over what
you'll find. The left tunnel has a side hallway on the left that has some
notable enemies. Head down into the left tunnel to the east until you find
watery ground where, as mentioned earlier, Feral Ghouls may lurk. Kill whatever
you find, then head into a side chamber to the north to reach a room that has a
major obstacle in it: four Ghouls including a Glowing One. The Glowing One is
one of the most powerful types of Ghouls, dealing more damage (physical and
radiation) than other Ghouls.

He hits hard and has a radiation attack that can actually revive Ghouls that
you've already killed. Once it's dead, loot a Steamer Trunk [Novice] in the
north-western corner of the room, then search a pipe to the north to find a
dead Raider near a Chem Cooler.

The initial tunnels in this area re-convene at the bottom, so the right side
should be mentioned really quick. Honestly, it is the way to go to avoid the
harder fights to the left: it just has various Ghouls spread out but nothing
as bad as a Glowing One. As you explore the right hallway you'll find some
stairs leading up to a locked door with an [Advanced] terminal. If you've been
investing into Hacking, it will pay off here. You can hack the terminal and
enter the room here to find some note-able items.

By the corpse here is the "Mass Pike Tunnel Password" Holotape (which opens a
terminal coming up) and the "Det. Perry's Holotape" which you can listen to.
There is also a copy of Taboo Tattoos to the right of the corpse as well,
near the wealth of vodka. Someone was obviously smuggling! There are more
various goods in this room, so be sure to explore a bit.

You can find a Chem Station in the corner, near a terminal that you can open
with the password you picked up. It is interesting to note that you do not
need to use this terminal: taking the path through the broken wall in the room
leads to the oil-filled tunnel you need to go down. Note that you will likely
fight a Molerat when you go past the door, but it is easily killed. Further up
is a room with a Glowing Radroach in it (easy to kill) but more importantly a
Fusion Core! You can keep going down this path to reach a door leading out to
the "Commonwealth". Go ahead and open it up to discover (and enter) the "Boston
Police Rationing Site".

Boston Police Rationing Site
----------------------------

Inside are three Molerats, but if you can you can sneak to the Army Terminal
to the east (which is unlocked) and activate the Protectron unit inside, you
can get some extra help fighting the pests. Raid the rest of this warehouse
and unlatch the door nearby. There is a button on the ground floor that opens
up the warehouse as well, which you may as well push for easy access. Inside
the warehouse note that you can go up to the upper floor to find a locked
trunk, but it has an [Expert] lock, so you may very well need to come back
to this one. If you want to explore the grounds outside... well, they're not
terribly interesting. If you head west from the building you surfaced you can
find a metal shack past a yellow construction vehicle. Inside is a Police
Terminal form which you can recover "Det. McDonnell's Holotape". There's also
a First Aid Box on the wall nearby and some Frag Grenades in a wooden crate
under one of the desks. Anywho, for once in this guide, let's try to stay
somewhat on track and return to the Mass Pike Tunnel. Plenty of time to
explore the areas around Diamond City after you reach Diamond City.

Mass Pike Tunnel West (cont.)
-----------------------------

Head back to where the tunnels meet up and continue east. Both tunnels will
eventually start sloping back up, and when they do you really want to take the
right side. Beware of Fragmentation Mines laying around and sneak up on them
and disarm them. The left side of this tunnel leads to a small raider group,
but they have a Machine Gun nest which is dangerous. Be sure you disarm all
the mines before you engage them (use VATS to make sure). If you can, Sneak
Attack one of the raiders from range, taking him out. A well-placed grenade
is helpful as well. If all else fails, you can always stay on the right side
and wait for your AP to fill, then pop over to the left, use VATS on the
machine gun turret, and go back to the right side (safe, but cheap). Clean
up the Raiders once the machine gun nest is down. They have a lot of goodies
in their small camp as well, so be sure to look around.

Mass Pike Tunnel East
---------------------

This path will lead you back outside but it drops you off in a Raider Camp
(they are defending the tunnels from the east). There are 4+ Raiders here,
but they are spread out. Ideally, you can kill the first two nearby the camp
fire silently. Unarmed or Melee characters will have a good time here as they
can wipe these Raiders out and still sneak up on the other ones. Once you kill
the first two Raiders, you can head forward and get behind the outposts they
have set up to the left and right and clear out the Raiders there, too.

From this point, Diamond City is relatively nearby. Climb the ladders the
Raiders have constructed on the northern side of the tunnel they occupied,
then, once out of the tunnel head west through some rubble between two
buildings to find a road. To the north-west you'll find a junkyard where
you can kill some Mongrels and Radroaches, but they're just a diversion.
Continue west and you'll find the gates to Diamond City.

Note: It is a good idea to go check out Hardware Town regardless as - there
are some unique items in there you can claim. Just head south-west of Diamond
City when you can. Or, alternatively, fast-travel back to the Mass Pike Tunnel
West map marker and make the overland run to Diamond City.

Hardware Town
-------------

Skipping the tunnels? Or perhaps you did them and want to do this as well,
since it is on the way? Either way, let's cover this location on the way to
Diamond City. North-east of the Mass Pike Tunnel West area is Diamond City,
but before you get there you will likely discover Hardware Town, which is
east of the Mass Pike Tunnel West map marker. When you get near this location,
you will hear a woman crying out for help. Well, you are a good samaritan,
right? Go ahead and enter the blue door to the left of the Power Armor Station.

Once you are inside, immediately sneak and creep forward. Once you get to the
hole in the floor, stop and listen to the Raiders in the back... this is
obviously a trap... just look at the hole to see all the bodies. What a shame!
They will be avenged! The Wooden Crate by the hole had all of their stuff, so
pick what you want. You can actually wait before continuing and the Raiders
will off one of their own for worrying too much. Hilarious! After they thin
their numbers for you, go ahead and head down the hole.

This hole leads down through the basement where you'll come out through a
destroyed wall. Once you're through the wall, turn south and you'll find a
Toolbox [Novice] behind some stairs. Take these stairs up as well and work
your way around past the crafting stations you find and you'll be behind the
raiders who are waiting to ambush you. There are three Raiders here: two
normal Raiders and a Raider named Demo. He is slightly higher level, so sneak
attack him first if you can and mop up the other Raiders afterward.

Once they are dead, loot the area (lots of ammo and items - in particular
get the Bobby Pin Stash from the bathroom) and head up the stairs. You'll
note there's a path to the right here going into the shelving that you can
use to find chems and a Caps Stash. Head upstairs next and examine all of
the rooms up here. You'll find their sleeping quarters with various goodies
(alcohol) and the middle room which has the Picket Fences magazine, which
lets you build a "high tech light" at your settlements. There is also a
"Hardware Town Storage Key" here you should pick up. This unlocks the storage
room nearby [Advanced] that you can loot for several goodies. There is a
[Master] safe here as well, which you likely can't open... you'll have to
come back for that!

The rest of this place is cleared, so check it out to your heart's content
and use the crafting facilities if you wish. Once you are ready, exit to
"The Fens" and continue on to Diamond City, which is still to the north-east.
There shouldn't be any problem getting there: just follow the signs, guards
and friendly turrets.

Diamond City
-------------

Here at last!

You are greeted with an argument right at the gate: a woman named Piper is
trying to convince the guard to let her in... which he isn't doing. It seems
she has pissed off the mayor. On your approach however, she will rope you into
the argument, claiming you are a trader and the gate needs opened. Play along
and Danny will end up opening the gate. Be sure to save at this point and
equip your Charisma gear as there are some speech checks coming up!

Well then... go ahead and head past the gate. The mayor will be here to greet
Piper and they'll end up arguing. Reply however you wish and ask about your
son as the mayor at least comes off as cordial. The mayor can't seem to spare
anyone to help and brushes off your problem by saying "someone" can help. He
does have a speech check here though, so pick "Who can help?" once it is
available. It is moderately hard to pass, but passable (you can try reloading
and stacking more Charisma if you fail).

If you do happen to pass the speech check, you'll learn of "Nick Valentine"
and will be directed to go get his help. Either way, you are free to enter
the city after the talk is done. Piper will comment on how you should come
check her out, giving you the quest ""Story of the Century". Before you go
though, talk to the head guard, Danny Sullivan, for another speech check. You
can pick either option for some good XP, and then feel free to head inside
to Diamond City proper.

There is a ton of stuff to do here as you may imagine, but let's focus on
finishing up the quest "Jewel of the Commonwealth" for now. Nick's office is
located in the middle of the city; just follow the pointer and you can't miss
it. Inside is a woman named Ellie Perkins who is talking to herself. Save and
interact with her as there are several speech checks here. Start off by
telling her "It's Important" to pass that speech check (again, keep your
Charisma gear on!) and then follow up to learn Nick is... missing. You can
actually ask for money afterwards, believe it or not, to get paid for finding
Nick. Ask for as much as you can for a slight incentive, and keep asking until
you are told no. Promise to find Nick afterward and you'll officially be done
with this quest! Before you leave the detective agency, however, search a desk
in the north-western corner of the office to find a copy of RobCo Fun lying in
plain sight. Whew, that was a long one... mostly due to the trek to Diamond
City. But now you have your next official story-line quest:
"Unlikely Valentine".

Note: You will want to visit Mama Murphy after finishing this quest and -
starting "Unlikely Valentine". Give her a new batch of drugs and she will tell
you a hint for the upcoming mission... "Remember the Quarry". Interesting stuff
that WILL play a part in the next story mission.

REWARD
(For searching for help in Diamond City)
XP 173



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O==< EXPLORING DIAMOND CITY >==O
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***IMPORTANT ITEMS IN THIS AREA***

o Big Boy
o Live & Love
o Old Faithful
o Rockvile Slugger

It might seem like it's imperative to find Nick, but like most quests, this
one will wait for you. That being the case... let's explore the interior of
Diamond City before continuing on after Nick. It's a good time to meet new
characters, pick up quests, steal things... and of course, go shopping.
Speaking of which, let's cover the shops around Diamond City, first.

Mayor McDonough's Office
------------------------

Start your exploration by heading to the stairs leading to Diamond City's
gate and turn south to find a metal ramp leading up to an elevator, which
in turn leads to the mayor. Talk to his secretary, Geneva, and she'll offer
to sell you a house. If you want to become a resident of Diamond City, it'll
set you back 2,000 Caps, but in return you'll get the Home Plate Key, which
gives you access to your new home; The Home Plate. Further west you'll find
the Mayor, who suddenly isn't very talkative. If you're exceptionally sneaky
you can hack Mayor McDonough's Terminal [Novice] which contains some of his
notes and edicts. You can also use the terminal to open the Mayor's Safe
[Advanced].

Uptown Residences
-----------------

Return down the elevator and head up the ramp to the east, which leads to the
rich part of town. There are houses to pillage, which is always fun, but avoid
the Colonial Taphouse for now, as a rather lengthy, convoluted,
exploration-accompanying quest starts there. The houses you can loot are as
follows:

--> Hawkthorne Residence: This is one of the "Upper Deck" houses, found by
taking the cat-walk near the city entrance up to the upper decks. It is very
easy to get caught trying to break in here as there is a Guard nearby who is
permanently stationed here. Moreover, there is nothing worthwhile to really
steal here apart from random junk, meds, ammo and... cats. Lots and lots of
cats. Yuck. If you are just determined to pick every lock in the game, though,
a Stealth Boy is recommended here... or a few ranks in Sneak.

--> Cooke Residence: This is one of the "Upper Deck" houses. This house has
an
[Advanced] lock and lots of drugs inside. There is also a trunk upstairs with
some random loot (and guns).

--> Latimer Residence: This is one of the "Upper Deck" houses. You may find
this house unlocked (at night) and the family just doesn't care if you enter
(although they do ask you to leave, they don't call the guards). If you're
not so fortunate, you'll have to bypass an [Advanced] lock. Inside you'll
mostly find junk though, so maybe that's why they don't care. This house is
note-worthy for the boat inside it though, with the water and everything.
Just a bit odd...

--> Codman Residence: This is one of the "Upper Deck" houses. The door here
has an [Advanced] lock and once you get inside you will find a paltry
selection of chems and the odd bit of ammo.

All Faiths Chapel
-----------------

When you're done robbing rich folk, return down the metal ramps to reach the
stairs that lead to the town's front gate. Start the next phase of your
exploration by turning east to find All Faiths Chapel. This is a church
(yes, a church... at least they don't worship an Atom Bomb!) which is mostly
note-worthy as you can enter and talk to the Pastor, and then you can sit
down on the pews and gain the "Quiet Reflection" perk, which gives you a
5% XP boost for a limited time (kind-of like the "Well Rested" perk).

Choice Chops/Polly's House
--------------------------

From the chapel head north, then east around a corner to find the Choice
Cops meat stall run by Polly. This shop itself isn't terribly interesting
unless you really want a snack. Inside Polly's House [Novice] nearby you
can find a ton of food as you may expect, as well as a [Novice] terminal
you can hack (Polly's Terminal). There is also a hatch here that leads up
to the city, which is worth taking as it leads to a nearby "Meat Locke"
[Novice], but it has nothing worthwhile inside (seriously, nothing).

Dugout Inn
----------

Next stop is the Dugout Inn, which is east and south from Polly's House.
When you first enter people will be telling a story. Once they are done,
talk to Hawthorne here (the dark-skinned man) and ask him about his
adventures in the Commonwealth. Talking to him can reveal three locations
on your map, including "Vault 81", "Salem", and "University Point". Not bad.

Leave the inn, then head back inside and approach the two brothers -
Vadim and Yefim - who will now be discussing how bad the Diamond City DJ
really is. They'll rope you into this conversation and Vadim will pull your
leg a bit before they start to seriously discuss the shortcomings of their
friend, Travis. This officially starts the quest "Confidence Man", and
Vadim will invite you into a back room to hammer out the details. Make sure
your Charisma gear is on, then follow him and Vadim will explain his plan.
Haggle for Caps - the tradition three speech challenges of escalating
difficulty - and he'll organize to have Travis show up at the bar at 6:00.
Don't worry, things won't proceed until you actually talk to Travis when
he's being harassed, so go this far in the quest to get everything started,
but no further. It can wait until you're done exploring the rest of
Diamond City.

Now, back to exploring the inn. Search a room with blue and yellow wallpaper
in the north-eastern corner of the bar to find the "Join the Railroad"
Holotape on a table near a bed. Once done, find Vadim and Yefim's Terminal
[Novice] in the same room. Hack it and read some funny notes from Yefim.
You can also find an [Advanced] door locked in the back of this area that
is actually worth picking as there are random goodies and drugs to be had.

Lowtown Residences
------------------

Leave the Dugout Inn and continue east to find several lowtown residences
(in order, Earl Sterling's House, Doctor Sun's House and Doc Crocker's House),
with a Warehouse just off the path, between the first two residences. Let's
have a look at this residences for now before turning your attention to
that Warehouse...

--> Earl Sterling's House: This house is located just past the Meat Shop, on
the right. You can pick a [Novice] lock here to get in. There isn't much here,
but you can nab some junk and a Duffle Bag with random goodies.

--> Dr. Sun's House: Head down the alley past the Meat Shop to find this
house
along the way. It has an [Advanced] lock but if you pick it and head in you
can find lots of drugs and Purified Water. Just be careful of the patrolling
Diamond City guards.

--> Dr. Crocker's House: This house is near Dr. Sun's House. Like Dr. Sun's,
this door has an [Advanced] lock as well. Inside are quite a few of meds as
well as an ammo box. You can also hack "Doc Crocker's Terminal" (it is a
[Novice] hack) to see who exactly he has had as clients. Heh... so nosy!

Warehouse
---------

Finally, something worthwhile! You can find this Warehouse just past Earl
Sterling's House, off the main path but you can pick the [Novice] lock and
head inside for a ton of goodies. Ammo, items, random guns... just a very
worthwhile house, especially compared to most houses in the city.

Science! Center
---------------

Continue north past Doc Crocker's House to find the Science! Center, inside
which Professor Scara and Doctor Duff will argue about the latter's theory
on Synths. Accept Duff's offer for a bit of a science lesson, which will turn
into a field trip... meaning she wants you to go outside and fetch her some
monster bits, in this case, a Bloatfly Gland. Haggle for better pay - you know
the drill, three checks of escalating difficulty, escalating rewards, base
pay if you fail at any step. Get what you can, then turn your attention to
the only other interesting thing in the building; Scara's Terminal [Master].
If you can hack it, you'll find several mundane journal entries from Scara,
which just expose her discontent with her lot and will mention some...
Brotherhood Airship in the area? Huh.


(-NOTE-) You can find Bloatfly Glands from pretty much any Bloatfly you
kill. It's an uncommon drop, but if you're a pack rat, you probably
have a few of them. Still, there's a static location where you can
get one, where this quest's marker will take you, and it's lucrative
to go there, so... that's how this quest will be completed in the
next section.


Diamond City Radio
------------------

East of the Science! Center you'll find a metal, elevated shack. This is the
home of Travis, the DJ for this particular radio station. If you've ever
listened to it, you know Travis has, well... people problems, and now you
can witness it first hand! At least, if you didn't send him to the Dugout
Inn earlier. As for loot, aside from an Ammo Box, there's little worth
mentioning.

Outfield Houses
---------------

From Diamond City Radio, if you head south-east you'll find Abbot's House,
and nearby is a makeshift bridge that crosses some radioactive water, where
you can find Sheng Kawolski's House. In Abbot's House [Novice] you can find...
well, a lot of junk, including plenty of paint cans, for what that's worth.
Sheng's house has a [Novice] lock, but pick it and be careful inside as
there are some chimes you can disarm. The house itself is quite odd, but
has quite a bit of water and sugar bombs (someone has a favorite food!).
Outside of his house you can also find a Nuka Cola Quantum on a metal shelf.

The Garden
----------

This isn't really a "place", but it is worth noting that out in the outfield
(and even in the "Greenhouse" which is in the same alley as the Valentine
Detective Agency) you can find A ton of food. You can pick this food and
plant it in your own settlements for food of your own, so keep this in mind
if you ever need food supplies! He'll offer you 100 Caps to get him some
paint from the nearby Hardware Town, which you may have recently explored.
Haggle him up as much as you can and start the quest "Painting the Town".

The Wall
--------

If you head north-west from Diamond City Radio you should spot the...
well, the big green wall the mayor seems to love so much. Praise the wall!
Anyways, working out here you'll find Abbot, whose love of the wall rivals
even the mayors. So much does he love it, in fact, that he wants to keep
it looking pretty... as a thank-you for all the... wall stuff it does.

Backstreet Houses
-----------------

From Diamond City Radio head west to find a house with a red canvas covering
it. This splash of color marks Myrna's House, and further west is a street
lined with buildings, as follows:

--> Myrna's House: This is located by Myrna's Shop. She actually has two
doors
to her house, the one by her shop and via the alley behind the shops. The only
note-worthy thing about her house is that there is a [Novice] Terminal inside
you can hack. It has entries in it that you would expect Myrna to have if
you've talked with her...

--> Arturo's House: This house is also located in the alley where you'll
find
the Valentine Detective Agency. Surprisingly there is no lock here, and you
can just go in when he isn't home to find lots of ammo - including a Mini
Nuke - and ammo crates.

--> Moe Cronin's House: This house is located in the alley where you'll find
the Valentine Detective Agency. It is a [Novice] lock but there is nothing
but junk inside (and a lot of baseball stuff).

--> Greenhouse: This was already mentioned earlier, but there's plenty of
food inside, should you need to "borrow" any from Diamond City. There's also
an inconsequential amount of junk inside which is free for the taking.

--> Pembroke Residence: This house is just west of the Greenhouse. It has a
[Novice] lock on it but is a very small house and just has various junk
inside. Hardly worth it.

--> Kellogg House: This area doesn't really fit geographically with the
other ones, but its isolation makes it worth pointing out here. From the
Pembroke Residence head north, then turn south-west to find some stairs
which will take you to a metal platform, upon which Kellogg's House [Master]
is located. Inside you'll only find some junk, and really, there's no need
to mess with this house yet. You'll come back here during the main story.

Schoolhouse
-----------

From the Pembroke Residence head south to find the Schoolhouse, a rare
institution in post-apocalyptia. Head behind some barricades on the ground
floor to find some beds, near which you can find an issue of Live & Love on
a cinder block. You can also check out the kids having a lesson up above and
talk to the teacher, Mr. Zwicky. More importantly, you can talk to Edna the
robot up here about love (she obviously is crushing on the teacher). Go ahead
and encourage her to see a funny scene later on. One last note: you can take
the upper ladder here to the bus on top of the roof to find some various drugs
to take (has Otto been here!?).

Security Office
---------------

Head around a corner to the west to find the Security Office building, which
houses the guards not out in the city. You can enter and find a charging
Protectron in here, along with an [Expert] Terminal nearby. Now if you hack
the terminal, you can read about this unit, which is damaged and targets
anyone. If you are really evil you can choose to activate it and the unit
will of course go hostile, trying to kill you and the guards here. It is worth
noting you can do this and kill it without making the Security Personnel here
hostile, which is... a bit insane. There is also an [Expert] lock on the cell
in here, but since you are in the open it isn't wise to pick it. Thee is a
room with goodies in it as well, but you'll need to steal them so don't bring
along a "Good" companion.

Moe's Swatter Store
-------------------

From the Security Office return east down to the alley with the Schoolhouse,
then turn north and east to reach the market area of Diamond City. Time for
some shopping! The first stop is Moe's Swatter Store Moe is a baseball nut
and sells "Swatters" (bats) and other baseball memorabilia, including the
unique Rockville Slugger. Of course, he has no clue what baseball actually
was, and if you tell him, he prefers his deathmatch variety... which honestly
would be far more interesting than the steroid snooze-fest the game is these
days. Ask him for work and he'll ask you to recover some rare baseball
memorabilia at the rate of 100 Caps each. Talk him up to 200 Caps each if
you can, but either way, this starts the quest "Out in Left Field".

Sheffield's Caffeine Addiction
------------------------------

Between Moe's Swatter Store and the next stop - Arturo's Weapon Store - you
can find Sheffield, who is tweeking out over some Nuka-Cola. Give him a Nuka
Cola and you'll get a nice XP reward, after which you can assign him to one
of your settlements.

REWARD
(For indulging Sheffield's Nuka Cola craving)
XP 95

Arturo's Weapon Store
---------------------

Located in the Diamond City Markets area, only open during daylight hours.
Arturo sells a wide selection weapons and ammo, including the unique Fat
Man Big Boy and the Laser Rifle Old Faithful.

Myrna's General Store
---------------------

Myrna's General Store is run by Myrna and her robot so you can use this shop
24/7. As the name implies, they sell general junk and a modest selection of
weapons, armor, chems and ammo. Always worth a look. Before you talk to Myrna,
it is a good idea to put on Charisma gear and quicksave, as you can pass a
speech check with her for some easy XP when she questions whether or not you
are synth... but only if you initially say that you aren't human, then talk
to her again.

The Home Plate
--------------

The next stop along this side of the market is The Home Plate; your house,
which you'll have the key to if you bought the home from Geneva. Inside you
can find three Ammo Boxes, three First Aid Boxes, a Steamer Trunk and a
Workshop you can use to break down all the junk you don't want, as well as
building whatever furnishings may be lacking.

Solomon's Drug Store
--------------------

From the red door to The Home Plate (near the Power Armor Station) head west
to find Solomon, who will sell chems. Ask him for work and he'll give you
the task to recover some Mutated Fern Flowers, which can be found at the
Forest Grove Marsh on the western side of the river, just south of the Weston
Water Treatment Plant. If you gathered these on the way to Diamond City, give
one to Solomon, otherwise, return to the Forest Grove Marsh and recover one.
For such a menial task, he rewards you quite well. If you'd rather get a five
finger discount on his chems, though, you can head into his nearby house
[Novice], but this endeavor is best postponed until night, when you'll have
a better chance of going undetected.

REWARD
(For giving Solomon a Mutated Fern Flower)
XP 181
Caps 200
Items Buffout
Psycho
Jet

Mega Surgery Center
-------------------

West of Solomon's Drug Store you'll find Diamond City's clinic. The basic
medical services are offered by Doctor Sun, who will heal you, remove your
RADS and cure addictions... for the right price. Head through the red door
to reach the interior of the Mega Surgery Center to find Doctor Crocker, who
will offer to perform facial reconstructive surgery on you for 100 Caps...
in case you need to obsess over trivial aesthetics. Finally, find a trap
door [Advanced] east of where Doctor Sun stands during the day, which leads
to the Surgery Cellar, which... well, no sane person would ever want to be
operated on in here, but at least you can score some chems.

Super Salon
-----------

Continue west to find John's Barber Shop: As you can guess, you can get a
haircut here for a few caps, which lets you change your hairstyle (and color).
You can also talk to John's paranoid mother, Cathy, who thinks the mayor's
secretary is a synth.

Fallon's Basement
-----------------

North of the salon you'll find some stairs leading down to Fallon's Basement,
where you can buy various armor, including a valuable Hazmat Suit. If you
don't want to buy it, however, there's a (very long) side quest that starts in
Diamond City where you can get one for free. You can also find a "Join the
Railroad" Holotape here as well by looking around the store.

Noodle Soup
-----------

Finally, turn your attention to the stall in the middle of the market to find
a Protectron named Takahashi, who only understands the response "Yes", and
will only sell Noodle Cups. Stay classy, Bethesda.

Annnnnd... that's Diamond City. On your way through this place you should
have found a whole bunch of new shops to do business with, witnessed plenty
of synth paranoia (you'll be dealing with this quite a bit down the line),
met some new people and started a whole bunch of new quests, including "Story
of the Century", "Confidence Man", "Painting the Town" and "Out in Left Field",
along with many miscellaneous objectives. Let's tackle all these quests in and
around Diamond City before bothering with the quest "Unlikely Valentine".




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O==< QUESTING DIAMOND CITY >==O
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***IMPORTANT ITEMS IN THIS AREA***

o Tumblers Today
o Unstoppables


Story of the Century
--------------------

The first stop in this questing run through Diamond City is Publick
Occurences, which is just north of the stairs that lead to the gate, on
the left (west). In here you'll find Piper and possibly her sister, Nat,
although the latter is outside the shop during the day, peddling Piper's paper
packed with paranoia. Enter and talk to Piper and she will ask you for an
interview. Go ahead and answer and - if you tell her the truth of what happened
to you - she will be quite shocked, calling you the "Man out of time". The
final thoughts on the kidnapping cases hit home. Once you are done with the
interview, this (very short) side quest will be over and you'll get a good
chunk of XP. Piper will also now travel with you, if you're so inclined.

REWARD
(For granting Piper an exclusive interview)
XP 190

It should also be noted that upstairs in Piper's house are a bunch of goodies
you can grab, including two Stimpaks and an Ammo Box, which you can loot freely
after the interview (beforehand they'd be stealing). You still can't sleep in
her bed, though, but hey... a lady's gotta have some limits, right? While
you're up here, take a look at Piper's Terminal to see the stories she has
written, which include some commentary and even an "Ask Abby" type of column.
Good stuff!


(-NOTE-) After giving the interview, people around Diamond City will
randomly comment on the things you said to Piper, which apparently
made their way faithfully into her article.

(-NOTE-) It might be worth your while to take Piper around with you on the
next few quests, especially if you plan to be helpful to the people
around Diamond City. These good deeds will improve her disposition
towards you, as will picking locks. It's pretty easy to get Piper
to like you.


Painting the Town
-----------------

To complete this quest you'll need to return to Hardware Town (yes, even if
you just cleared it out earlier). The place is now occupied by Gunners, which
present a stiffer challenger than the Raiders who originally occupied the
place did. All the loot is the same, however (save the Picket Fences magazine
- no double-dipping on skill books!), so it doesn't bear discussing again.
Kill the half-dozen or so Gunners squatting here and make your way to the
south-western corner of the warehouse part of the store to find the paint
Abbot wants; plenty of Blue Paint and Yellow Paint. Of course, he wants to
maintain the "Green Monster", and to do this you'll have to pick up a can of
both Yellow Paint and Blue Paint, then use the nearby Paint Mixer to get Green
Paint. It's more profitable in the long run to make the Green Paint, but if
you want to see the "Green Monster" become somewhat less green... well, take
the Blue Paint and/or Yellow Paint, as well.

With the paint in hand, return to Abbot and tell him you have the paint. He
will ask you to make the first stroke on the wall with it, which is where
you can either use the green, blue or yellow paint. Green is the color you
want if you want to get paid extra, but it is up to you. If you bartered
earlier and use Green, you will get a bonus for a total of 300 Caps. If you
didn't barter at all, you will get a bonus as well (if you use the Green Paint)
for a total of 200 Caps. Blue and Yellow will get you the original payments
promised (between 100 and 200 Caps, depending on your speech successes), but
just no bonus whatsoever.

REWARD
(For getting Abbot some paint)
XP 181
Caps 100 - 300

Out in Left Field
-----------------

Time to turn your attention to the quest "Out in Left Field", where you're
tasked with recovering three pieces of baseball memorabilia from the Westing
Estate south-west of Diamond City. There's not a lot of new ground to cover
along the way, so if you can, it is best to fast-travel to Mass Pike Tunnel
West and continue your journey south-west.

Once you do get to Westing Estate you will see that the flooded buildings
here have long since broken down. There are three obvious objective markers,
but before looting them go around and try to target the Mirelurks in the area.
If you are a ranged character, get their attention from a distance and try to
sneak attack them, but targeting them can be hard as they are laying down in
the water. You can expect to face two full-grown Mirelurks as well as some
Mirelurk Hatchlings. Wipe them out, then grab their Mirelurk Eggs near the
garage area.

With them dead you just need to search around for the items you came here to
recover. This includes the Toolbox in the garage in which you'll find the
"Signed Catcher's Mitt". In a Safe [Novice] on the second floor of the broken
down house along the eastern side of the estate you'll find the "Signed
Baseball". Finally, the the last item - the "Signed Baseball Card" - can be
found across the planks west of the Safe, in a Chem Cooler. Also be sure to
grab the issue of Unstoppables on the ground near the mattress while you're
over here. When you have all three of them, return to Diamond City. Go talk
to Moe to turn in your items and get the money you both agreed upon. Once you
turn int he items, this quest will be complete.


(-NOTE-) For some reason, Moe will give you 300 Caps per item if you passed
all three speech checks when haggling over price. Why he gives this
bonus... well, who cares? It's a solid 900 Caps for a simple fetch
quest.


REWARD
(For recovering the baseball memorabilia for Moe Cronin)
XP 181
Caps 100 - 300 per item

Doctor's Duff's Bloatfly Gland
------------------------------

Now let's go find the Bloatfly Gland Doctor Duff wants, which is actually a
bit involved, since just any old Bloatfly won't drop a gland. Oh no, to find
one of these you'll need to trek to the Poseiden (their typo, not mine)
Energy Turbine #18-F, which is south-east of Mystic Pines. Fast-travel to
Mystic Pines and head east to reach the river, which you should then follow
south-east until you find a humble dike you can cross. Once you cross the
river, continue following the eastern bank to the south-east, then east
until you find another structure crossing the river to the south... this
one properly deserving the title of "bridge". Cross Tucker Memorial Bridge
to the south, being wary of Frag Mines, oil slicks and other explosives as
you go. One stray bullet could cause things to go badly on this bridge.
Once on the far (southern) side of the bridge, continue south along the
river to the east until you shortly find another bridge to the north-east,
which leads to your objective; Poseiden Energy Turbine #18-F. Make your
way to the north-eastern end of the building to find your unique Bloatfly...
unique only in that it carries the Bloatfly Gland you need. What, you
thought you'd need to go through the place to fight some super mega Bloatfly
Queen at the end? Nope. Nosiree. But... since you're here... well... why
not explore the place?

Poseiden Energy Turbine #18-F
-----------------------------

From the north-eastern side of the building turn south-west to spot some
stairs leading into a metal structure. Inside, expect to face Radroaches and
Bloatflies, but on the plus side you can loot a Nuka Cola Vending Machine to
find two bottles of Nuka Cherry. Continue south-west and make your way down
into some radioactive water, then swim north-west onto another walkway. Make
your way into a small chamber where you'll need to dispatch two Glowing
Radroaches, after which a Steamer Trunk will be yours for the taking, as well
as a copy of Tumblers Today on the metal shelf nearby.

Leave the building and, once outside, make one more stop before returning to
Doctor Duff. Make your way uphill to the north-east to find two APCs, one of
which is open, and can be looted for a First Aid Box. To the south-east you'll
find a crashed plane being patrolled by a Utility Protectron. More
interestingly you'll find a Power Armor Frame nearby with an incomplete suit
of T-51 Power Armor on it (T-51b Torso, T-51 Left Arm and T-51 Right Arm).
Half a suit of Power Armor is better than nothing, and you can't beat these
prices! Take the armor and place it at a free Power Armor Station in one of
your settlements, then return to Doctor Duff in Diamond City to claim your
reward.

REWARD
(For bringing Doctor Duff a Bloatfly Gland)
XP 91
Caps 100 - 200




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O==< CONFIDENCE MAN >==O
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***IMPORTANT ITEMS IN THIS AREA***

o Overdue Book
o Tumblers Today

Barfight With Bull
------------------

Time for a quest that's a little more involved. By now you should have set
up "Confidence Man", which can be started by entering the Dugout Inn for the
second time to overhear Vadim and Yefim complaining about the radio. Agree
it sucks, then follow Vadim into a back room to discuss the matter. After he
gives his plan, haggle on price, after which you'll need to return after
6:00 P.M.

Of course, if you've been following this guide, you should already have done
all this, so just wait around until after 6:00 P.M. and sure enough, Travis
will show up being bothered by two goons: Bull and Gouger. You should un-equip
your weapon at this time and just go with bare-handed here. Now, talk to
Travis and encourage him to stand up for himself. This will take some
encouraging as you can imagine, but when you get the chance tell him you are
on his side ("Got your back") and he'll actually start a fight with the
bullies. Help Travis out and punch down both of these fools. Once they are
beaten, they will cry foul and promise to return. Talk to Travis again and
encourage him and he'll leave as well to "think things over".

A Date With Scarlet
-------------------

Once Travis is gone, talk to Vadim who has one more step of the plan: he
knows Travis has a crush on Scarlett (the waitress of Dugout Inn) and wants
you to convince her to go see him. Bah... go ahead and agree to this and
then find Scarlett wherever she might be. Again, save before you talk to her
as you have another speech check, but once you do find her (she'll probably
be outside, near the "green monster"), talk to her and try to persuade, bribe
or threaten her to go see Travis. These are mostly easy speech checks, so it
shouldn't be too hard to do.

The Kidnapping
--------------

After you have sent the love bird on her way, head back to the Inn and enter.
Yefim will greet you here, claiming that the thugs from earlier kidnapped Vadim
and took him away. What!? How does that happen! So much for him knowing some
guys! What is worse is that Yefim has no idea where they are. Maybe Travis
knows more?

Head to Travis's radio station and talk to him (and no, Scarlett and Travis
aren't up to anything... although it seems like a missed opportunity for a
funny scene in here!). Ask Travis if he knows where Bull went and, if you wish
to keep the ruse up as to why, ask him if it really matters. Travis will agree
the important thing right now is getting Vadim back and asks to come with you
to the "Beantown Brewery", north-west of Diamond City. Well then... look who
is growing a backbone. Travis is off to find a gun and advised that he will
meet you there.

So... it's time to head off to "Beantown Brewery", which was already explored.
It does, however, give you an excuse to head towards the brewery from a
different angle and explore whatever locations you find along the way.

Fens Street Sewers
------------------

The first stop along the way is the "Fens Street Sewers" location, which is
a manhole in the center of a street intersection. To find it, head west from
the entrance to Diamond City to reach a street, then turn north and head
through a barricade. Ignore the first street to the west, but head down the
second past a guard post, continuing on until you find a skeleton near a
manhole. That's the destination, but first, continue north-west to find a
Super Mutant camp near a diner. There's not much loot to be had here, but...
well, who can stand to let a Super Mutant live?

Once you're done with the Super Mutants, descend into the sewers and head
down the narrow corridor to the first cabinet you see (with the skeleton)
and check it fir the "Dear Detective 1" tape. Go ahead and play it to
discover the "Fens Phantom" and hear he is excited to show off his handy
work. This... isn't going to be good is it?

Head down a tunnel to the north and you'll be in the sewer proper. Turn
north-west to check out the fishing skeleton here... the Phantom's handiwork,
no doubt? Continue down the watery sewer to the east, where you'll find two
Ghouls lurking. When you run out of east, continue up a ramp to the south
then head down another tunnel then past some pipes to reach a BBQ with a
Ghoul walking around nearby. Kill it off and check the BBQ for the "Dear
Detective 2" tape. Well then...

Continue east to reach an area full of water. It may be wise to pot some
Rad-X and then try to shoot down the three Bloatflies in the area. There
is some heavy radiation going on down here, so just make your way out of
the first by heading a hole in the wall to the north. Keep heading north
and you'll come to a path split soon. To the west is a dead-end, so keep
north to reach another water area, but this one with a bridge past it.
There are more Ghouls here so be ready to take them on.

Make your way north across a metal bridge, then scale a slope and head into
a tunnel to reach a room with some mannequins and the "Dear Detective 3"
tape. This guy is just something else. Kill the Ghoul in the area and continue
west down another tunnel to reach a room with some ramps leading up to some
stairs, which you should follow, then head west past some machinery to reach
a doorway, stopping only to loot a Toolbox [Novice] near some of the yellow
machinery.

Head west into a larger room that has a ton of mannequins (which seems to be
a theme... that and skeletons). There are two Ghouls roaming around in the
middle, but take note of the north-east corner area as there is a Glowing One
nearby. This is the toughest enemy in this dungeon, so be careful with him
and try to get in a sneak attack if you can (which likely means sneak attacking
the Ghouls in the middle area as well). Still, do what you must to take him
out and you'll be OK. Once the Ghouls are dead head through the cage to the
north (where the Glowing One was) and go around a corner and through a hole
in the wall to the north-east to find a small room with a medical bed in it.
On a table you'll find a Flamer, for you pyromaniacs out there, as well as a
Radaway on top of a radiation can, which is... just evil. In the main room
you can find a Steamer Trunk full of goodies to loot near some yellow
machinery, then head south-west past some stairs into another caged-off area,
where you can find the "Dear Detective 4" note, the last holotape of the
series. Spooky, right? Yes, well... you'll see. There's also a copy of
Tumblers Today nearby, along with a Stealth Boy and a dose of RadAway. Once
that's yours, turn south-west to find a Safe [Expert] which... if you can
get inside it, you might as well.

All that is left for you now is to follow the stairs upwards and follow the
path that they lay out for us. This is a linear path, so just follow it and
note that there is a Radroach along the way. You will eventually get dropped
off right at the start of the dungeon. Yes, you get no fight with the "Fens
Phantom" and there is no follow up on what happened to the detective if
anything. Hmmm... it seems like a lost opportunity for the story to be
honest. But you are done here, so let's exit now.

Parkview Apartments
-------------------

Continuing on your journey by heading south-west and you'll come across the
"Parkview Apartments" location. To be quite honest, this location has very
little of interest inside. There is a lot of junk to get and Super Mutants
and Raiders to kill if you want to run through it, so let's get to it...

The way to really approach the Parkview Apartments is from the west, where
you'll find Super Mutants entrenched. Outside of the entrance be ready for
a Super Mutant with a turret nearby. Take them out and note there is an
open door nearby (to the east) that has another turret inside. Once you
destroy it you'll be ready to explore properly. Head into a covered area
(under the "Apartments" sign) on the ground floor, which has been barricaded
by the Super Mutants and enter the building via a blue door.

Loot what little there is to be found in the lobby then head east then south
to find a elevator, which you can take up to the higher levels.

Loot what you can in the bar and in the nearby bathrooms (lots of dead Raiders
to scavenge!) then head north to find some stairs. Upstairs you'll find an
Explosives Box, but it is trapped, so be sure to disarm it first. In the small
room to the south-west you'll find a Wall Safe [Expert], which is worth looting
if you can. Continue down a hallway to the west and dispose of any Super
Mutants and their turrets you may find along the way before looting an
Explosives Crate [Novice] at the end of the hallway.

Once you're done looting this area head back east and exit out through a door
to "The Fens" which leads you to the roof access. Up here there are more
Super Mutants with a turret, so be ready for them and try to get in a ranged
sneak attack if you can. They're entrenched pretty well, and the ground you
have to fight from isn't favorable... a few Critical Hits will really take the
pressure off, however. Once they're dead check an elevated office to the west
(where one of tougher Super Mutants undoubtedly lurked) Steam Trunk and a
Bobby Pin Box under the table. There is also an Wall Safe [Expert] on the
western wall here as well (seeing a lot of those, it seems...).

From this roof you can head south across a ramp to reach the roof of another
building, this one occupied by Raiders. Head east, then south, then south again
down some stairs to reach a lower section of roof, which contains a door
leading into the building interior. First, however, head east then north to
find some Raiders hanging out. Kill them, then return to the door leading to
the interior of the building. Three guesses what you'll find inside...

From the entrance head north down a tunnel, then turn west to find a Nuka
Cola Vending Machine, which contains a Nuka Cherry. Next go through a doorway
to the north and waste whatever Raiders you find inside. Once you're the only
one standing (and perhaps your companion) loot a wall Safe [Expert] on the
northern wall (another one!). Leave the room and continue down a hallway to
the east, then turn north and descend some stairs. On the first landing you
can explore down a hallway to the west and kill a Machinegun Turret MK I.
Continue down another flight of stairs and disarm some Can Chimes at the base,
then go through a doorway to the south and kill one more Raider. Next check
out a bathroom to the east, where you'll find an Overdue Book in the bathtub,
under a skeleton. Return to the stairs and head east to reach the entrance to
the building. Just be wary of a Tripwire triggering a weapon at the top of the
small flight of stairs leading to the door.

Hangman's Alley
---------------

Once you do get back on the street it's time to continue your journey...
but it's worth pointing out another Raider Joint that you will want to know
about on the way. To the north of the Parkview Apartments is a place called
"Hangman's Alley". Just follow the street north from the Raider building you
just cleared, past the Fens Street Sewers and through a gate north of the
manhole. Continue past a blue shipping crate (inside of which is a Bottlecap
Mine and a mattress), then go west through a wooden barricade. Continue north
past the diner that was occupied by Super Mutant and, when you hit a wall,
turn east up some stairs then head north past a white car.

When the road forks again, turn north-west, then west following the road
until it bisects another road. At this point turn north again (a bright
red car is a good landmark) and pass by a ruined building, then a street to
the east which leads to a watery traffic tunnel in which a Trader dwells
before finally going down a road to the north-east. After a short distance,
turn east to find a door [Novice] leading to Hangman's Alley. Along this
last bit of road (between the red car and your destination) be wary of
Super Mutants and Raiders who may be lurking about.

Once in Hangman's Alley you'll see typical Raider shacks, occupied by about
half a dozen Raiders... a paltry fight by now. Clear them out and loot a
Steamer Chest in an elevated shack to the south-east, then activate a Workshop
to the south to gain control of the location. You know the drill; build
shelter, provide food, water, defense and beds, then build a Recruitment Radio
Beacon to start up a new settlement. This is one of the more cramped
settlements you've come across... you'll need to manage your space very well
to get any population of note to thrive here. Just keep in mind that when
groundspace is limited, you can always build up.

REWARD
(For returning to Preston after clearing Hangman's Alley)
XP 118

Chestnut Hillock Reservoir
--------------------------

The next stop is to the south-west where you'll find the Chestnut Hillock
Reservoir. The reservoir is interesting due to the fact that there is actually
treasure to be found inside the lake itself. However... It might not be enough
of an excuse to justify needing spending perk picks on the Aquaboy/Aquagirl
perk, nor are the RADS severe enough to warrant a Hazmat Suit... but if you
really wanted to, you could pop some Rad-X and try your hand at diving for
treasure. Before you take a dip, however, it is a good idea to visit the
interesting house nearby first.

With that in mind, head to the south-west corner of the reservoir where you'll
see a house with a wall partially blown out. Along the way you will likely
need to kill a few pesky Bloodflies... They may be weak but are super annoying.
Ugh. Anyways, inside this house you'll find "Edwin's Terminal" (along with a
few Radroaches), so go ahead and check out his entries if you wish and eject
the "Edwin's Journal Holotape". Note that the Circuit Breaker on the wall
turns on the bug-zapper Edwin wrote about (you can try it out if you wish,
but it is dangerous so don't leave it on). Also inside the house is a Safe
[Master], which unless you have really been focusing on lockpicking you can't
open. Never fear though, a solution exists!

Time for that water exploration. It isn't the easiest thing to do but if you
save your game before-hand... well, trial and error, what do you really have
to lose? Outside the house entrance is a dock (and an area to the right with
an Ammo Box) that you can see a capsized boat from.

Jump in the water and swim to directly underneath that boat, where you'll
find a First Aid Box and a Chem Cooler that has "Edwin's Key", which opens
the Safe in the house.

Now, as far as other things down here... there are various Toolboxes that
aren't worth really searching for, but be sure to head to the eastern portion
to find another dock. Just west off this dock you can dive to find a submerged
trailer, inside of which is a Steamer Trunk full of random goodies. After
getting that, head back to Edwin's house. You can now use his key to open that
safe, giving you even more loot.

Beantown Brewery
----------------

There's only one more place to discover over here... note "discover" not
"explore". To the west of Chestnut Hillock Reservoir you'll find Vault 81,
which... is a rather busy place, worth coming back to later, but too involved
to bother with right now. Discover the map marker then fast-travel to Beantown
Brewery, which you should have discovered - and explored - earlier.

Now, however, you'll find Travis outside the front door. Be sure to stay
supportive and confident and it may just rub off on him. Enter the building,
head up the stairs and turn north to reach the warehouse, then head into the
room where Tower Tom once ruled from on high. Most of the Raiders should still
be dead, leaving you only to deal with Bull and Gouger, the goons Vadim
errantly hired. Kill them, then talk to Vadim, who will reward you with chems
and Caps the Raiders left lying around. Talk to Travis after Vadim leaves and
you'll notice a... marked change in Travis's demeanor.

REWARD
(For helping Travis find his confidence)
XP 362
Caps 200
Items Buffout x4
Jet x2


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O==< VAULT 81 >==O
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***IMPORTANT ITEMS IN THIS AREA***

o Grognak the Barbarian
o Medicine Bobblehead
o Overseer's Guardian
o Taboo Tattoos


Along the way to rescue Vadim you passed Vault 81... it's now the only area
near and north-west of Diamond City that's not done. Let's do something about
that, shall we? Don't worry, it might be pretty involved, but there's a lot
of good loot to be had. Just make sure you have Charisma gear handy; there
are plenty of speech checks ahead.

Entering Vault 81
-----------------

Make your way to the fenced-off trash heap that graces the exterior of Vault 81
and head into a cave on the cliff face to the west, north-west. Beyond you'll
find the rarest of the rare; a functional vault whose population only became
slightly xenophobic. Activate the Vault Control Terminal and use your magical
Pip-Boy to coax the door open... or at least, try to. A security guard from
Vault 81 will question you over an intercom, asking about how you got a working
Pip-Boy and what your business is. Shortly he'll be interrupted by the Overseer,
who will cut to the chase; you help them by forking over three Fusion Cores
(you can find four at a time in Ammo Boxes, so they're not all that treasured),
or you can keep your loot and succeed at a hard speech check. Your call.

Once the vault opens, head on in to meet the Overseer, who is having a
discussion with another dweller named Calvin. After Calvin leaves, the Overseer
will ask about Vault 111, then mention that, despite their goal of
self-sufficiency, they do need some things from the outside world. End the
conversation however you want, and when you're done, you'll have free reign
of Vault 81... or freedom to roam, anyways.

REWARD
(For gaining entry into Vault 81)
XP 91

First up, talk to Neil, who dreams of going outside, but due to the long hours
he's working... that doesn't seem likely. Another dweller named Miranda,
however, has the opposite attitude towards the outside - and outsiders. Succeed
at a moderate speech check by asking "Something happen?" and she'll tell you
about some youthful indiscretion that backfired on her.

Vault 81 Atrium
---------------

Head west through some radiation scanners, then a doorway, finally making your
way down an elevator to reach the lower, more populated levels of the vault.
When you reach the lower level head north to find a shop, where you might find
Holt and Alexis Combes, the former of which isn't very friendly. The latter,
however, will run the store and complain about her husband. Succeed at the
moderate speech check by saying "Tell me" and she'll... well, reveal that the
spark in their relationship has faded. Once you're done prying, you can peruse
her wares, which includes a lot of junk and the unique Combat Rifle,
Overseer's Guardian.

Go north down a tunnel in the north-western corner of this area and follow it
as it winds, goes upstairs, past a security checkpoint and ultimately lands
you in the Overseer's office. The Overseer has little new to say, but you can
hack the Overseer's Terminal [Advanced] to learn more about the problems faced
by the vault. Once done backtrack to the large, multi-level chamber and
continue exploring the rest of the vault by heading downstairs. In the
south-western corner of the lower level you'll find the cafeteria, where
Maria and Mark Summerset work. Talk to them both to learn that they're more
welcoming of outsiders, and that despite the attitude of some vault dwellers,
outside help is needed in Vault 81 these days. Seems Vault 81 is on its last
legs, and it's a constant battle to keep it operational. You can also buy
food and alcohol from Maria, if you're so inclined.

In the south-eastern corner of this area to find Horatio and his barber shop,
where - for 15 Caps - you can get your hair cut, styled and/or colored. Not a
bad bargain, if you want a little change in scenery. Also be sure to ask him
some rumors to learn about an unfaithful husband, a Jet-addict, a runaway cat,
the last bit of info starts the quest "Here Kitty, Kitty." Be sure to grab an
issue of Taboo Tattoos from a table along the western wall, then leave the
barber shop. Find Erin Combes wandering around and ask her about her cat and...
well, time for more speech-based haggling. Pass an easy check to get offered
a Teddy Bear, extort her more and she'll offer you her Kickball, then finally
you can shake her down for a Silver Locket. Get the kid to offer up her prized
possessions... or do the job pro-bono, but accept to start it to move the
chains.

Next head into a laboratory to the north-east to find Doctor Penske, who
wants to use you as a guinea pig to test some fruit she's been growing. Her
Alzheimer's can't make you optimistic, but if you agree, she'll give you some
perfectly safe Fresh Mutfruit to eat. Consume it, then talk to her again and
tell her it was good, after which she'll ask you to supply her with fertilizer
so she can work with other crops who are more... picky about soil conditions.
Accept her offer of 25 Caps per, then read her Research Terminal to find out
more about her work.

Vault 81 Residential
--------------------

Make your way north down a long tunnel to reach residential part of the vault...
which is another large, multi-leveled room. You can scour the various living
quarters where you'll find a paltry bit of loot to grab, but none of it is
worth mentioning, much less going through the trouble to steal. Instead, down
a tunnel to the north to reach the reactor room. Make your way down some stairs
to the west to find a beat-up Mr. Handy named Old Rusty, who seems to be the
only thing keeping the reactor functioning. For the slacker human component
here, find Bobby and Tina De Luca, the Jet-addict and his dealer. Talk to them
both to learn about their situation(s), Tina wants you to not sell her brother
Jet, while Bobby offers 75 Caps for each dose. Don't sell him any Jet and later
you'll get a chance to help deal with his addiction in a more permanent fashion.
While you're down here, if you Hacking perk is up to snuff, you can hack the
Old Overseer's Terminal [Master], which is located in a small structure to the
east. On this terminal you'll find all kinds of dirty secrets about Vault 81,
including its prime directive... it's never just about saving humanity from
nuclear apocalypse with Vault-Tec. But, despite the goals of Vault 81, it
looks like nothing bad happened to the dwellers so far thanks to the frankly
heroic actions of its first Overseer.

Short Stories
-------------

Leave the Reactor area and head into the Class Room, where you'll find Katy.
Talk to her and she'll ask you to tell the kids a story about the outside
world, starting the quest "Short Stories". Agree and talk to Katy again and
start telling a story... which is really more of a Q&A, as a ginger devil
named Austin will immediately ask if you've ever fought a Deathclaw. Tell
the kids the story however you wish - you really can't botch the story - and
afterwards you'll be rewarded with a Grognak the Barbarian comic. Uh... do
they need any more stories?

REWARD
(For telling the brats a story)
XP 91
Grognak the Barbarian

Head down the stairs to the east (ignore the Reactor room for now - it will
be worth visiting later) and head north into a Clinic to the north, where
the vampiric Dr. Forsythe will ask you to donate blood... so he can see how
inbred Vault 81's population has become. Do the old three-speech haggle to
get him to pay you between 50 and 150 Caps, then sit down and let the ghoul
suck your blood. When that's done, you can see Rachel for medical supplies
and healing services (healing, RAD removal, addiction removal)... all that
good stuff.

Hole in the Wall
----------------

With that, you're temporarily done with Vault 81. Might as well go check on
this kid's cat, Ashes. Leave Vault 81 and head east of the Chestnut Hillock
Reservoir to find Ashes, chilling out like only cats can. Interact with the
little beastie to send it back to Vault 81, where you should return, as well.
Inside, if you run into the Overseer she'll tell you that one of the vault's
children fell sick, and that you should seek out the clinic, where you'll
find Dr. Penske and Dr. Forsythe arguing. Apparently Austin was bitten by a
Molerat... some kind of diseased Molerat. Fortunately Bobby De Luca is here
to tell them about some sub-vault, which is the only lead they really have
right now. Talk to Dr. Penske and agree to help out... because you're such
a good-hearted person. Or because there's some awesome loot down there. This
starts the quest "Hole in the Wall".

Follow Bobby to the Reactor room where he'll kick a door into existence.
Not bad for a junkie. Save your game and head inside... things beyond the
door are a little more complicated than a normal rodent extermination mission.
You will be exterminating Mole Rats, but the rub is that if they hit you,
you'll get the same disease that Austin has. Since you're a big girl (or boy)
however, its effects will be somewhat less deleterious; you'll only
permanently lose ten Hit Points if you're infected with the disease. This only
happens if you get hit, however, so if you're careful, you can avoid the
disease (and the moral conundrum at the end of the quest) entirely. Mole Rats
can only surface in dirt, so keep that in mind as you explore. Being able to
sneak, having a fast weapon, using VATS to spot out foes will all help you
immensely with this goal.

From the entrance to the secret portion of the vault head west up some stairs
to find your first Vault 81 Lab Mole Rats. Kill them without getting hit if
possible, and note that they can only ambush you from places with dirt on the
floor. Once they're dealt with, continue east along a walkway, stopping to
loot two First Aid Boxes as you go. Head through a wrecked section of wall to
the north to reach a small room, where you can access a Terminal, which talks
about some of the vault's less interesting programs.

Continue north through a doorway and turn west, where you'll have to dispatch
a pair of turrets and a Protectron Watcher. Once they're no longer a threat,
loot a Toolbox [Novice], then proceed west down the hallway, south through a
pair of rooms, then continue west down the other half of the hallway. Loot a
Wooden Crate [Novice] on a metal shelf near some stairs, then head down said
stairs. Scrap another turret down a hallway to the south, then explore to the
east to find a Terminal [Novice], which you can hack to activate a nearby
Protectron... which is actually worth hacking, since it'll meander its way
south and provide support in a fight with some Mole Rats there. Loot a
Dufflebag to the east, then follow the Protectron south until you reach a
dirt-filled room. Your goal is to make your way to the south-east to find
some stairs, near which you'll be ambushed by several Mole Rats. It may be
hard to pick them all off without getting hit (a fast weapons in VATS will
help), but if you have a companion, the Protectron, and you keep your back
to the south-eastern corner you may just be quick - and protected - enough
to manage.

Ascend the first stair case and search behind some crates to the north-west
to find some chems hiding from you. Once they're yours make your way up another
flight of stairs, passing the Hydroponics Observation Terminal along the way,
from which you'll overhear a conversation. Seems the isolated scientists here
could hear everything happening in the vault. Creepy. Climb some stairs to the
south, head east through a Security Door, then continue past a Depot Observation
Terminal where you'll overhear more chatter. Head past some pillars and turn
south to find a cubby with a Jangles the Moon Monkey doll, a Toy Truck and
three bottles of Nuka Cherry. This little cubby is a fine defensive spot, and
there are plenty of Mole Rats in the level below. Fire off a shot from an
unsilenced weapon to get their attention, then kill off any Mole Rats that
show up, hopefully without getting diseased. There are tons of burrows all
over from which they can spring, so stay frosty and check to make sure you
don't have the disease before you save. Once you've killed about half a dozen
of them (and no more respond to gunfire) continue past the Overseer Observation
Terminal, then head down another flight of stairs to the dirty level below.
Here you'll probably have to face another few Mole Rats, and for them... either
retreat to the relative safety of the stairs or... well, fire quickly.

Continue through a door to the south, then head west down a generous hallway.
Be wary of the rooms to the north and south, however, as more Mole Rats await.
If they lose track of you, they're not above burrowing into the previous room
and coming at you from the otherwise safe hallway, so be on the lookout for
rodent duplicity. Once you're fairly certain your safe (for now) head into
the room to the north and try your luck with a Wall Safe [Master] on the
eastern wall, if you can. Make your way to the western end of the hall, then
head north down a hallway and up some stairs. Here you'll find the Vault 81
Secure Access Terminal [Expert], which opens the nearby door. If you can hack
this terminal, you need not face any more Mole Rats, but in case you can't,
continue east along a walkway. At the eastern end of this area are two open
doors, where a Mole Rat Brood Mother lurks... and of course, the cells you
passed to the north will serve as spawning points for more rodents, who will
attempt to flank you. Kill them and search the room at the eastern end of the
chamber to find a Mini Nuke in an over-turned locker and a Steamer Trunk on a
bed. In a room to the south you'll find the Vault 81 Tech Password on a table
near the Research Comm Terminal, which has much of the same information as the
Overseers Terminal in the Reactor room, sans the need to hack a [Master]
password. There's also a Stealth Boy and a First Aid Box in the room, making
these areas well worth looting, despite the risk.

Once you have the password (or if you have the skills to hack the terminal
without it) use it to open the door and proceed beyond it, then up some stairs.
In the room atop the stairs you'll find three lockers, which serve as the
coffins for the three scientists stranded in this part of the vault by the
ethical overseer. Rob their locker/coffins and take their Lab Coats, if you
wish, then talk to a Mr. Handy (Mrs?) named Curie behind some glass to the
south. She'll tell you all about the projects going on here, the fates of the
scientists, and will pester you about being Vault-Tec Security... or anybody
from Vault-Tec. Or just anybody, so she can finally leave her post. It doesn't
matter what you say, if you deny having the authority she'll "mishear" you and
open the door anyways. Head inside and she'll give you the Vault 81 Cure, which
will cure Austin... or it could cure you. And there's the rub. Do you be a
moral person and save Austin's life, or do you treat your own disease and
remove that nasty -10 Hit Point penalty? Or... if you were super skilled and
made it through the vault unscathed, you can enjoy the best of both worlds;
you can be a hero and not have permanent debuffs on your character! Whatever
you choose to do, grab the Medicine Bobblehead from atop a desk in this room
and enjoy +10% Stimpak healing for the rest of the game. To the west, in a
small, caged-off area, you'll find Curie's Terminal to learn a bit about the
robot and how she became... rather unique.

Leave the room and head through a doorway to the east, then take an elevator
to reach the inhabited part of the vault. Once off the elevator, head east
and use a Terminal to open a previously sealed doorway near the vault entrance.
From here, you shouldn't have much trouble getting to the Clinic. Talk to Dr.
Forsythe, who will administer the cure to Austin if you give it to him. If you
used it on yourself, or refuse to hand it over, the quest ends with an XP
reward, and an angry vault. If you cured Austin, the doctor will give you a
Syringer Rifle, the Overseer will give you a room in the Vault, and nothing
in the vault will be considered stealing anymore. Obviously the best choice
is to get through the secret part of the vault without getting diseased and
then give the cure to Austin.

REWARD
(For keeping the cure)
XP 302

REWARD
(For giving the cure to Austin)
XP 302
Item Syringer Rifle

If you thought you were done with Vault 81... well, not quite yet. As you
leave the clinic you'll be pestered by Curie, who will ask to accompany you
around from now on. Take her along if you want, then find Erin, who will
thank you for find Ashes, and give you a paltry XP reward.

REWARD
(For rescuing Ashes)
XP 91

Dependency
----------

Next, go find Tina De Luca, who is finally ready to do something about her
brother, Bobby, whose Jet addiction has moved from a nuisance to
life-threatening. Agree to help her (this starts the quest "Dependency"),
then head back out to the Residences part of the vault. Bobby's room is on
the upper level, the eastern-most room along the southern wall. Inside you'll
find him... doing what a Jet-junkie does best. Put on your Charisma gear and
confront him, then pass one of various moderate speech checks to get him to
agree to get help. Once done, return to Tina and tell her the news and she'll
resolve to leave the vault. If you succeed at the hard speech check "Work for
me" she'll act as if she'll go to one of your settlements, but... well, this
quest is kind of glitchy. When you're done with the conversation (one way or
another) talk to Rachel and tell her that Bobby is coming to see her (even if
he's already there). This will end the quest "Dependency", and Tina... well,
she just hangs around Vault 81, whatever you said to her.

REWARD
(For helping Bobby kick his addiction)
XP 91

With that, Vault 81 is done. Ideally, you've left the place much better off
than it was before you entered. You told some brats some stories, rescued one
of said brats (and a cat), found two magazines and a Bobblehead, cured Bobby's
downward spiral and finished off the north-western corner of the island upon
which Diamond City rests. Now it's time to turn your attention back to the main
story and finding Nick Valentine. This will take you east of Diamond City, and
from there... well, it can't hurt to explore the eastern side of the island
along the way, right?



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< From Diamond City to the Boston Public Library >==O
``-.____________________________________________________[FO-16]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Intelligence Bobblehead
o Massachusetts Surgical Journal
o Overdue Book x6


Dartmouth Professional Building
-------------------------------

Time to make progress towards finding Nick Valentine. You should already
know his general location: north-east of Diamond City, somewhere near the
"Combat Zone" and "Swan's Pond". Of course, there are optional areas to
explore along the way there, which are worth exploring. Speaking of which,
start your trek east by fast-traveling to the Mass Pike Tunnel East, from
which head north around some rubble, and turn north-east around aforementioned
rubble. Keep heading north-east to reach a road and keep your eye to the
south to spot the ruined lobby of a building, now just bare metal frame.
A random encounter can occur here, so be prepared for a fight. Once you've
navigated whatever dangers lurk here, head through a door in the lobby (under
a wall with a clock on it) to enter the Dartmouth Professional Building. If
you were expecting some grand adventure... well, worry not, this place is
pretty small and boring. You can squash a Radroach inside and grab some
Glowing Fungus, along with a bit of food and a Stimpak in a desk...
otherwise... not much of interest.

Layton Towers
-------------

From the Dartmouth Professional Building head north-east out of the lobby,
then turn east, south-east to and go through a doorway to reach Layton Towers.
Pass through a fence, then cross a parking lot before turning south to find a
Raider and a Machinegun Turret MK I on a barricade between two buildings.
Destroy them then head through the red door of the barricade they were guarding.
From here if you turn west and go down some heavily trapped stairs (Can
Chimes, a Grenade Bouquet and a Tripwire) you'll reach the depressed highway
that runs to the Mass Pike Tunnel East area. Alternatively, if you go east
you'll find a yellow lift that will take you to the roof, where two more
powerful Raiders and their Attack Dog dwell. Kill them, loot a Steamer Chest,
then head north-east over some ruined brick-work, through a hole in a wall,
and through a door to reach the interior of Layton Towers.

This area is pretty basic, but there's a bit of loot to be had in here, and
many, many Raiders to slay. Head north-east down a hallway with a ruined floor
and kill any Raiders you find in a room to the north-west. Go through a hole
in the wall to the north-east and head downstairs, where an even greater number
of Raiders lurk. Make your way south-east, then south-west, then finally
north-west, where you'll find the Raiders. Loot a Chem Box [Novice] and a Tool
Case [Novice], along with other, less note-worthy loot. Continue north-west
down some stairs and murder your way south-east into a nursery, where you can
find a Duffle Bag and a Suitcase [Novice]. Make your way north-east through a
bedroom, then a bathroom before turning north-west and heading down a ramp
through a hole in the floor. Continue south-west and into the stairwell, where
you can descend some stairs to reach the basement. If you go up some stairs to
the north-east, then turn south-east and enter a small room behind a counter you
can find a Safe [Advanced], while if you head south-east from the stairwell
you'll reach a room with some machinery, from which you can obtain a Fusion
Core. Once those treasures are plundered, head out a door to the south-west
to exit Layton Towers.

Police Precinct 8
-----------------

You should now be standing on a landing overlooking the parking lot you passed
through earlier. That's enough progress around here, though, as the next area
to the east - Wilson Atomatoys Corporate HQ - is part of a miscellaneous quest.
Since you'll get an excuse to explore there later, and it's getting further
and further out of the way, turn your attention to the north-west, where you
should find two areas near each other, the Police Precinct 8 building and the
Boston Public Library. In the latter area, there is actually a Bobblehead in
you can grab, so it's worth a stop. Of the two areas, Police Precinct 8 is
much less interesting. Turn west and enter the ruins of the station and make
your way north past some cells, kill some Radroaches, then enter the
north-eastern most cell to find some Bobby Pin Boxes, a Stimpak and "Eddie
Winter Holotape 8". You can also search a nearby office to find the Precinct
8 Evidence Terminal, where - if you read the logs - you may get some new map
markers.

Boston Public Library
---------------------

Head across the street to the east to find the Boston Public Library. Make
your way to the western side of the building to find a small door [Advanced].
This door is locked, but a skilled lockpicker can open it. If you can't do
that, don't worry! Save the game and put on your best Charisma gear and talk
to the intercom to the right. Tell the voice you are an employee and then go
with the speech check by guessing the six-digit ID number (you will guess
123456). With any luck, you'll be let in. If not, reload and try again...
it's worth taking some extra effort to get inside this building! If you have
a choice, passing the speech check to get inside is the better choice, as the
robots in the library will be friendly if you go this route. If all else fails,
however, head around to the northern side of the building to find a tunnel
leading into Copely Station, which you can take to reach the library. There's
not much of interest in this short subway area; some Super Mutants, a Nuka Cola
Machine with some Nuka Cola Quantums and a Duffle Bag under a bench.

Once you get inside (assuming you got through the front door), disarm a Tripwire
near the doorway and grab a Grenade Bouquet, then take a left and you'll see
that there are quite a few robots making a stand here. There is a good reason!
Stand here with the for awhile and soon a security breach will occur. Super
Mutants are attacking the library! They will come for this barricaded area, so
take your stand with the robots and turrets here as the Super Mutants attack.
They will all try to come in from the south, so you have a great killing lane
here. The only thing that has a chance of getting through honestly is the
Mongrels that come with the Mutants. If you didn't pass a speech check to get
inside, the robots will not be all friendly, and you'll either need to wipe
them out before the Super Mutant attack, then fend off the muties yourself, or
hide somewhere and let the two sides wear each other down.

Once the attack has died down a bit, turn your attention to getting the goodies
that can be found in the library... of course wiping out any hostiles along the
way. From the room where the robots massed their defense (north of the entrance
room) turn north to spot a door. From this door turn east and head around some
bookshelves to find a Suitcase [Novice] and, on a desk, Curator Given's
Terminal, from which you can get some back-story. More importantly, next to
this terminal is the "Library Storage Room Key" that you'll want to pick up.
With that in hand, head through the north door and search this room for plenty
of goodies. The curator died here, but he left you a special gift: the
Intelligence Bobblehead, which is on some machinery to the north. This is the
big prize of this area, and what a prize it is! If that's not enough loot,
however, be sure to pick up three Overdue Books, which are on the floor near
some Sleeping Bags, then turn east to find a locked door [Master], which can
be opened with the "Library Storage Room Key" you found earlier. Beyond you'll
find a Steamer Trunk, two Ammo Boxes, a Duffle Bag, a Stealth Boy, a Bottlecap
Mine and a First Aid Box.

Return to the entrance room and search the northern wall to find a Book Return
Terminal. These terminals will happily take your Overdue Books and exchange
them for Tokens, which you can redeem for various prizes, the selection of
which is different for each machine. This machine, in fact, is the lone
exception in that it actually has something useful to buy with all those
tokens you'll get from turning in Overdue Books, however; a Massachusetts
Surgical Journal. This will set you back 50 tokens (ten Overdue Books), but
if you can manage it, it's worth picking up.


o===============================o===============o=======o
| Item | Cost |Number |
o===============================o===============o=======o
| Scissors | 6 Tokens | 3 |
|-------------------------------|---------------|-------|
| Massachusetts Surgical Journal| 50 Tokens | 1 |
|-------------------------------|---------------|-------|
| New Toy Truck | 30 Tokens | 5 |
|-------------------------------|---------------|-------|
| Chalk | 4 Tokens | 4 |
|-------------------------------|---------------|-------|
| Pencil | 2 Tokens | 1 |
|-------------------------------|---------------|-------|
| Toothbrush | 2 Tokens | 3 |
o===============================o===============o=======o


When you're done messing around with the Book Return Terminal, head east down a
hallway. You can go into a room to the south, head down a ramp then pass through
an indoor garden, but this is just a lootless way to reach your eventual
destination. Instead, continue east down a hallway, then turn north down
another. Enter the northern-most restroom and enter a stall where you can pluck
yet another Overdue Book out of the hands of a skeleton. Thanks, chum! Continue
east to find stairs leading down to the Copely Station, from which the Super
Mutants are attacking, and where you're most likely to meet any stragglers.
Wipe the Super Mutants out and you should hear a cheerful voice on the intercom
announcing the threat has ended. Wonderful

Enter a room west of the southern-most staircase to find a fifth Overdue Book
on a table near a ruined terminal, terminal then find another Book Return
Terminal west of the northern-most stairs which. The rewards here are different
from the terminal near the entrance... but much less interesting. Yes, there
are two "Clean Dog Bowl" entries, for whatever reason.


o===============================o===============o=======o
| Item | Cost |Number |
o===============================o===============o=======o
| Chalk | 4 Tokens | 4 |
|-------------------------------|---------------|-------|
| Collectible Baseball | 16 Tokens | 4 |
|-------------------------------|---------------|-------|
| Clean Dog Bowl | 4 Tokens | 4 |
|-------------------------------|---------------|-------|
| Basketball | 4 Tokens | 3 |
|-------------------------------|---------------|-------|
| Clean Dog Bowl | 4 Tokens | 5 |
|-------------------------------|---------------|-------|
| Yardstick | 2 Tokens | 2 |
o===============================o===============o=======o


Lastly, head into the large room west of the stairs leading down to the Copely
Station. In this room you can find a sixth - and final - Overdue Book on a
bookshelf just west of the door leading to the indoor garden. Once it's yours,
grab whatever junk you want and continue west to reach a chained double door,
which you can open from this direction. Beyond it, of course, is the
robot-defended room north of the entrance. Having gone full circle, return to
the entrance and leave the library.


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| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Curtain Call >==O
``-.____________________________________________________[FO-17]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales #14
o Melee Bobblehead
o Overdue Book x4


Trinity Plaza
-------------

From the Boston Public Library head east to find a spooky old church, marked
on your map as "Trinity Plaza". There's a quest that can be done around here,
but it's semi-unique in that no one really give it to you; rather you hear
about it on the radio. More specifically, if you are in the Diamond City area
(your current location will suffice), tune to "Trinity Tower Radio" and listen
to the repeated broadcast. This will give you the "Curtain Call" quest. Well,
since you're here and all... why not lend a helping hand?

Trinity Church
--------------

First, however, why not explore the aforementioned church? Surely the Super
Mutant's hostage will be fine for a few more minutes. Inside the church you'll
spot some double doors to the east... and some grisly indicators of what dwells
in here now. Some good aiming and a suppressed, long-range weapon should be all
you need to take out the muties lurking at the far eastern end of the church...
and their little dog, too! Once they're dead, explore the chapel. Start out by
heading east into a room along the northern end of the building. In this room
you'll find some stairs, which you should descend until you reach the bottom
floor. Exit the chamber the stairs are in to reach the lower floor, upon which
much of the upper floor has collapsed. Head south across the rubble until you
spot a bathroom, from which turn east into a small room with numerous podiums.
From here, head through a hole in the wall in the north-eastern corner of the
room and search a small table with a ruined terminal on it to find an Overdue
Book. Another Overdue Book stands on-end on a table to the north-east, near a
cardboard box. In another room to the north you can also find an
already-unlocked Safe with goodies inside of it hiding behind a bookshelf, and
on another bookshelf nearby you'll find a third Overdue Book.

Grab the books and backtrack to - and up - the stairs you took down here, then
ascend two additional flight of stairs to reach a wooden walkway over the
chapel floor below. Make your way to the southern side of the building to find
a door [Expert], beyond which you can find a few containers to loot, some Wine
and some Super Mutant Wrist Wraps. Leave the room and continue west a bit until
you find a break in the railings, from which you can drop down to the eastern
part of the main floor of the chapel. You won't even take any fall damage, so
don't be a wimp. Loot any muties you may have sniped earlier, then search the
main podium to find a copy of Astoundingly Awesome Tales #14 and loot the
Steamer Trunk nearby. Once done, continue onto an elevated platform east of
the podium and head down some stairs to find a fourth Overdue Book on some
metal shelves. If you ascend some stairs to the west and turn east you should
be able to spot two containers, one of which is a Toolbox [Novice]... and that
should be it for all the noteworthy loot in this place.

Trinity Tower (Exterior)
------------------------

Leave Trinity Church and head around it to the south-east to spot Trinity
Tower. Once you get to Trinity Tower you will face a Super Mutant and his
Mongrel at the bottom. Eradicate them, grab some Super Mutant Cowl Armor from
behind a counter, listen to some mutie named Fist taunt you over the intercom,
then continue up to the second floor. Up on the second floor you can go to the
nearby elevator right away (which you'll want to do shortly) but it is worth
noting you can head up two more stories using the stairs and building collapse.
There aren't any enemies or loot up there, but it is worth checking out quickly
anyways as you'll be using this path later during this mission. Anywho, enter
the elevator and activate it to continue.

Trinity Tower Mid Level
-----------------------

Be ready to fight (and get in sneak mode) as soon as you exit the elevator.
Kill the Super Mutants that Fist sics on you, then head into a bathroom east
of the desk, where you'll find a dead trader that has a decent amount of caps.
This also leads to a small storage area with a [Novice] toolbox past the
bathroom. In an office in the south-western corner of this floor has an
[Expert] safe under the desk, while the other office has a Caps Stash. After
nabbing those items, check out the south-eastern corner to find a hole in the
floor, down which is another Super Mutant, so go kill him. Grab whatever
goodies appeal to you, then note the door [Advanced] to the north. Pick it
if you can, but if you can't and want in, return to the elevator you used to
ascend to this area and drop down the shaft of another elevator to the north
to bypass the locked door.

Inside the room you'll find a First Aid Box, and a Tool Case and a locked
Safe [Advanced] upon which is a Super Mutant Waistcloth. Make that yours, then
hack the nearby Terminal [Novice], which controls the door and the safe by the
way. Nice of them to make it novice so no one can get stuck down here. Return
back upstairs and head up some stairs between the offices along the southern
end of the area to reach a higher floor. Kill the Super Mutant on the west,
then search the room he was in to find two ammo boxes and some Super Mutant
Leg Guards.

Leave this room and head through a doorway to the east, then search the corner
room up here to find a Safe [Expert] safe in it, as well as a Duffle Bag.
Head up a ramp to the north and kill two more Super Mutants, then search a
desk in the room they occupied to find a First Aid Box and a Caps Stash. Rob
it and use the nearby elevator to continue your trek up the tower.

Trinity Tower Upper Level
-------------------------

Once again, be ready to fight as you leave the elevator as there are more
Super Mutants waiting for you, most of which will be on high ground, but those
possessing melee weapons will come down to greet you with some violence.. When
the initial opposition is dead, be sure to loot the desk across from the
elevator for some Super Mutant Leg Armor and a First Aid Box. Next head through
a doorway to the south, then turn east and go through a doorway there before
turning north to find another door [Advanced]. Pick the lock and loot the
storage closet beyond, then return to the room into which the elevator
deposited you.

Head up several flights of stairs south of the elevator and kill off anything
that opposes you, then briefly ignore some more stairs to the east and instead
continue south through a doorway to find a Safe [Expert] near a mix board.
Return back north and head up some red-carpeted stairs, then enter a room to
the west and ascend a ramp, where you'll get into a fight with the Super Mutant
named "Fist", who has been taunting you on your way up the tower, and comes
equipped with a mini-gun. He's got a Minigun, so if you can, keep your distance
(a critical hit or sneak attack is a great way to start out the fight).

When Fist and any of his cronies are dead search along the northern end of the
area to find some Super Mutant Heavy Armor, which you'll want to pick up as
you'll be using it soon. There is also a Steamer Trunk here that has the key
item "Trinity Tower Cell Key". Go ahead and pick it up if you don't want to
pick a [Master] lock coming up. Now for the main event: head to the cell and
talk to Rex and Strong, picking whatever dialog you wish. This Rex guy is
genuinely insane: he was trying to teach them Macbeth? Wow...

Go ahead and let them out at this point, but like Strong mentions there are
Super Mutants on the way. Once you let them out, go defend the area you came
from and kill the three Super Mutants that show up. Once they are dead, you
are safe. Time for the real goodies! Head into the cage that you opened to
score a First Aid Box, a Toolbox, the "Macbeth Script" Rex was supposedly
using, a cooler, and the big prize: the Melee Bobblehead. This thing is great
for any melee users as it grants the buff: "Permanently gain +25% critical
damage with melee weapons". Can't complain about that!

The Descent of Doom
-------------------

From the cage head to the nearby elevator where Strong and Rex are waiting
and check near the button for a First Aid Box. Take the elevator down and
be wary, as more foes will have entered the tower, and they will attack you
on your way down. This can include throwing Molotov Cocktails and Frag
Grenades at you, so keep your health high and be ready for these foes.

Note: The AI here has a hard time of getting on the elevator when you - need
to. Don't worry so much about the AI getting on the elevators here (there is
more than one elevator coming up) as they will re-appear as you head down the
tower. Also don't be too worried if, say, Rex doesn't follow you from one
elevator to the other. As long as you activate the elevators, the AI will
re-spawn and catch up with you.

When the elevator stops take some stairs down and kill two Super Mutants
along the way, then turn south and ride another elevator down to reach the
top floor of the exterior part of Trinity Tower (the outside area you can
access without taking any elevators). From here follow the planks to solid
ground and head down to the ground floor. Once you reach the exit, go ahead
and talk to Rex and respond however you wish. Rex will give you a reward here,
"Reginald's Suit" (if you're male) or "Agatha's Dress (if you're female)
which is likely an upgrade to your CHR build as it gives you +3 Charisma.
Not bad!

More importantly you now have Strong available as a companion! Strong can
be taken with you now if you wish and he can wear all that Super Mutant
armor you've been finding lying around. Whether or not you take him is up
to you, but he is strong (as his name subtly implies) and can carry more than
any other companion so it is up to you. And with that the "Curtain Call" quest
is officially done. A new Bobblehead and a companion... not bad for a bit
of murder.

REWARD
(For rescuing Rex and Strong)
XP 248
Item Agatha's Dress
Reginald's Suit




___ _ _ _ _ _
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..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< From Hubris Comics to Boston Common >==O
``-.____________________________________________________[FO-18]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales #4
o Furious Power Fist
o Grognak Costume
o Grognak's Axe
o Silver Shroud Costume
o Silver Shroud Hat
o Tesla Science
o Unstoppables


Shenley's Oyster Bar
--------------------

Time to get back on track and continue exploring towards the goal; finding
Nick, who was last seen at Park Street Station. From Trinity Plaza (Trinity
Church) head north to find a road, which you should follow east. As you go,
keep your eyes to the north to find a small alley between two buildings near
Hubris Comics. This alley is guarded by a Machinegun Turret MK I and a group
of Raiders. Head north up the alley, clear the hostiles, then look around
for two chained red doors. Remove the chains and make accessing this area
easier, then continue north into a building to find a door leading to the
unmarked Shenley's Oyster Bar. There's a bit of junk inside, and a Raider
guarding it, but the interior of the building is otherwise uninteresting.
Head up some stairs and onto the roof to find two more Raiders and a
Steamer Chest.

Hubris Comics
-------------

Leave the Oyster Bar and return south to the street, which you should now
follow east to find Hubris Comics. The dead Scavenger outside isn't a promising
sign, but there's good loot to be had within, so... onward! Sneak as soon as
you enter and wait a few seconds: enemies will be coming out soon. You will be
facing Ghouls coming out of the woodwork, so stay frosty and have your best
Ghoul-slaying weapon handy.

After you've killed the Ghouls, it's time to explore. Near the door is a
cash register on a counter, in which you'll find the "Hubris Comics Storeroom
Key" in it. Pick that up and then look to the left for the "Unstoppables"
comic, which is pretty awesome, as you'll "Permanently gain +1% chance of
avoiding all damage from an attack", when you give it a read Behind the cash
register, against the wall, is a locked display case [Advanced] , which is
very much worth opening (especially for melee characters) as it contains the
unique weapon "Grognak's Axe". If you can't get it with lockpicking, you can
also use the Terminal [Advanced] nearby (on the same counter section as the
cash register, at the far end). Next check out the bathroom to the east to
find another dead Scavenger (on whom you can find the "Scavenger's Note"), but
more importantly use the Hubris Comics Storage Key a door [Novice] in the
north-western corner of the entry room door to find a storage room. You'll find
a Safe [Expert] in here that the storage room key will open for several goodies.

Once all that is yours head up the stairs to the second floor where more Ghouls
will ambush you, so be ready. Take them all out, then search behind a hole in
the wall to the west to find dead Scavenger with a "Scavenger's List" note on
him. In the larger room to the south, search the south-eastern corner of the
room to find a door [Novice] beyond which is an office in which you'll find
the "Manager's Terminal", which discusses the casting of some comic-book movie.
Don't bother, Tina. Those shows are always awful and fanboys will never be
appeased no matter who you cast.

Grab the "Hubris Comics Office Key" from a desk upon which the terminal sits
then Head through a hole in the wall to the north. If you loot a break room to
the east you'll find a Nuka Cola Quantum in a Nuka Cola Vending Machine, but
otherwise, this level has little left of interest. Continue north and head up
some stairs, where you'll find even more Ghouls (they actually may come down
and attack you if you are too noisy). After they've been put down head into a
room on the western end of the level and search a desk in the south-western
corner to find the "Writer's Terminal" which contains more drama over this
little comic book show. Head south from this room to find a small office
[Expert], which you can access if you have the Hubris Comics Office Key. Kill
the bug inside and loot a safe to find some chems. You can also score a Duffle
Bag, pick up the "Silver Shroud Script" holotape from on a desk, and read the
Producer's Terminal for even more drama about the show. Good on you, Tina.

Exit the office and continue east to reach the stairs leading to the final
floor, where a Glowing One dwells. It may be the toughest of the Feral Ghouls,
but by now, you've killed a few, and this one should be nothing special. Once
he is dead you can examine the area. The note-able things up here are the
"Silver Shroud Costume" from the mannequin near the stage, which is a pretty
snazzy outfit. Behind the scenery (where the Glowing One was) is a "Silver
Submachine Gun Prop", which, despite its look, is not actually a weapon.
Next check out the lockers along the southern end of the room to find a Grognak
Costume... which is actually fairly decent chest armor, as it gives 10
physical resistance, 15 energy resistance, 15 radiation resistance and +2
Strength... at it only takes up your chest armor slot!

Note: The Silver Shroud Costume, Silver Shroud Hat and Silver Submachine - Gun
Prop are all quest items that are part of the quest "The Silver Shroud", which
will be covered shortly after "Unlikely Valentine". If you don't want the extra
weight in your inventory in the meantime, you can just leave it behind, or save
yourself a return trip and just keep it on hand for now.

More importantly, check out the dressing room up here. First loot a Steamer
Trunk in the south-eastern corner of the set room, then go through the door to
the east to enter the dressing room. There is a random chem on the table near a
red chair, but under that is the Astoundingly Awesome Tales #4 magazine, which
gives you a +5% damage boost with the Alien Blaster. Neat. With all of your
exploring done you can finally exit the store. You can also mess around with
the Studio Control Terminal east of the stage, but there's really no point.


(-NOTE-) You can go up to the "Hubris Comics Roof" from this fourth
floor, but there is nothing up there to loot or kill and no way
to get down to street level (without falling), so go ahead and
back track to the ground floor and leave.


Malborough House
----------------

Your goal, the Park Street Station, is further east, but instead of doing
things the easy, obvious way... well, why not take a round-about route to kill
as many critters, explore as many areas and score as much loot as possible?
From Hubris Comics head north up a street to the west to find the HalluciGen,
Inc. building. Along the way, past a truck, you'll find a Pulowski Preservation
Shelter, near (west of) which is the unmarked Malborough House, which is pretty
uninteresting save for a dead Gunner, a Dufflebag, an Ammo Box and the note
"Esplande Mission Brief".

HalluciGen, Inc.
----------------

Anywho, back to the HalluciGen Inc. building... Outside the building, be wary
of Frag Mines (especially one under a yellow car) and loot the dead Gunners
outside the building. Head up some stairs and into the building, but be ready
for a fight inside, as Gunners - despite the casualties outside - still
populate the building. Of course, their behavior is... off. They'll giggle
like idiots while taking potshots at each other, which will make your job
easier... but there's probably a reason they're acting this way, which merits
investigation. HalluiGen, Inc.? Yeah, the Gunners got into something they
shouldn't have.

Loot the dead Gunners around the lobby, then investigate a Reception Terminal
to find out that there is, in fact, a chemical leak, and that - like most
pre-war corporations - HalluciGen was pretty unethical. From the lobby head
east through a doorway, down a ramp, then through a room to the north, killing
whatever Gunners are still alive (although they should have done a fine job of
killing each other). When you reach a bathroom turn east to reach a supply
room, where you can find a Large Toolbox [Novice]. Continue south into a
hallway and east up a ramp, then down another hallway to the north to find a
small room where more Gunners (or their corpses) await. Hack a Research
Terminal [Novice] to find out about the "HalluciGen Gas" the company was
working on before the bombs fell... which is probably the scourge that
devastated the Gunners here. You can also activate what is essentially a
shock trap, but it's just as dangerous to you as it is to anybody else, so
don't bother with it.

Grab a copy of Tesla Science off a table in the south-western corner of the
room, then head south through a doorway and around a corner to find a Gunner
Private in a room, who will talk to you through some glass. If you ask "What's
going on?" She'll point out the gas as the obvious culprit... but she doesn't
seem to be all there, herself. You can pass an easy speech check "Get out of
here" to get her to flee the building and open the door, or you can pass
another easy speech check by saying that you're "A friend", then a moderate
speech check "Open the door" to get her to comply, after which she'll flee.
Finally you can "Threaten" her, which again just get her to open the door and
flee. If all that's not good enough for you, you can just pick the lock on the
door [Advanced], but if the Gunner is inside, she'll go nuts and shoot at you.
There's some ammo and a gun in the room she occupied, but nothing special.

Continue west down the hallway and explore a small side room to the south,
carefully disarming the Can Chimes, Tripwire and Grenade Bouquet before looting
the dead Gunners inside. Search behind the over-turned table to find an Ammo
Box and some ammo. Leave the room and explore another side room to the north,
where you can find a Security Terminal [Advanced], which you can use to
activate the nearby Protectron. Protectron or not, make your way west through a
doorway then up some stairs to reach the upper floor of the building, where the
fighting between Gunners still rages.

To the east you'll find a hotly contested, multi-level room with an Accounting
Terminal inside, which itself is of little interest. Continue east then turn
south and head down a ramp formed by a section of ruined floor, then continue
south to reach an L-shaped hallway. To the south are three doors; one to the
south, one to the east, and another to the west, while to the west are two
doors; one to the west and one to the north. Head west first, and press a
button to open the western room, where two Gunners are playing a game of
fist-tag. Go through the doorway to the north and down a hallway to find
another door [Novice], which can be hacked to reach a small changing room
with a Duffle Bag inside. Return to the L-shaped hallway and turn your focus
to the neglected southern doors. In a room beyond the southern of these three
doors you'll find a pair of Gunners engaged in some fisticuffs and an Ammo
Box, while in the western one you'll find a lone Gunner and a Test Chamber
Terminal [Novice].

Finally head into the western room and ascend a ramp to reach a glass roof
over the areas you previously explored. Follow a metal walkway north, through
a doorway and up another flight of stairs. Go trough the doorway atop the
stairs to the left (east) to reach the Observation Room, where you'll find an
Observation Room [Advanced]. Hack the terminal for some useless information,
then press some buttons to watch some silly demonstrations. Two things you can
always count on from pre-war companies; a lack of ethics and buffoonery.

Return to the hallway and head through a doorway to the west to reach the
balcony over-looking the lobby. Head north and drop down to a lower ledge where
you'll find plenty of Gunners to loot around this level; the Gunners who were
on high-ground in earlier altercations. Kill any who persist and make your way
into the CEO's Office to the north, where you can hack the CEO's Terminal
[Expert], which you can use to unlock a Safe [Master]. After ransacking the
CEO Office, return to the balcony overlooking the lobby and head south into a
stairwell, which you should descend to the bottom floor, killing the last
remaining Gunners as you go. Through a door [Novice] to the west you'll find a
small storage closet with little of interest inside, but through the door to
the north you'll find more interesting things.

Head through a door to the south to find a room with a dead Gunner who
possessed a Minigun and the large Mainframe Access Terminal [Novice]. The
only purpose of hacking the mainframe, however, is to reset the passwords
in the complex, which will let you bypass the Lab Access Terminal [Expert]
outside. Access this terminal however you can, then use it to open the door.
Beyond the door you'll find hallways branching north and south. Go north
first, as to the south you'll find chambers so full of dangerous gas that
you'll suffer severe damage from exposure. Follow the northern hallway to
reach a small control room where you'll find yet another terminal - the
Decontamination Control Terminal [Advanced] - which can be used to clear
the gas out of the southern hallway and allow you to bypass a locked door
[Expert] to the south. Note that standing in the decontamination area will
remove all your RADS. Groovy.

However you manage to do it, make your way into a room to the east, where
you'll find the Gunner Commander, the most heavily armed of the Gunners
you've likely had to face so far. They like to employ a Stealth Boy in
combat, so either make a commotion while in stealth where you can't be
detected and wait for it to wear off, of just go after them with the
potential of fighting an invisible foe in mind. Kill the commander, disarm
a Laser Tripwire, neutralize the Tesla Arc trap on a table, then get to
looting. The commander will drop the HalluciGen Key, the "Gunner's Note"
and the "HalluciGen Mission Brief" note, as well as high-quality gear.
Grab a Stealth Boy and some Frag Grenades out of a safe, then loot the
rest of the room to find Hallucigen Gas Canisters, which you can use to make
some HalluciGen Gas Grenades at the nearby Chemistry Station. If you check
out a Development Lab Terminal you'll see that... well, most of HalluciGen's
projects are utter failures. Continue north to find a Steamer Trunk with a
HalluciGen Key, which opens the door to the exit to the north.


(-NOTE-) Make sure to keep at least one of the Hallucigen Gas Canisters,
as you'll need one to complete a miscellaneous quest later on.


Charles View Amphitheater
-------------------------

Whew. That was an involved place. There's another, more humble area to the
north which is part of a quest... but there's no harm in visiting it now.
Continue north to find Charles View Amphitheater, where a cult - which in no
way resembles any real-world, money-scamming cults - resides. Find the lead
con-artist named Brother James, who will try to sell you on nostalgia and
bogus friendliness, identifying his group of brain-washed dupes the "Pillars
of the Community". As him some questions to get some vague, nonsense answers,
then say whatever you want in response to his initiation. He won't take no
for an answer and will proceed to a small office.

Follow him and he'll ask you to make the first step towards becoming a member;
give up all your material goods. If you comply, he'll happily take away
everything you possess and make you a "level one" member of the Pillars of the
Community which gets you a mantra, and nothing more. If you're smart, you won't
fall for this religious-scam pyramid scheme nonsense and will refuse to give
him anything. Like all religious con-men, however, he'll react poorly to you
standing up against his sales pitch and threaten to rob you if you don't hand
over your loot willingly. Pass a hard speech check to threaten him into
submission, fail it, which will provoke Brother James and his cultists, whom
you'll have to exterminate. If you kill them, pick the locked door [Advanced]
in the room with Brother James to reach his personal quarters, where you'll
find an Ammo Box and some chems. In the building north-east of the bonfire
outside you'll find the sleeping quarters for the Initiates, where you can
steal a Mini Nuke and some other junk.

Vault-Tec Regional HQ
---------------------

From the Charles View Amphitheater head east to find Vault-Tec Regional HQ,
which has two entrances. There's a small door [Expert] on the south-western
end of the building and unlocked double doors along the eastern end of the
building. Assuming you can't get in the former, enter the front doors on the
eastern side of the building. In the lobby you'll encounter a pair of Feral
Ghouls, and aside from that and the elevator south of the door there's very
little of note here. On the second floor (which you can reach by heading up a
ramp in the north-western corner of the level) you can find another pair of
Ghouls and, in a room in the south-eastern corner of the floor, Dr. Reid's
Terminal. Finally, head south to find some stairs that'll take you to the
third floor, where - if you head into an office in the north-western corner
of the building - you can find Mr. Davison's Terminal and a Safe [Advanced].
The only bit of really notable loot can be found in the basement, where another
pair of Feral Ghouls lurk. On an elevated concrete platform you'll find a
Steamer Trunk, Walter Scott's Terminal [Novice] (which can open the locked
back door [Expert]) and to the north of all this, a bathroom with a Mini Nuke
in the toilet. A surprisingly mundane area, really.

Massachusetts State House
-------------------------

Leave the Vault-Tech Regional HQ building and make your way south to find the
Massachusetts State House, the next stop on the absurdly meandering path to
the Park Street Station. From the entrance head east through a hole in the wall
then up a ramp formed by some collapsed floor. Go through a hole in the wall
to the south and disarm a Laser Tripwire and a Grenade Bouquet, then turn east
to find a dead Raider. In a room to the north you'll find a campfire, a dead
Scavenger and a Mirelurk Hatchling - the only clue to what may dominate this
building. Read some inane office chatter on a Terminal, then continue through
a room to the south.

From here if you turn south-east to reach a bathroom where another dead Raider
lurks. A trio of Mirelurk Hatchlings will crawl out of the wall, which isn't
too much trouble, but a skirmish with them may draw the attention of a larger,
more dangerous Mirelurk to the west. Yay... Mirelurks. Looks like a good time
to dust off that old shotgun. Grab some chems out of the bathroom, then plunder
an Ammo Box [Advanced] before heading to the west and down some stairs. Head
north between two lion statues (looting a Wooden Crate [Novice] along the way)
and turn west, where you should proceed through some holes in the wall until
you run out of west. From here you can go through a doorway to the north to
find a Terminal with more of the same office banter. To the south you'll
encounter another Mirelurk, beyond which you can ascend a ramp. Make your way
down a muddy hallway to the east and dust one more Mirelurk, then continue down
a ramp and turn west to find a hole in the floor, which drops down into a
Mirelurk lair. Before you go down there you may want to stash your loot and
grab some explosives - Bottlecap Mines or Frag Mines, chiefly. There's a foe
down that that might be worth some preparation.

When you're ready drop down into the Mirelurk lair and kill whatever Mirelurks
pop up. Once done, if you want to be safe and set the field for a difficult
fight coming up, put down some mines around the room, clustered up if possible.
After that's been taken care of continue down a tunnel to the west and pop a
Rad-X when you enter a chamber, because some jerk decided to stow a bunch of
radioactive barrels here. Not only does this make this a great place to catch
RADS, but the radiation has drawn Mirelurks nearby, so be wary of them lurking
about and popping up from the mud. Make your way through the room to the north,
go through a hole in the wall, climb through a muddy passage, then turn east
to reach a flooded Mirelurk nursery room, where you'll find several Mirelurk
Hatchlings and plenty of Mirelurk Eggs. Head over some pipes and deal with
more Mirelurk Hatchlings (and grab more eggs!) then head into a pipe to the
south-east. In the room beyond the pipe you'll find a machine beneath a metal
walkway which contains a Fusion Core. Grab it, then continue south along the
metal walkway and loot an Ammo Box, a Chem Box a random gun. Next turn your
attention to a Terminal on a crate, which you should access and select the
entry "[Emergency Door Override [ACTIVATE]]".

Save your game, make sure you're healed up and kill whatever Mirelurks you
see wandering around in the pond below, but do so at a distance. Once you're
ready, descend through a hole in the wall to the south to return to the
nursery chamber, where a Mirelurk Queen - the massive matriarch that rules
over all Mirelurks - dwells. This foes is incredibly dangerous, dealing
massive damage with its physical attacks and spitting out corrosive poison
that can kill faster than Stimpaks can heal. If you're finding this foe
troublesome, try to sneak past through the doors to the south... or make a
run for it. The Mirelurk Queen's girth impedes here in this small places,
and you'll be relatively safe... at least once you go through some doors,
get out of the radiation, and turn a corner. As tough as she may be, however,
it's nothing a sneak attack or two (or some critical hits) can't fix.
Failing that, if you planted mines earlier, try to lure her onto or near
them, then shoot the mines, which should do massive damage or outright kill
her, depending on how many mines you planted. She doesn't drop anything of
note, despite her size.

Head up some stairs to the south and go through the doors, which are now
open thanks to the Terminal you used before fighting (or fleeing from) the
Mirelurk Queen. You'll catch some RADS as you head past some barrels in
this room, but endure them, continue through some doors to the south, then
make your way until you reach a hallway running perpendicular to the one
you're in. If you go west you'll find a small room, which is uninteresting
save for a Terminal that contains the whining of a humble plumber and a
First Aid Box. To the east, however, you'll find yourself in Raider territory
(somebody had to be feeding all those Mirelurks, right?). Go through a hole
in the wall and disarm three Frag Mines, then loot a Safe [Expert]. Continue
down a hallway to the east, then north, being alert for a treacherous Teddy
Bear that hides a Tripwire which triggers some wall-mounted guns.

Disarm and continue past this teddy bear betrayal and head up a ramp to reach
where the Raiders dwell. Kill any you come across and head upstairs, loot an
Ammo Box [Novice] then head up another flight of stairs to find some pretty
stiff Raider resistance, some of whom may drop from higher ground to the west.
Kill them and destroy a turret atop the stairs, where a barricade prevents
your ascent. Go through a hole in the wall to the west and make your way up
some ramps to reach the upper floor. If you continue down a hallway to the
east you'll find a Bottlecap Mine on a crate, beyond which you can find an
Ammo Box [Novice] and a Metal Crate, in which is the Raider Atrium Key.
Unless you've got a lot of ranks in Lockpick, you'll want this key. Continue
through a doorway to the north and disarm a Tripwire near a Port-A-Diner,
then take down the neutered mounted weapon. Proceed north through a hole in
the wall and use the Raider Atrium Key to open a red door [Master], then
continue north through a small room to reach some makeshift walkways above
the hole in the floor leading to the Mirelurk lair where you encountered
the Mirelurk Queen.

Make your way across the walkway to enter the last few chambers in this
area, where the leader of these Raiders lurks, armed with a Minigun and Power
Armor. They come accompanied by a Machinegun Turret MK I, an Attack Dog and
some Raider support. Once they're dead, grab a Mini Nuke off a wooden cabinet,
loot an Ammo Box then claim a Steamer Trunk before finally heading onto an
elevator, which you can take down to a room near the entrance.

Swan's Pond
-----------

Well, that was an ordeal, but at least it's over with. At least you won't
have to end up fighting another massive monster any time soon, right? Well...
Not so much. Anyways, back on the hunt for Nick! Continue south and soon
you'll come to "Swan's Pond". Now, go ahead and save here as Swan's Pond as
the home of Swan, who just so happens to be a Super Mutant Behemoth. If you
managed to kill the Super Mutant Behemoth near Walden Pond - much less the
Mirelurk Queen more recently - you should be capable of handling Swan.

Like with the Mirelurk Queen planting various mines near each other is an easy
(if cheap) way to win this fight. North of the pond, between the pond and the
Massachusetts State House, you'll find some stairs leading up to the street,
near which is a monument. Plant your mines on the concrete path south of these
stars, just west of a gazebo. Once done, get Swan's attention by taking a shot
at him while standing at the top of the stairs near the monument. If you have
a powerful, long-ranged rifle with a suppressor and your sneak score is good,
you can easily score a few easy sneak attacks on Swan. In fact, combine this
with a few critical hits and you won't even need mines! For everybody else,
however, lure Swan onto the path near your mines, then target them and blow
them up when Swan is nearby. Failing all that, you can use the stairs, the
fence, and the monument to provide cover from Swan's thrown rocks and to give
you some distance while you play a dangerous game of cat-and-mouse. Once Swan
has fallen, loot his massive body for the Furious Power Fist weapon. You can
also find a Steamer Trunk in a small shack near Swan's Pond, and be sure to
search the gazebo (pop a Rad-X, first!) to find an issue of
Grognak the Barbarian near a skeleton.

Boston Common Areas
-------------------

Finally, after all that, your goal is near at hand. Clustered around Swan's
Pond are many other areas, which should be covered now, while you're here:

The Old Granary Burying Ground to the north-east, where you can kill some
Feral Ghouls (Ghouls in a graveyard, how novel) and loot a dead Gunner and
his nearby Duffle Bag.

Boston Common, which if you approach will update the quest "Road to Freedom",
something which will shortly be addressed.

South of the park in which Swan's Pond is located you'll find a row of houses,
one of which (the one with the red door) is The Boylston Club. You can go up
an elevator to reach a club where a lot of skeletons can be found. Hack the
Bolyston Club Terminal [Novice] to claim the holotape "A Toast", which replays
the final moments of the Boylston Club. You can also use this terminal to
unlock a wall Safe [Expert] in the small room to the north.

Just around the corner from the Bolyston Club is the Combat Zone, the exterior
of which is crawling with Raiders. Ignore this area for now, however.

Finally, check out the row of buildings west of Swan's Pond. Along the
northern-most of this row of buildings you'll find some stairs that lead down
to the Prost Bar. Inside, head into an office to the south-east to find some
Baseball Grenades on a desk, a floor Safe [Novice] and a Steamer Trunk [Master].

Once you've explored all those places, there's no more diversions left. Return
to Swan's Pond and head east, north-east to find a small building that houses
the entrance to the Park Street Station. It's time to go find Nick Valentine.
For real this time.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Unlikely Valentine/Getting a Clue >==O
``-.____________________________________________________[FO-19]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales #8
o Speech Bobblehead


Park Street Station
-------------------

Ready for another subway section? There's no Ghouls this time. Promise.
Instead you are facing "Triggermen", goons with dapper suits and Submachine
Guns, so if you are looking for either of those things you are about to have
a ton to pick from! Head down into the station and be ready for four Triggermen
in the immediate area. There is a station off to the left that you can hide
behind for protection, so it is recommended you kill off the left enemies
first if you need cover, then take out the rest.

When you've put the Triggermen down, get to looting. This station hub has a
Terminal you can check out in a small room to the south, as well as a
[Novice] locked door. Open it to find a saferoom with goodies, including a
Safe [Expert]. There are also some bathrooms nearby, but be warned: the far
bathroom section has a grenade trap if you open the middle stall, so be wary!

When you're ready to move on, head down some stairs to the south to proceed
further into the subway, being wary of a floor trap as you go (disarm the
Bathroom Scale which triggers it for some XP). Beyond this you can expect
to encounter a ton of enemies; nearly a dozen Triggermen are down here.
Fortunately, however, this area is huge, with multiple tracks and middle
section for you (and them) to hide behind. They are also very spread out,
so try to stay in one section and take on the biggest/closest threats first.
Move from cover to cover as you go and let your companion (if you're still
suffering the company of one) be a distraction as you take the enemies out
one by one. Once you have the left side clear, continue right taking out
the enemies you will discover until you have wiped them all out.

Once they are dead feel free to loot and explore the side room. The only
real thing of note in this area is the door [Novice] in the western corner,
which leads to a small deadend hallway. There is another trap here with a
gun sitting in a holder that will fire at you as you approach the sleeping
bag, so be careful. Once done, loot the Safe [Expert] here as well.

After you are done looting, head east down the tunnel (the left tunnel)
which leads to one final open area before your goal. There are several more
Triggermen down here, so try and get in a sneak attack if you can as they
have no idea you slaughtered their buddies. Kill and loot them then
continue on to find... Vault 114! Well then! Go ahead and open the vault
door using the console and enter inside.

Note: If you go south-west from the entrance to Vault 114 you'll find a -
door that leads to a ladder, which will take you to the surface, near
Hubris Comics. Who knew you were that close the whole time...?

Vault 114 (Exterior)
--------------------

After opening the Vault Door, a Triggerman will come in to investigate from
the left. Take him out, then sneak over to the left now to find a [Novice]
locked toolbox you can crack and then check the left room for one more
Triggerman. You can explore a bit now, but you'll be a bit disappointed:
the main door to Vault 114 is locked tight. Bah! Never fear, though, you'll
get in though! Check the right room first for a terminal that you can access
to learn what Vault 114 was made for (a social experiment this time, not
like the craziness in Vault 81), then grab some chems on the table nearby.
Head to the left room now and enter the door here. This will lead you down
some stairs to a room with a hallway on the left (check the toolbox in the
room) and two more Triggermen. Take them out and follow the linear path to
a gigantic room of catwalks.

Here there are several Triggermen spread throughout the catwalk area, all
coming from the left (the right doesn't really lead to anything - there is
a broken catwalk at the right path split that you can jump to find a crate
with items, but they aren't worth the radiation poisoning you'll get from
the nearby barrels). Head down the catwalks to the left and take out the
Triggerman as you go. There are quite a few, so be careful and take them
out one at a time.

Make your way through the catwalk room and into a chamber to the north-east,
the most interesting feature is a hole in the floor. Don't jump down just
yet: check out the chair to the left of the hole to find pre-war money.
There is more across from (south of) the chair in the open safe, and a Bobby
Pin Box on top of the safe. Nab it all and head down the hole, landing on the
ledges as you go down. You'll land in a room with another terminal explaining
what Vault 114 is. Pick up the Bobby Pin Box on the desk and head further in,
finding a door that leads into Vault 114 proper! Finally!

Vault 114
---------

Head into the vault now and you'll see a wide-open area. Up one level from
you is an NPC named "Dino" who is taunting Nick from a window. Quickly sneak
up the left side of this area and up the stairs. Go ahead and hide by the
doorway, as Dino is about to rush to the stairs after some taunting from Nick.
Sneak attack him here and take him out (you can't talk to him, unfortunately).
A shotgun or melee attacks would make short work of him in this narrow area.

Once he's dead, be sure to search him for the "Overseer Door Password". Now,
Nick wants you to let him out ASAP but you can explore a bit if you want (he
isn't going anywhere after all!). The note-able things you can do before
letting Nick out is to check out the door [Advanced] on the middle floor
(along the western end of the room across from where you came in), which has
mostly junk and some first aid items. Limit your exploration of the bottom
floor for now (you'll be making your way out of here soon enough), but there
is a Large Toolbox [Novice] down by the stairs (by the door), which you may
want to get now as you'll have a fight down there later.

When you are ready, go get Nick. With the password you picked up, you can
simply interact with the terminal to open the door and talk to Mr. Nick
Valentine... the Synth! Ha! Tell him what you want with him and he'll agree
to hear you out once you are out of here. Nick seems to be the very
personification of "Private Eye"! Before you follow Nick out of the room,
have things to pick up in this room, be sure to pick up the Speech Bobblehead
on the desk. This handy thing gives every vendor an extra 100 Caps to barter
with, which will certainly come in handy. There are also three Holotapes on
the desk here: V.114 Interview #3, V.114 Interview #21, and finally V.114
Interview #87. Be sure to listen to these in order, as they are just utterly
hilarious! Vault-Tec, always ensuring the most qualified people for the job
become Overseer.

Go ahead and follow Nick downstairs now. You will run into a handful of
Triggermen and - like all useless NPCs - Nick will give you the lead on how
to deal with them. Show off your murdering skills to Nick, then continue
following him through the room and down a hallway to reach a locked door,
which Nick will unlock for you. He's a fair hand at hacking terminals, and
can take care of all but [Master] difficulty terminals for you. Follow Nick
up the stairs and kill the man in the hallway you come across. Here you
should stop and look around: there is a chair along the eastern end of the
hallway with candles lit by it, near which you'll find the "Astoundingly
Awesome Tales" magazine! This particular one is "Volume #8", and will give
you +5 Action Points permanently. So very nice!

Continue following Nick through the bedrooms on this floor killing Triggermen
as they show themselves. On your way through, be sure to stop to loot a Wooden
Crate [Novice] in the second bedroom. Fight your way up to a set of stairs and
ascend to another hallway where two more Triggermen lurk. Take them both out
and pick a locked door [Advanced] to the north to find a good deal of Pre-War
Money Paper Money and a Safe[Master]. If you can't pick the lock now, keep it
in mind for later... you know, just in case you get a key to it, but what are
the odds of that happening? Across from the locked room is a nursery you should
check out as it has a First Aid Box.

Following Nick when you're done looting, leaving the vault to reach the main
"Check in" area. Nick will open the door like last time and warn you that he
hears "Fat Footsteps" outside, which is your cue to save the game. You can loot
more Vault 114 Jumpsuits here if you want, but after you've saved go ahead and
leave the vault.

Note: If you are interested in the speech options coming up, go ahead - and
equip Charisma-boosting gear at this point! Be sure to save!

Park Street Station
-------------------

Upon leaving the Vault, you will run into Skinny Malone and his new dame. Here
you will soon have some conversation options. The note-able conversation option
here is "Remember the Quarry" as told to you by Mama Murphy before you started
this mission. Pass this and Malone... will have a change of heart. He rebuffs
the girl and lets you leave peacefully by counting to 10 as you go. The
daughter will storm off as well. Barring that, you can encourage violence with
the girl if you wish (a much harder speech option) or just end up in a fight.
If you do have a fair fight (emphasis on "fair"), take out the Triggerman ASAP
as they have much lower health and can be dealt with easily. Then focus on
Malone and finish him off. If you managed to talk your way out though, you
could be... vindictive! As Malone is counting he and his men will not turn
around, meaning you can use explosives or even just get behind them and do a
sneak attack easily. It is cheap, but very effective.

Once you've dealt with the gangsters, continue to follow Nick outside. You'll
have to backtrack all the way through the tunnels but that's no big deal. Once
you are outside Nick will head west, so follow him until he stops in the
streets and lets you talk to him. He'll thank you and invite you to his office
to tell him more about your son. Respond however you wish, but note that you
do not need to escort him back (he'll make it back just fine). This officially
ends the "Unlikely Valentine" quest and, after a few moments, the next story
quest "Getting a Clue" will start.

REWARD
(For finding Nick Valentine)
XP 236


Trophy: Unlikely Valentine
--------------------------


(-NOTE-) Be sure to visit Sanctuary and talk to Mama Murphy for some
more of "The Sight's" help. She will ask for Med-X this time,
so give it to her for some XP and a tip about the next main mission.


REWARD
(For giving Mama Murphy a dose of Med-X)
XP 97

To continue with the main story you need to return to Diamond City and talk
to Nick in his office... but Nick can wait. There's a quest you may have
stumbled upon in Boston Common, and if you explored Diamond City, you almost
certainly started it by picking up holotapes and overhearing random chatter.
All that talk about Synths will have inevitably brought up the subject of the
Railroad, a pro-Synth organization that, as the name suggests, helps sentient
Synths escape the Institute. Such a clandestine organization with such a
powerful foe needs to remain hidden by nature, but with a little exploration,
even a well-meaning dinosaur from 200 years ago can find them. Even if you
don't care to start any new faction quests right now, it gives a fine excuse
to explore the north-eastern part of this island, and there's some exceptional
loot to be found here.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Road to Freedom >==O
``-.____________________________________________________[FO-20]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Live & Love
o Strength Bobblehead


Fast-travel to Boston Commons and, once there, what you want to do is talk
to the Tour Bot east of Swan's Pond. Ask him about the "Freedom Trail" to
learn a bit and, more importantly, be told that you can follow the red line
to follow the trail! Well then, that is handy! Note that there is also a sign
where the red line starts that says "At Journey's End Follow Freedom's
Lantern". There is also a "Freedom Trail Marker" at the very start that says
7A. Some kind of code? Yes, yes it is. Good to know, right? The Tour Bot also
has some history on this place if you want to talk to him again.

Your goal now is to "Continue following the Freedom Trail", so let's follow
the red line north. It will start out with you going to the north and wrapping
around to the west. Continue to follow it west past the rubble and when it
looks like it falls off, head across the street to pick it up again. You will
pass in front of the "Massachusetts State House" location and, in front of it,
look down for a "Freedom Trail Marker". Examine it to see that it says 4L.

Continue following the trail across the street to the south-east, past a
ruined car and down a sidewalk. Follow it as it turns a corner, going from
mostly south-east to north, north-east and keep your eyes on the ground to
spot the third "Freedom Trail Marker" between some stairs leading to the
nearby "Old Granary Burying Ground" and a bus. This one gives you the code
2A.

Continue to the north and soon there will be a ton of junk in the way. At
the corner though, you'll see the line crossing the street but more importantly
to the northwest is a Super Mutant stronghold. You can either wipe them out or
sneak by if you wish - there are only a handful of Super Mutants, and the loot
you'll find is a Steamer Trunk on the top floor. Once the muties are dead, get
back to the freedom trail. The red line that crosses the street actually
continues north still but on the right-hand side, and mostly obscured by rubble
for a while. Continue north-east on the rubble-strewn alley between the Super
Mutant stronghold and when the sidewalk appears again, follow the trail
south-east, then east across a road, where you'll find another Freedom Trail
Marker near a street light. The code this one gives you is 6O. Make sure to
head south from here to find a blue door leading to Goodneighbor, a community
in the depths of the ruins that'll be worth exploring soon. Enter the area,
discover it, then immediately leave; save yourself the trouble of finding it
again without starting anything important there.

Old Corner Bookstore
--------------------

Continue to the north and watch out for Mongrels as you go (they like to hang
out over here) then continue uphill and drop off a bus, which contains the
rubble to the south. To the right you'll find the "Old Corner Bookstore" here
in front of which you'll find the fifth "Freedom Trail Marker" with the code
3I. Since you are here you might as well explore the Old Corner Bookstore,
even though there's not much of interest inside.

Head inside to see that this bookstore is just... demolished. There are a few
goodies to be had here: behind the counter is a Caps Stash, the notes "Help
Wanted" and "Racetrack Advertisement", a Bobby Pin Box and a Nuka Cola Quantum
in a bucket. There is also an upper level here that you can get to from the
stairs on the left (or the junk on the right) where you can find a first aid
kit in the back. And that is it for this bookstore, so head back out.

Haymarket Mall
-------------

Take a break from the trail for now and explore another optional area by
heading north from the Old Corner Bookstore, where you'll find the
Raider-occupied "Haymarket Mall". Kill the grenade-happy Raiders, who will
man the tops of barricades and also rush out at you on ground level, then
head into the building.

This building, as one might expect, is absolutely lousy with Raiders, mostly
to the south on the upper floor. In their ranks you can expect to find one
with a Missile Launcher, which complicates things somewhat. If you want some
extra support, head east from the entrance to find a small room with a Security
Terminal [Advanced], which you can use to activate some turrets in the lobby,
as well as some nearby Protectrons. However you manage it, loot one of the
Raiders for a Haymarket Mall Key. Once that's yours, loot an upstairs room in
the north-eastern corner of the building to find a floor Safe [Expert] then
continue to the southern end of the building to find some stairs, which you
should ascend to find a Duffle Bag near a skeleton.

There are two places left to explore here; the roof, and the basement. Let's go
to the top, first, then head into the basement. Find an elevator on the western
side of the upper level and ride it to the top, where some Raiders will engage
in a losing battle with some Protectrons and Turrets. This time, the machines
aren't friendly to you, so be sure to wipe them out. They - and the Raiders -
can be found in an office room to the east (previously two rooms, but time
makes fools of us all), which can be reached via a locked door [Novice] or by
heading down a hallway to the north. You can activate the "Office Terminal" -
an unusually large computer for this function - which allows you to control
the Protectrons and Turrets. To the east you'll find a smaller office room
which contains a Safe [Expert]. After you plunder its contents, head into the
northern-most of the conjoined office rooms to the south and ascend a rubble
ramp to reach the roof. Save your game before heading up here, though, as a
most fearsome foe awaits...

Garden Terrace
--------------

Atop the roof of the Haymarket Mall lies the remains of a rooftop garden that
was, perhaps, once beautiful. As beautiful as such an urban garden next to an
elevated highway can be, anyways. Of more concern, however, is the current
occupant of this little slice of nature amidst urban sprawl; a leveled
Deathclaw. Sneak attacks, critical hits... you know the drill. Or you can
just come back in Power Armor, should you need the extra defense. Once it's
dead, loot a small building to the north-east to find a Steamer Trunk, then
go down an elevator to reach a floor with a Safe [Advanced]. If that's not
quite enough loot for your trouble, head down the nearby fire escape and
bravely cross some wooden planks to reach a still-suspended railway car, then
proceed to the north-western end of the cars (killing a still-vigilant
Protectron as you go) to find a second Steamer Trunk.

Congress Street Station
-----------------------

Return inside the Haymarket Mall and take the elevator back down to the
lobby, head downstairs, go through a doorway to the east then turn south to
find a locked door [Expert] leading to the Congress Street Station. Once
outside in the parking garage, head south down a ramp (ignore the Super Mutants
outside to the east - their time will come) and take an elevator up. From the
elevator head east across a broken floor to reach a door leading to the
Commonwealth Bank.

The place is surprisingly unoccupied, but there's a bit to loot. In an office
to the south you'll find a Safe [Novice] and behind a counter to the north
you'll find a Terminal [Expert] which opens the nearby Security Door, beyond
which you'll find a good deal of Pre-War Money and two Safes [Advanced] and
[Expert]. Next, continue through a doorway to the east, past some elevators,
then turn north and pass a stairwell before finally turning west to find a
door [Advanced], which just leads to a bathroom that only has a First Aid Box
inside. You can now take the elevators down to surprise some Raiders, but this
takes you further south and east than you need to go, so instead head back
into - and through - Haymarket Mall and return to the Old Corner Bookstore.

Mass Fusion Building
--------------------

From the Old Corner Bookstore head west through some rubble to find the Mass
Fusion Building (be wary of Frag Mines as you go!), outside of which you'll
find several Gunners. Take them out, then head inside the building where you'll
find a few more Gunners. Yay... another massive building crawling with Gunners,
as if you hadn't had enough of that after HalluciGen. Don't worry, though, the
loot in here is much, much better. Head up some stairs and turn north to reach
a series of small rooms, in the western-most of which you'll find a Security
Terminal [Advanced], which you can use to get more Protectrons and Turrets on
your side. To the east you can find a locked elevator which requires a Mass
Fusion ID Card to use, which won't happen until you come here later in the game.

Just as well, the loot you came here for doesn't require you to use that
elevator. Make your way to the southern end of the area to find three doors,
only the western-most of which leads anywhere. Disarm some Can Chimes, head
down some stairs, then loot a small supply room to the east [Novice]. To the
west is a more interesting room, where one of the few Gunners on the ground
floor may have lurked. Inside this room you'll find a Duffle Bag and a Wall
Safe [Expert].

You've not done all you can on the ground floor, so head up some stairs to
the east to reach the upper level, where many, many more Gunners patrol the
walkways. The more Gunners you can take out sneakily, with a long-ranged
suppressed weapon, the better. Make your way north through a doorway then
past a room to the east, which is uninteresting save for a rigged weapon.
Continue up some stairs to find another room, making sure to disarm a
Bathroom Scale rigged to a Tesla Arc. You can loot a small room to the east
[Novice] which contains little of value, but to continue on, head through a
doorway to the south, after looting some ammo near and within an Ammo Box.

Head south across the level and enter a bathroom, which has a grenade trapped
rigged up in the closed stall. Venture through a hole in the wall to the east,
then head up a ramp to reach a room with a "Records Terminal" in it with some
creepy office correspondence. Go through a doorway to the north, then into
another room to the east where you'll find some more Gunners in need of
shooting. Indulge them, then make your way west through one small room and
into another one, the latter of which is ringed with massive computers.
Despite the impressive name, the "Mainframe Control Terminal" only has the
other side of the emails you may have read on the "Records Terminal". After
reading the pre-war drama, head down a ramp to find a Duffle Bag and a First
Aid Box in a bathroom.

Return back up the ramp, head into the room to the east, then go through a
doorway to the south and up another ramp. Continue south into another room
with a few Gunners in it, then ascend yet another ramp to the east to reach
the floor upon which the Gunner Commander resides, on the northern end of
the level. You can reach this end of the level by heading west, though a door
leading to the "Mass Fusion Balcony", then through another door to the north,
or you can just head along the intact floor on the eastern end of the building.
Either way, kill this Power Armor-clad brute and loot their office along the
northern end of the level, where you'll find a Trunk full of goodies, a Mini
Nuke, an Ammo Box and a Wall Safe [Master]. The real prize, however, is in the
chamber to the south. Along the eastern end of the level you'll find a counter.
From here head west, over a green couch, and look down into the lobby. On the
head or a statue over-looking the lobby you should find the Strength Bobblehead,
awaiting a worthy new owner. That's you, by the way. Once you've made the
Bobblehead yours, head south, ride an elevator to the ground floor, then exit
the building.

The Boston Bugle
----------------

If you head north from the Mass Fusion Building you'll find The Boston Bugle.
A quest will take you here later, but it's not a bad idea to discover the place
real quick. If you want to explore it... well, there's not much to see right
now. Take an elevator to the third floor and search a counter to the east to
find a Nuka Cherry, kill a Protectron guarding the place, then head to the
western end of the second floor to find a door leading to an exposed exterior
room, where you can find a floor Safe [Novice].

Faneuil Hall
------------

Enough extra exploration, it's time to return to the Freedom Trail. Return to
the Old Corner Bookstore and from here follow the red line as it heads east.
You'll head up some stairs where you may find some Feral Ghouls to kill. This
upper area has a food stand on the right (Pre-War Money in the register) but
follow the line down the stairs to the east. This goes across the street to
the "Faneuil Hall" location. In front of the destroyed statue is another
"Freedom Trail Marker" which has the code 5R. Examining this Freedom Trail
Marker will be complicated a bit by the Super Mutants who patrol the front,
north, and rear of the building. After they're dead and you've found the
sixth piece of code, head on through the front doors into Faneuil Hall.

As soon as you enter, search under a table between the front doors to find
the note "Jamaica Plain Flyer", which starts a quest to "find the treasures
of the Jamaica plain". There's no rush to get started on this. Head down the
stairs and disarm the Can Chimes and kill the few Super Mutants residing in
this part of the building. When the coast is clear, head into a room in the
north-western corner of the building [Novice] to find two Cash Registers.
Not really a great reward for picking a lock, especially considering there
are many more outside in the main lobby. Head up some stairs to the east
(be wary of the Tripwire in front of the approach to the northern stairs!),
then immediately head up another flight of stairs to the west and go through
a doorway, where many more muties lurk, both on this floor and along the
balcony above.

Dispose of them by whatever means suit you best (sneaking and picking them
off with a suppressed gun remains a viable option) then get to looting. In
the bathroom to the north you can find a grenade trap waiting for you in a
closed bathroom stall - a rather common form of trap these days. In the
large, previously-occupied room to the west you'll find a Duffle Bag near a
stand upon which a podium rests, and near the podium itself you'll find some
ammo in and within an Ammo Box. Head up some stairs in the north-western or
south-western corner of the room, then follow the balcony east into the
smaller eastern room with the staircases you ascended earlier. Head into
small room to the north which contains a Duffle Bag and some chems.

Head up some more stairs to the south, disarm a Tripwire on the first
landing, then head west up some more stairs and through a door. Enter a
small room with a couch in it and grab an issue of Live & Love on a small
table nearby. In the next room to the west you'll need to dispatch another
Super Mutant and its pet, then continue west to find a Steamer Trunk with
some goodies inside. Loot it, then turn south to find a ladder leading to
the roof. Follow some platforms, then go up a ramp to reach the collapsed
gilded tower top, where you'll find the Gilded Grasshopper. This starts the
quest "The Gilded Grasshopper", and add the note "Food for the Grasshopper",
which directs you to find Shem Drowne's grave. There's no rush to go complete
this quest, either.

Finishing the Freedom Trail
---------------------------

Back to the Freedom Trail. Head back to the front of Faneuil Hall and follow
the trail as it zig-zags before running east along the southern side of Faneuil
Hall. There is an [Advanced] door locked on your right as you go, but ignore it
for now, as it just leads to the Raider camp outside of the Commonwealth Bank.
Continue following the trail and it will turn north along the eastern end of
Fanueil Hall, running into a giant collapsed billboard and disappearing behind
it. Head across the street to the north to pick the trail up again, as it runs
east along an intact traffic light. Continue following it as it runs east,
then north, occasionally vanishing under rubble to reappear again. Along the
way you may run into a Super Mutant and his Mongrels as you head up on the
right, so beware. Exterminate them and examine the sixth "Freedom Trail Marker"
outside of a house to the west to get the code 8D. From here follow the trail
north, then west, up some stairs and around an equestrian monument before
finally reach the Old North Church, in front of which you'll find the seventh
"Freedom Trail Marker", this one bearing the code 1R. Since you've looked at
all of these markers, let's recap them:

7A
4L
2A
6O
3I
5R
8D
1R

And if you put them together by number you get: R A I L R O A D. Not very
creative, but you seem to have found a password at any rate. With that done,
let's enter the church already!

Old North Church
----------------

Another destroyed location, but you are here with a purpose at least. Note
that inside the church itself there are a few Feral Ghouls that will rise up,
so take them out (there are three in total - two near the entrance, one in
the back).

The door you need to go down is to the right, which leads downstairs, but
before going down there note that you can head up to the second level via
the stairs in the back (although there is really nothing up there besides a
lunchbox on the left) and in the very back you can find the door to the
steeple. The steeple is a small area but does have a Caps Stash and Bobby
Pin Box. Don't try to go on the roof though... it is really too steep for
you to move on properly, so just head back inside.

Head down the stairs now and you'll end up in a lower sewer area. This area
is very linear, with plenty of areas that look like they may branch out to
other paths but they do not. What you can expect down here are various Ghouls
dotting out path, so kill them as you go and soon you will come to a "Freedom
Trail" icon, with a wire conspicuously sticking out of it. This is a puzzle,
which thanks to your efforts earlier you already have the answer!

What you need to do here is to spell out the word RAILROAD with the icon. You
can spin the icon Clockwise and Counter-Clockwise by inspecting the outer ring
(which is admittedly hard and weird to do at times), moving to the letter you
want (Start with "R" of course), and then HITTING THE BUTTON in the middle.
Do that for each letter (which, again... is tedious) and the door will open up.

Save here and put on your Charisma gear. Head forward to meet the Railroad...
with guns drawn on you, demanding to know who you are. You have the chance to
pass an easy and then hard speech check here, so try to pass them if you can
for XP (and re-load and pump up your Charisma further if you want). Eventually
you'll just need to tell them that you are following the Freedom Trail and you
heard about them from Diamond City. A man named Deacon will actually vouch for
you (and likely bring up your latest victories while he is at it). Finally you
can tell them you want to help Synths (or fight the Institute) to be accepted
and officially finish this quest. You will then be told to talk to Deacon to
continue on as this quest finishes and the next Railroad Quest, "Tradecraft",
begins.

REWARD
(For discovering the location of the Railroad)
XP 354



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| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Tradecraft >==O
``-.____________________________________________________[FO-21]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales #9
o U.S. Covert Operations Manual


Since you've found the Railroad, you might as well help them out a bit, get
access to their organization (and some choice loot inside), and to do this
you'll need to talk to Deacon. Keep your Charisma gear on to pass some checks,
which will get him to reveal he's been scouting you out. Pass the checks, ask
about his job, then agree to help him without much information and he'll tell
you to meet him under the Lexington Highway, the highway that runs east/west
through Lexington. He, however, will want you to meet up closer to Walden
Pond, between Rocky Narrows Park and the Drumlin Diner.

To get there efficiently, fast travel to Walden Pond, which is south of Concord
in the north-western corner of the map. Deacon will be just to the east, but
beware of Gunners who may attack from the freeway, who certainly respawned by
now. Once you meet up with Deacon you'll... well... notice that he's fond of
his disguises. Well then, ask him what you are doing and he'll inform you that
you are heading to their old HQ to retrieve an item... after talking to a
"Tourist" to get some intel. Go ahead and follow Deacon now and he'll explain
the Railroad's codes to you, showing them to you as you go.

Continue to follow Deacon on the highway and you'll be ambushed by some Ghouls.
Help him take them out and continue. The bus up ahead has two more Ghouls in it,
so enter it and take them out (one to the left, one to the right), then grab
the Nuka Cola Quantum by the driver's seat. You'll find a camp further along
the road, so raid it for supplies and head onward. Deacon will mention that no
matter what the Tourist says, to reply with "Mine is in the Shop". Head onward
to meet the "Tourist".

Here you can use the "Railroad Password" or just... say whatever you want to
have Deacon cover for us. Heh. Ricky will then give you some intel, mentioning
that the front entrance is a minefield and heavily guarded, and tells you if
you want any further help to ask.

At this point you can choose to ask Ricky for a few things, all of which
require speech checks, so use that Charisma gear if you have it. If you can get
a moderate speech check you can have Ricky either give you some extra supplies
or provide sniper fire. If you can pass a hard speech check, you can have him
make a distraction. Honestly the way you are going you may as well just ask
Ricky for supplies, and even then just to get the speech check XP.

Head back the way you came and Deacon will soon stop you and ask you to decide
whether or not to attempt a frontal assault or to go through the escape tunnel.
Honestly, this is not very much of a decision. For what it is worth, you are
going to explore both eventually, but for a tactical advantage you want to take
the escape tunnel, so choose that option and keep following the guide (and
yes, this means Ricky isn't lying: the front is well guarded).

Decide to take the tunnel and you will have to head back off the freeway (you
may be tempted to jump, but do not) and head north-west. If you convinced Ricky
to snipe for you, he will follow as well. Head north-east along a railroad and
keep an eye on the boxcars as you go. Just beyond an orange boxcar you'll find
a cage with some Power Armor inside. Alas, the door to the Power Armor cage is
locked. If you search inside the orange boxcar, however, you can hack a
Terminal [Average] to unlock the door and claim a fresh, full suit of Power
Armor, ready to go with a Fusion Core already inside. You can either take it
back to a settlement and store it, or use to to make the next mission a breeze.
Your call. Etiher way, continue on to the objective marker and you will come
to a drainage tunnel (you will likely get attacked along the way). Enter the
tunnel (which cleverly has heavy foliage to disguise it) and the door afterward.

Sewer
-----

Deacon will chat at you a bit and tell you your purpose for being here, after
which, continue forward to find a locked door which can only be opened by
hacking a Terminal [Master], a feat Deacon will manage for you if you wait too
long. Head forward to a locked door. Once it's open, head through the door to
find more Railroad markings and the body of Roger, one of many, many named
bodies you'll find along the way. They weren't exaggerating the extent of the
catastrophe that befell the Railroad here.

Continue down some stairs where you'll find several more Synths to destroy,
after which you'll find the body of Sly Nicholas and some Turrets to loot.
Continue on past the body of Francis O'Dell and Deacon will point out another
terminal, which you can use to turn on the turret up ahead to give the enemy
a surprise, but it will get shot up in seconds. Still, it is a good diversion.
Do it and join the attack to kill the Synths you find, then enter a pipe and
travel inside of it until you reach another small chamber with a locked door.
This one is opened by a Terminal [Novice] so go ahead and hack it and open up
the way forward. This next room has multiple Synths in it, all of which can
easily - and stealthily - be taken out.

Once the gunfire stops, go through some blue double doors to the south-east
to find a small room with a Fusion Core and a bed in it, should you need a
nappy-nap. The terminal in the lower, larger room also has some interesting
notes about the war, but head up to the center room and check the middle desk
up here for a U.S. Covert Operations Manual, which when picked up will give
you a welcome boost to your sneakiness. The two computers up here are both
[Expert] terminals, and the "Central Terminal" just has some flavor text
while the one by the door can turn off the Laser Tripwires in the hallway
beyond. Turn them off if you want, but if you leave them on you can get XP
for disarming them, as well as components.

Do what you will with the tripwires, open the doors, and proceed south-west
down the hallway to find two doors, one to the south-east and one to the
north-west. In the former path you'll find two Synths who should be promptly
taken out. After they're gone you can safely explore the north-western path,
down when you'll find two bathrooms (one with a Synth inside) and a door
[Advanced], beyond which you can loot a Duffle Bag and a Toolbox. Not very
interesting.

Take the south-eastern path, then, until you reach a hallway with a Synth.
Take him out and go down a hallway to the north-east to reach a room with
three Synths in it, one of which is a Leader. Take them all out and loot a
Steamer Trunk, then head into a caged-off area to the north-east to find a
table upon which rests a Bottlecap Mine and two Hazmat Suits. While you're
busy looting, Deacon will use a terminal nearby and opens up a security door,
beyond which you'll find another dead Railroad member, but this one has a
treat for you (thanks to Deacon anyways): the "Deliverer", a suppressed pistol
that "Improved VATS hit chance, 25% less Action Point cost". Not too bad but
by now, you've probably seen better. Loot the room now for a Mini Nuke, two
Stealth Boys and what you came here for; "Carrington's Prototype".

Head back to the hallway and note (using VATS) the mines in the central path.
Three Cryo Mines. Disarm them all, then head into a room to the south-west to
find a "Research Terminal" on a desk which is worth a read. Afterward, hack a
Terminal [Novice] on the wall to the south-west and use the terminal to open
the door to the north-west, beyond which you'll find a Bobby Pin Box and some
chems.

Return north-east to the hallway and head up some stairs past where the Cyro
Mines were to reach the entrance room, where two more Synths lurk.

Take them out and pick the locked door [Advanced] near the stairs to find a
Fusion Core and a Toolbox. Once looted, head up and interact with another
Terminal to power up the elevator, then ride it on up. Move the bookcase you
find yourself behind and head up the stairs to surface in an abandoned shop
south-west of Super-Duper Mart.

Out here you should save your game then head up the stairs. There is an
"employee only" area nearby (with junk) and more stairs heading up that you
should leave alone for now. Out in the main dining area are three Synths and
two turrets. Once you clear the front out, go up the stairs and take out the
turret up there as well. Loot afterwards. And, just like Rusty said, there
are mines all over in front of the store, so feel free to disarm and collect
them.

After the fighting is over Deacon will tell you that he is heading back on
his own, so once you are done with this area go ahead and fast travel back to
the Old North Church. Head down to the Railroad HQ and you will hear Deacon
telling Dez all about your exploits (and lying quite generously on your behalf,
at that). If you wish, put on your Charisma gear and save, then talk to Dez.
You can attempt to pass a moderate speech check with her to agree with Deacon,
but no matter what you do she will be quite impressed and will offer you a
place in the Railroad. Ah shucks... go ahead and accept to finish this quest.
Dez will also have you pick out a codename, so pick whichever one you wish,
but choose carefully! An agent is only as good as their codename!

REWARD
(For joining the Railroad)
XP 354


Trophy: Tradecraft
------------------


Railroad HQ
-----------

Once you've joined the Railroad, follow Dez into the Railroad HQ. The quest
"Boston After Dark" will start, but like with most factions, right now you'll
just be joining them, scoring some choice loot, and returning to their
questlines later on in the game. When you reach the Railroad HQ area head
north to find a round stone table in the center of the chamber. From here,
turn west to find a desk, upon which rests Astoundingly Awesome Tales #9.
South-west of this table you'll find a nice supply of chems lying around on
various furniture while to the south-east you'll find a lot of valuable junk.
There's also First Aid Boxes and Ammo Boxes lying around. Consider it part
of your reward for joining the Railroad.

After you're done looting, you can talk to Glory and tell her about your
mission and ask her about being a Synth. Drummer Boy will complain about
his job, and if you talk to Deacon, you can get him to join you as a
companion. If you find P.A.M. you can learn about the machine's predictive
capabilities, but she's fairly uninteresting. A far more unique character
is the chronically paranoid Tinker Tom, who will tell you the myriad crazy
ways he thinks the Institute spies on people. Doctor Carrington will try
to talk him out of his silliness, but he'll persist, and try to peddle some
dubious concoction on you... which will nearly kill you. Drink the concoction
or decline, then pass a speech check. Either way, he'll offer to sell you
stuff once your encounter is done.

While you're here, you might as well also talk to Doctor Carrington, who
will take the "Carrington's Prototype" device you recovered earlier. After
this he'll give you the specifics of your next quest: you need to help out
a synth designated H2-22 at Bunker Hill. More details can be found by
picking up a dead drop left by Old Man Stockton. It'll be a bit befoer you
get back to this, but it's a good start to at least advance the quest to
the point where it won't require you to come back to the Railroad HQ. If you
talk to Carrington again he'll offer up his services as a doctor, as well as
reveal some of Dez's shortcomings if you pass a speech check. Once you've
done all that, leave the Railroad HQ.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< SUNSHINE TIDINGS CO-OP AND SURROUNDING AREAS >==O
``-.____________________________________________________[FO-22]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Overdue Book x4
o Tales of a Junktown Jerky Vendor
o Unstoppables


You've explored everything in a line north-east from Diamond City now, with
the conspicuous neglection of Goodneighor. But before you tackle another
city's quests, you should finish up Diamond City's side-quests. If you're
wondering, it'll be a while before the guide takes you back to Nick and the
main quest... there's lots of exploration to be done (very lucrative
exploration in many cases) before you need to bother advancing the main
story any more. With that in mind, return to Diamond City and enter the
Colonial Taphouse in Diamond City, up where the big-wigs of the town live
(facing the town entrance, take the catwalk on the left upward).

Colonial Taphouse
-----------------

Once you enter you will see a man named Paul trying to get his wife to leave
with him, but she is having none of it. He will eventually get in a fight
with the barkeep, who he suspects is fooling around with his wife, but he
will end up losing the fight (just watch it for now). After witnessing the
fight, go talk to Henry and ask what that was about. Darcy and Henry will
both comment but nothing really pops up. What you need to do here is go find
Paul outside wandering around town and he will ask you for a favor.

Once you find him, save your game and equip your Charisma gear. Paul will ask
you to help him out and come with him to get Henry to leave Darcy alone. Well
then... you have a speech check check here if you want to get paid (an easy
speech check) as well as a second speech check for you to go along (a moderate
speech check). It's recommended that you manage to pass both, although if you
don't Paul will just go with us. Still, pass the speech checks for the XP.
You will officially get the quest at this time.

Now head up to the Taphouse and keep your Charisma gear on. Talk to Henry now
(Darcy will be gone, you will likely see her on the way up) and tell him you
have a problem. Tell him it is about Darcy and then you can use a "Threaten"
moderate speech check to intimidate him, or pick from two easy speech checks.
You would think that would be the end of the quest, but this quest stretches
out amazingly long. Henry will apologize and pledge Darcy will never set foot
into the bar again. Ask for something "more concrete" and Henry will then tell
you about a drug deal he is doing with the Latimer kid that he is offering to
you (which is a bit weird, but go with it). You can ask questions about it but
in the end, agree to go with Henry. At this point, you should wait for Henry
to leave the bar after which you can loot whatever you wish here without worry.
This includes the "Gwinett Ale Brewing Subroutines" behind the counter, the
ammo box behind the counter, and an [Advanced] locked safe. Very nice.

Note: During the confrontation with Henry, you may end up fighting him - or
just choosing to attack him (both are valid options). If that happens, you
have little choice but to kill him. Should you do that, you can check his
corpse for the "Henry's Note", which details the drug deal and gives you its
location by the "Back Street Apparel", which is the game's way of making
sure you can't miss this quest just because you happened to kill Henry. The
approach covered in this guide is the "Better Alive than Dead" approach,
but feel free to kill him if you have a mind to.

At this point the quest diverges wildly depending on what you tell Paul.
You can essentially do one of two things here: tell him about Henry's deal
or leave him out of it. There are honestly good and bad points to each
choice. If you leave him out of it, you will gain much more loot later on...
Like, a ridiculous amount. If you tell him about it, you will gain a helping
hand (which doesn't count for much, honestly) and you will have the option
for two speech checks during the quest. You will get less loot though... well,
to be fair, you'll get less loot if you are not a complete murderous psychopath
and choose to kill for his share. Since Paul's help is dubious, at best, and
extra loot it not, it's suggested that you keep Paul in the dark.

Put Henry on ice and go find Paul (he is often in the Dugout Inn, but follow
the marker). Once you talk to him you can either tell him about the deal or
say "Good Luck" and he will drop it. Talk to him again to assure him that Henry
won't be a problem with Darcy anymore as well, and he will give you the caps he
promised earlier. If you happen to bring him along on the drug deal, he will
head out at this point.

Note: If you don't bring Paul along, it is highly recommended that you - make
a ton of space in your inventory. Take only your armor, weapons and a stock of
healing items. Store everything else. You are going to want the space for the
rest of this quest.

The Drug Deal
-------------

Now, the drug deal is going on at a place just to the north of the city: Back
Street Apparel. Outside of Back Street Apparel, to be specific. You can walk
there with Henry if you wish, as it isn't a long walk. Along the way he'll give
you some flavor text and, when you reach your destination, he'll also furnish
you with a plan of attack. You can either send him in first or not. Up to you.
Approach the drug deal and you'll spot Nelson Latimer waiting on Henry. The
drug dealers are men of a man named Marowski, a drug runner living in
Goodneighbor and they are joined by three Triggermen here and Trish, the boss.

While you can go up and talk with them, there is little point in doing so, as
you are going to get into a fight no matter what you do. The smart thing to do
here is to go walk behind the last Triggerman facing the farthest away and
take him out with a powerful close-range weapon (melee, shotgun, etc). Then
immediately enter VATS and take out the other Triggerman and Nelson, but leave
Trish alone.

Once you have done that, save the game and put on your best Charisma gear, as
you are now free to talk to Trish (she may take a few pot-shots at you, but
she'll stop being hostile shortly). Talk to her immediately as if you take too
long to talk to her, Henry will take her out. Trish will beg for her life and
swear that she won't tell anyone what happened here. Ask her how you can trust
her and she will offer to give up Marowski's lab, claiming that there are a
ton more drugs there and this deal is small fries! Tell her to go on (in spite
of Henry's complaints) and she will want your word. This is the first speech
check here, go with the "Tell me first" option. If you fail it, Trish will
attack but if you succeed she will start to describe where the Drug Lab is:
at the "Four Leaf Fishpacking Plant". From here ask her about "Secure" to
learn it is crawling with Feral Ghouls, then pick "More to it" to learn the
door is only opened by tripping the correct laser wires in order. Finally,
ask her the "How do I get in?" question and she will give you the password
for the terminal to the place, "Applejack", which gives you the key item
"Four Leaf Security Password". This is the reason you needed to talk to her:
getting this item is much easier than worrying about which laser mines to trip!

This is all followed by your assurance that you aren't killing her, which is
another easy speech check (based on whichever speech check you choose). However,
if you have Henry with you, he will not let Trish go, gunning her down (Paul
will help if he is here as well). You can also help if you want. So much for
promises! Note that her corpse has the "Trish's Note" item on it, which tells
you which Laser Tripwires to trip and in what order to get into the Drug Lab.
This is in case you never got a chance to talk with her (so the quest can
continue no matter what).

At this point, you need to go loot everyone, including Nelson Latimer who has
a whopping 862 Caps and the "Latimer Residence Key". Henry (if he is here/still
alive) explains that he is going to leave Diamond City and go on the run, which
he has been planning to do for a long time. He won't tell you where he is going
though. After his explanation and your one dialog chance, Henry will be off.
If Paul did not come with you, all the drugs and the Caps are yours. Each box
has 10 each of Jet, Mentats, Psycho, and Buffout, with six boxes (five in the
front, one behind the first five), for a grand total of 60 Jet, 60 Mentats,
60 Psycho and 60 Buffout. Ridiculous. If you did bring Paul, you will have to
split the loot. Paul of course suggests a 50-50 split. You have several options
here. The first is that you can kill Paul and take everything (you monster,
you!). You can also go along with the 50-50 split, which ends with Paul taking
all of the drugs and you keeping the money. While the drugs seem to be worth
more, Paul writes this off as giving the mayor his cut and the hassle of
transporting and selling them. A third option is a moderate speech check of a
70-30 split. If you pass this, Paul will be content with 500 Caps while you get
everything else. The final option is to threaten Paul by saying you are taking
everything. This leads to a hard "Threaten" speech check, but if you want to go
that route, go for it. Paul will go away empty-handed.


(-NOTE-) Paul might take the drugs despite a successful "Threaten" speech
check, so be wary: the game doesn't seem to be playing by its own
rules at times!


Now that the drug deal has been busted, the only thing left to do on this
quest is to follow up the Drug Lab tip and: "Gain access to Marowski's chem
lab". Note that "Four Leaf Fishpacking Plant" is a ways south-east of the
city... which just gives you an excuse to head down in that direction and
explore everything along the way. Huzzah! You've already made some progress
in this direction, so you first stop should be the Wilson Atomatoys Corporate
HQ, which is just east Layton Towers, although it may be safer to fast-travel
to Hubris Comics and head south.

Wilson Atomatoys Corporate HQ
-----------------------------

When you arrive, scout the exterior of the building to find a few Super
Mutants and a Mutant Hound. This should leave little doubt as to what awaits
you inside. Once the outside is clear, enter via a door on the southern end
of the building. After entering you'll immediately be confronted with locked
doors. To the right is a [Master] locked door (that surprisingly doesn't ever
need to be opened) and in front of you is a door that needs an ID Card Reader.
Well... yeah... coming back for those.

Head through an open door to the left but be sure to disarm the chimes first.
Kill the Super Mutant in here and open the door in the back after grabbing
the Fusion Core in the northern corner of the room. Head left from here (you
can climb the elevator to the west, but let's take a thoughtful approach -
but be sure to grab a loose Fusion Core from the elevator!) and kill the two
Super Mutants you see in this "prison room". There is a [Novice] door lock
here you can open if you wish and some poor humans you can loot. There is also
a Caps Stash past a broken concrete wall as you continue to the east.

Enter a room full of Giddyup Buttercup toys (which are treasure troves of
crafting components, well worth picking up) disarm the Bathroom Scale rigged
to a Makeshift Explosive, then head up a ramp. Kill a Super Mutant in the room
above, then head south into a hallway, where more Super Mutants lurk. The
left path leads to a dead end where you can score a Duffle Bag, after which
you'll want to head into the bathroom. Head through the bathroom and open
the door you find, following this broken area to another door.

Go through a pair of doors, then pass north through a room with a hole in
the floor and into another room. Kill the Super Mutant you may find here
then search the room for some Super Mutant Cowl Armor, which is for your
companion Strong. Go through an unlocked door to the west to reach a small
office. The desk in the corner here has the note "Buttercup Sales" and the
"Wilson Atomatoys ID Card" laying on the desk, which is a key item. You have
two terminals you can check in this room as well. Read both of them (every
entry) and you will get the location "Wilson Automatoys Factory" put on the
map, which is located far to the south. Like, really down there. You'll also
find the "Marc's Warning" holotape on another desk.

Head back to the larger room to the east and hack a door [Novice] to the west,
beyond which is a First Aid Box on a shelf. Once that's yours, head down the
slope in this room, passing quickly past some nasty radiation barrels and into
a computer-filled room to the east. Hack the "Mainframe Access Terminal"
[Expert] to open a door to the north, beyond which you can find some loot
including some chems in an already-opened safe, some ammo near and within an
Ammo Box and a Tool Case.

Head into a room to the east and turn south to find the door near the
beginning of the building which can be opened with your newfound ID Card.
Do so, if you wish, then head up some stairs to the south and through a door
to the west. Be ready to kill some more Super Mutants, as they may dwell in
the room beyond and/or on the upper level. Search the receptionist desk in
this room to find a "Reception Terminal", next to which is an "Office Note"
which will allow you to bypass the need to hack a terminal later. Next head
into some offices to the east to find the Wilson Atomatoys HQ Key on a desk
(this opens the [Master] door you passed twice now) then hack the nearby
"Security Terminal" [Advanced], which will also allow you to bypass the same
terminal the "Office Note" did. Once done head into the office to the north
and ascend a ramp.

In the room you reach above the ramp, make your way west through a doorway,
then turn south and walk along a sliver of remaining floor, then enter a
small room to the east, where another Super Mutant may lurk. Kill it, then
loot the conference room to obtain a Nuka Cola, a Nuka Cola Quantum and
another Wilson Atomatoys HQ Key. Leave the room and continue south to find
a door [Expert] which can be opened with the aforementioned key. Beyond is
Arlen Glass's office, the deposed mind behind the beloved Giddyup Buttercup
toys. Using his "Development Office Terminal" is yet another way to get the
password found on the "Office Note". Speaking of which, turn east to find
the "Development Lab Terminal" [Master], which can be opened by the password
you could have obtained so many different ways by now. Beyond this door you'll
find another Development Lab Terminal, in which you can find "Marlene's
Holotape". Also be sure to unlock the Safe [Master] in this room, either
with skill or with the terminal.

Leave this room and head west, then enter the first room you find to the south,
where a leveled Super Mutant lurks, and another, even more powerful one can
be found in the room to the east. This first room is a boring office room,
south of which is a storage closet with some junk. The room to the east,
however, is the President's Office, which contains the "President's Terminal",
which describes just what the SCYTHE program is. In a trash can nearby you'll
find the "Arlen's Manifesto" holotape, which reveals the nature of the
conflict between Arlen and the president. Loot a nearby Steamer Trunk then a
wall Safe [Advanced], then, if you wish, you can loot the president's desk
for yet another Wilson Atomatoys HQ Key, as well as a Resignation Letter.
Finally, along the southern end of the room you can find a Duffle Bag and
some Super Mutant Shoulder Rags.

Leave the President's office by heading north to reach a small room. If you
turn east you'll find an elevator, in which you'll find a gun near a skeleton.
If you go north through a door you'll reach the roof, where a few more Super
Mutants may lurk, if you didn't kill them from below earlier. Your reward for
diligently searching this roof is an Ammo Box nestled into an over-turned desk
and yet another Fusion Core nearby.

D.B. Technical High School
--------------------------

From the entrance to Wilson Atomatoys Corporate HQ head north back to the
street and continue east. It won't take long before some Raiders (hiding in
a yellow school bus) attack or notice you. Head south and wipe them all out.
You will also discover "D.B. Technical High School" here, which has an
entrance on the west side in the building (double doors, can't miss it).
Might as well explore this place as well. Unlike the last building you places
you've plundered, you'll actually get some note-able loot here! This includes
a Fat Man (if you don't have one yet), a Minigun, a skill magazine
(Unstoppable) and a unique piece of armor. Not bad... There's also an
Overdue Book in a Pulowski Preservation Shelter along the northern end of
the building, which you should grab real quick.

This school is full of Raiders, and they ain't here to do no book-learnin',
so be ready. It is very likely that at some point this entire area is going
to turn into a giant fire-fight. Head on in with that in mind (good time to
save) and the double doors on the right are chained, so you'll be forced to
go left. Here, behind the table, is a hidden Bottlecap Mine, so be careful.
Note that you can go up here, but continue past the ramp for now. In the next
room there's a Tripwire you'll want to disarm, unless you fancy the thought
of being shot in the face by a rigged gun. Continue on to a sleeping area
(with some lovely heads on display) and kill any Raiders you find. Once done,
loot some shelves by a dead body to obtain a Mini Nuke and a Caps Stash,
then search the desks with some broken terminals on top of them to find an
Overdue Book. Next, turn your attention to a Book Return Machine along the
northern wall, which only contains junk, but junk that will be pointed out
nonetheless.

o===============================o===============o=======o
| Item | Cost |Number |
o===============================o===============o=======o
| Undamaged Camera | 36 Tokens | 4 |
|-------------------------------|---------------|-------|
| Gum Drops | 10 Tokens | 5 |
|-------------------------------|---------------|-------|
| Toothbrush | 2 Tokens | 1 |
|-------------------------------|---------------|-------|
| Toy Rocketship | 14 Tokens | 1 |
|-------------------------------|---------------|-------|
| Teddy Bear | 6 Tokens | 4 |
|-------------------------------|---------------|-------|
| Toy Car | 10 Tokens | 5 |
o===============================o===============o=======o

Return back south to the room with the ramp and ascend it to reach a small
room with a Terminal [Novice], which you can use to turn off the spotlights
in this place, which will make sneaking about somewhat easier. Continue
north into a room, grab an Overdue Book from atop a wooden desk, then head
east through a doorway (not the hole in the wall). Be wary of Raiders around
here; they patrol this upper level and the eastern half the building, and
it might not be a bad idea to run around and exterminate them all on this
floor before continuing on. In any event, proceed east through another
doorway to reach a room above an cafeteria, below.

From the room above the cafeteria head south, past some stairs to the east,
and into a room with a bonfire burning. There is a Terminal [Novice] over
here that discusses the Raider boss and the monster that torments them.
From this room head through a wall to the west through a small office and
into a wide, locker-lined hallway. Turn north to spot a turret, then
continue west into a room with a Terminal [Advanced], which controls said
turret. Do what you will with it, grab an Overdue Book on a table, then go
through a hole through the wall to the north, turn east and pick your way
across a broken floor, then turn north and continue down the locker-lined
hallway. Keep your eyes to the west to spot a door [Advanced], beyond which
is a small storage closet full of junk. Once you've looted it, return to
the room with the turret control terminal and drop down the hole in the floor
north of said terminal to reach a room beyond the chained door near the
entrance to the building. Unlocked a latched door, then open a chained door
before looting a Safe [Advanced] and an Ammo Box [Novice]. From here head
east to find the stairs you bypassed earlier, which has two doors along the
stairwell; one [Expert] which leads to the eastern end of the exterior of
the building, and a higher door which leads to the roof, where you'll likely
find some Raiders milling about.

Return to the cafeteria on the main level of the school - not above it this
time, but actually entering the cafeteria - and search around for a Bottlecap
Mine Bottlecap Mine in the kitchen area. Now make your way to the
south-eastern corner of the cafeteria and descend a ramp to reach the
basement, where all the real goodies can be found. Go north past the ramp
and open some double doors [Advanced] to reach a room with a Power Armor
Station inside of it then continue into another room to the west. To the
right is the "Generator Room" which is another small dungeon, but note the
hole in the wall up ahead.

Up ahead is a room with a small lake in it and, on the right, a Raider named
"Bosco" sitting on his "throne". Bosco really isn't a proper boss as he is
just a level 24 Raider and can be killed in one sneak attack, so sneak up to
the hole in the wall and see if you can't take him out with whatever
long-ranged weapon you have handy. In the room are a couple of other Raiders
and in the corner there is a turret. Let the Raiders come to you and take
them out, taking care of the turret last.

Time to get your loot now! Bosco actually has an uncommon "Mascot Head" helmet
on him. Also be sure to check out the north-western corner of this room to
find an Unstoppables book, a Fat Man and a Steamer Trunk to loot. On top of
all this is "Boscoe's Terminal", which is some more great flavor text on what
happened to Boscoe exactly. Who is the real monster!?

You're now done with this area, so feel free to look around and lot if you
wish. Remember the nearby "Generator Room"? Might as well explore that next,
since you're down here and all.

Generator Room
--------------
The first thing to do here is head to the back and in the corner you can get a
Fusion Core. Pull it out and get ready to kill a ton of Raiders down below. Of
note there is a Raider with a Minigun below that will tear you up if you
aren't careful, so be ready for them and get a sneak attack on the Minigun
Raider if at all possible. Clear out the tunnel from there.

One thing of note in this first area (besides how awesome it is that this
tunnel connects into the school nearby, that is just fantastic) is that there
is a [Novice] door lock on the left. Before you pick it, head forward and take
out the turret in the corner, then go pick it (the turret is looking away from
you, so that should be easy). Pick the door and inside the room you open up is
an [Advanced] safe in a corner. Across from the door you came in is another
[Advanced] locked door. You can use the terminal nearby if you don't want to
pick it. Be sure to loot the cash registers here as well (lots of pre-war
money).

The path where you took out the turret loops around to the other side of the
subway tunnel (on the way is a can trap you can disarm). Over here there are
several Bloodbugs that you should take out (they are resting against the far
wall and ceiling). There are also some bathrooms over here. Of note is the
woman's bathroom: there is a pressure plate trap on the top that you can
disarm for some XP. It drops a grenade if you don't find it and open the
door. By the stairs over here are some Nuka Cola machines (two Quantums!) and
a door to the left. Inside the door to the left is a [Novice] locked toolbox
that you can pick. Head up the stairs now to the station proper.

Sneak up near the top as there is a Raider in the office area. You can take
her out easily with a sneak attack. There's a number of things to note up here,
like the [Expert] Terminal that controls the Protectron (really not worth it
for one Raider) and the back of the office area that has an [Expert] safe in
it. You can also check behind the counters here for a Caps Stash as well. Be
careful as you leave this area heading out the subway tunnel as there are
some Bottlecap Mines on the way out. You will be able to leave this area now
for the "Theater District" which, once you load out on the map outside, will
automatically give you the "Medical Center Metro" landmark.

Now, from here you want to head east but on the way you will very likely
discover the "Mass Bay Medical Center" landmark. There are Gunner enemies to
the north up here, so sneak up there and take them out, then take the nearby
doors into this medial center.

Mass Bay Medical Center
-----------------------

There aren't a lot of enemies in this area, so this should be pretty fast.
Explore this first floor and kill the Gunner you find. There's a lot of junk
here, if you fancy such fare. There is also an exit to the west on the first
floor as well (if you go outside, there is another Gunner, but you don't need
to). Near the west exit is an [Expert] terminal that controls the Protectron,
but there's not very many enemies here, so don't worry about him. Head up the
stairs to the second level now. Note that these stairs do not go up to the
third level, so you'll have to explore some more.

Kill any Gunner's you may find up here and check out the south-east corner for
a [Novice] cell you can unlock (for loot). Make your way to the south area on
the second floor to the proper "Emergency Room" area. Now, nearby is a
staircase that actually goes down to the first floor. You can explore that
really quick as there is a turret down there (in the elevator, be ready for it)
and an exit to the north, but nothing noteworthy is down here. Instead, head
back upstairs and enter the "Emergency Area" and check the room on the left
for a [Novice] lock. There are a quite a few rooms in here with quite a few
medical supplies, so be sure to stock up. There is also a Chemistry Station
in here, as well as a [Novice] terminal that control the nearby Protectron
again (which again you don't need). The far door back here also has an [Expert]
lock. If you can pick this, you will be treated to quite a scene, as well as a
room with a Flamer and some Flamer Fuel.

Head to the north-east corner now and notice the slope going up to the third
level. You may be able to kill a Gunner here from below if you want. There is
an office nearby the slope here (just to the left) that has a [Novice] safe
and a [Novice] terminal (which can unlock the safe... not that you need it).
Loot the area and then check out the rooms to the east. There are all sorts
of things to find, including a "Short Syringer Rifle" which - if you haven't
seen one of these before - uses "Syringer Ammo" to do all sorts of funky
stuff to enemies. You can even craft this special Syringer Ammo at the Chem.
Stations so be sure to check it out.

Ascend the ramp to reach the third floor, where you'll find an Assaultron.
Once you destroy him head to the door on the west to reach some stairs and
head up to a fourth floor. This leads to a small area with an exit that leads
to "Medical Center Station North". Before you head outside, though, turn
south and take an elevator up to reach the "Mass Bay Medical Radiology" floor.
On a balcony to the east you'll find a Gunner Commander, who can be reached
by going up a ramp made out of debris and a wing. If you can take him out
sneakily, you can prevent him from entering the nearby Power Armor, which
you can then claim as your own. Score. He'll be joined by another, weaker
Gunner who lurks on the floors above. Once they're dead, leave the Power
Armor alone for now and make your way up some stairs to the next floor, then
head through a doorway on the eastern end of the level to find the MRI machine.
To the north are two small rooms, in the western one you can find a wall
Safe [Novice] and in the eastern one you'll find "Bonnie's Holotape". Loot
the MRI machine for some High-Powered Magnets then return to the west and
head up a ramp to find another elevator, which will take you up to the roof.
Up here you can find a First Aid Box, some Chems, and some Frag Mines.
From here you can take an elevator down to a roof that leads to the "Ticker
Tape Lounge" inside of which wait two more Gunners, two Ammo Boxes and an
Explosives Box.

Return to the Mass Bay Medical Radiology level and take descend back to the
elevator to return to the fourth floor of the Mass Bay Medical Building,
then go through the doors leading to the "Medical Center Station North".
Outside you'll find two more one of which is likely above you on a higher
level, so kill the lower-level one and then take the higher-level one out.
Head up above the exit now and search behind the counter for an [Advanced]
safe. Head back down stairs now and head east into the subway car. Take this
destroyed subway car south and out onto a roof. Now, from here drop down to
the street level and take a left. If you haven't discovered it yet, this
will unlock the "Hester's Consumer Robotics" location, which you are now
right in front of. How convenient.

Hester's Consumer Robotics
--------------------------

This first room is all about the Mr. Handy's (one can only imagine the genocide
that Codsworth would feel!). The shop up front has a lot of displays here, each
with a Mr. Handy but they are all hostile to us, but they won't attack you if
you don't do anything. They're still worth taking down for the loot and XP,
however. Sometimes a nearby Mr. Handy will wake up if it sees its brother being
killed, so you may have to kill two at once here and there, but overall just
kill them one at a time and loot this front room. Note that you can find a
Stealth Boy in a toolbox by the door (it is on a shelf facing away from the
door) and there is a ton of Pre-War Cash to be found in the cash registers
nearby (and laying around), which is excellent. There is some first-aid in the
bathroom nearby as well, but do not open the door here yet.

Let's be thoughtful about this: head to the door behind the counter and go
through the office. In the back room you can find an ammo crate and the door
on the right leads back to the main floor, but it is the door in front of you
that is interesting. Sneak, save, and open the door. To the left out in this
garage area is a Sentry Bot, a big mean robot. Up on the catwalk is also an
Assaultron (which you've likely fought before a bit earlier). Now, you can get
in a sneak attack on the Sentry Bot, so do so and take him out. From there the
Asssaultron will wake up and dash at you, after which you'll need to take out
two more Protectron units.

As for looting the area, first note that out in the garage you can use the
armor and weapon crafting stations if you wish. There is a [Novice] lock in
the area as well leading to some junk and the door leading to the bathroom
from earlier. You can also go up the stairs to the catwalk and take a left
to find a dead Raider and Trader behind the boxes up here (the trader's always
have decent caps). Once you are done, head to the south-west exit and leave.

Four Leaf Fishpacking Plant (Exterior)
--------------------------------------

The south-west you can find a Ghoul trader named Slim, who will let you use
his crafting stations. More interestingly, head east from Hester's Consumer
Robotics to find some docks, on which you'll encounter a few Gunners (one of
which is leveled, and might be quite powerful). From here your objective is
just to the east, across a small body of water. You'll catch some RADS
crossing, but not too many. On the far shore you'll find your destination a
short distance further east; the Four Leaf Clover Fishpacking Plant. Be wary
as you approach the grounds as there are lots of leveled Feral Ghouls around
here. Expect Reavers and Stalkers. There are also a ton of trip-mines. This
is the reason you got the terminal password from Trish: so you don't have to
deal with this "puzzle". If you didn't get the password, however, you can
just reference the note that Trish dropped to see the correct order of laser
beams and trip them. If you do this, it is best done while having your
companion wait somewhere so they don't mess with you.

Make your way to the terminal though (if you aren't tripping wires on purpose
don't mind any of them). From the east side head up the stairs and you will
make your way to the roof, where you'll find more Feral Ghouls. It is best
just to get their attention (unless you can silently snipe them) and funnel
them through the nearby pipes or perhaps the stairs so you can take them on
one at a time easily (making a killzone). This roof has a couple of rooms up
here that you can find some goodies in: an Explosive Box in one room and a
Fusion Core and a Caps Stash in the other). There are also stairs to the
south winding up to an [Expert] Safe. Once you are done looting, head down
the only other stairs here (past the stairs winding up) to a terminal.

This is the terminal you need to input the password in. Go ahead and
interact with it and if you got the password from Trish you will automatically
use it and some doors will quite literally magically appear. They really hid
this place well! Too bad it is about to be raided! To get inside without the
code from Trish you'll just have to trip the Modified Tripwires in the correct
order. The first one is along the south-western side of the building, between
the front of a ruined semi truck and a fence. Walk through it and it should
vanish. Neat. From here, head to the northern side of the truck, climb some
stairs to reach the bed, then jump onto the cab to bypass the tripwire east
of the first one. Trip the Tripwire near the stairs and continue north-east
and work your way around the entire building until you're back near the truck.
The third Tripwire is in front of the red double doors that lead into the
building. After that's been triggered, walk through the second Tripwire near
the front of the truck you took such pains to avoid earlier. The fifth and
final Tripwire is up on the roof of the building, near the terminal that can
unlock the way forward if you got the password.

Marowski's Chem Lab
-------------------

Inside of the drug lab are four weak-as-tissue Chem Lab Workers. Go ahead
and take them out, then loot them for their Hazmat Suits, which may come in
handy later on in the main questline. Now, look around for drugs and loot,
nabbing whatever you wish. There is undoubtedly quite a few drugs and chems
here, but nothing like what Trish was promising, nothing at all. It doesn't
even compare. And so you learned a valuable lesson: don't trust Trish. Not
that it matters, since she is (very likely, if you followed this guide)
rotting in the streets... As soon as you entered this room, the Side Quest
"Diamond City Blues" was officially over with, but while you are here you
might as well explore the Fishpacking Plant. Craft at the Chem Station if
you wish and once you are done use the terminal here to enter the Four
Leaf Fishpacking Plant.

Four Leaf Fishpacking Plant
---------------------------

Drop down to the catwalk and sweep the catwalks, clearing out the Feral
Ghoul that may be up here. Once done make your way north and cross a wooden
walkway connecting two sections of the metal catwalk (or leap the gap, as
the boards may prove unwilling to support your weight). Over here you can
find a Tool Case [Novice]. Open it up and head down the steps after that
to the ground floor. Head through a doorway to the west and kill the Feral
Ghoul lying in front of the magnetically-locked door. Once he is dead, use
the [Novice] terminal (so nice of them!) and open the door. You should also
really activate the Protectron here, then quickly explore his room where you
will find a First Aid Box on the wall and a Fusion Core on the shelf.

From here, go ahead and follow Protectron as he heads downstairs (he may
kill a random Ghoul on the way). As you head downstairs and through the door,
kill the Ghoul hiding in the corner behind the barrels and note the locked
door here, but keep following Protectron as he continues. The next room has
some very powerful, leveled Feral Ghouls, whom the Protectron may make easier
to deal with by drawing their attention. Even a relatively high-level character
(low 40s) will probably encounter foes with skulls near their names, so take
them seriously. After you're victorious go back to that door you skipped and
open the [Advanced] lock for some good junk. Head into the room where the high
level Ghouls were to find a First Aid Box on the left (back in the back room)
then head west to find a room with a Steamer Trunk in it, and, on a bench
further west you'll find an issue of Tales of a Junktown Jerky Vendor.

Once you are done down here, head back up to the first floor (where the
Protectron is likely patrolling up here now) and head to the north-east corner.
Here, slightly up the stairs, is another Fusion Core you can take as well as
an [Expert] safe. You can also head up to the top of the catwalks and use the
catwalks and pipes in the area to jump to the top of the forklift for an
Explosives Box, but it is honestly more trouble than it is worth. Still, it
is very do-able if you try. With that you have completed the quest and
explored every area you came across. As tempting as it might be to explore
down around here, there's some unfinished business to the north, and until
the north-east is clear, why bother moving on? Particularly, the town of
Goodneighbor, which will be the next place covered.

Diamond City Revenge
--------------------
After this quest, when you return to Diamond City you may encounter Malcom
Latimer near the Colonial Taphouse, who will accuse you of killing his son,
Nelson. You can admit to the deed, then pass a moderate speech check to
apologize or be somewhat more rude, in which case Latimer will swear revenge
and will send Triggermen to bother you once in a while. Alternatively, pass
a hard speech check to shift the blame (you can finger Paul or Marowski) at
which point Latimer will offer to pay you to get rid of said target. He'll
pay 200 Caps for Paul (haggle him up to 300), or 400 Caps for Marowski (plus
another 200 Caps if you pass a moderate speech check). Obviously the best
way to deal with things is to blame Marowski and get offered 600 Caps for
killing him. You'll find Marowski in Goodneighbor, which will be covered
shortly. If you want to kill Paul for Latimer, just blame him, haggle for
more Caps, go to his house and kill him without getting detected, then
return for your reward.

REWARD
(For killing Paul for Latimer)
XP 177
Caps 200 - 300

Also, if something happened to Henry Colette (or if Paul thinks something
did) you'll be confronted by his daughter (Henry's) Colette. Pass an easy
speech check to call Paul a liar or say you don't know who killed him and
Colette will rant, then walk off. Alternatively you can pass a moderate
speech check to blame Paul for the deed to get the same response. If you
fail any of these checks, she'll blame you and attack, forcing you to
put her down.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< To Goodneighbor >==O
``-.____________________________________________________[FO-23]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Overdue Book
o Picket Fences
o Total Hack


Pearwood Residences
-------------------

Fast-travel back to the Mass Bay Medical Center and from here head north to
reach a brick building. Turn east and head down some stairs to find a locked
door [Novice], behind which you'll find a truck trailer to the east [Advanced]
which, despite being locked is entirely empty. Head north into a parking
garage and ascend the ramps to find a random encounter. Deal with whatever
you face, then head back to the bottom floor of the parking garage and
continue north until you reach a street, which you should follow west, past a
pit filled with radioactive barrels. Shortly beyond this you should locate a
house occupied by Super Mutants and their hound. Kill them and head through a
bright red door to reach the Pearwood Residences building, which you won't
find on any maps.

Drop down through a collapsed floor and ride an elevator to a higher floor
you couldn't otherwise reach. Loot a First Aid Box in the bathroom you find
yourself, then go south through a hole in the wall to reach a roof where you
can find an Ammo Box. From here you can continue to descend to lower roofs to
the south, taking stairs when possible, using caution and gravity when it's
not. On your way down, try to pick off some Raiders to the west and south-west,
then when you reach the ground continue west to reach your next destination:
The Combat Zone.

The Combat Zone
---------------

After entering the Combat Zone, you will undoubtedly notice the prisoners on
the left. "Rule Breakers", the sign says. Speaking of rules, you can find the
three rules to the right of the door (which are basically no fighting, bring
money, don't beg or loiter). Note that you can actually "free" the prisoners
here by hacking the nearby [Advanced] terminal and opening the door. However
even after you open the door, the prisoners will just stay where they are,
because they are dumb. Heh. There is however an [Expert] safe here that you
can pick, so open the door anyways just for that.

Head further into the Combat Zone now and get ready for combat (quicksave,
just to be safe). This place is actually full of Raiders, who will attack as
soon as they recognize an outsider is here, which won't take long with the
announcer, Tommy, pointing you out. Get to cover now and get ready to take
on the glut of Raiders they send for you. Clear out anyone out in the open
and head to the back, where to the right you can get on the upper-level
catwalks and clear those out (use the middle room area for cover). You will
have a good "upper ground" position up here and can wipe out the rest of
the enemies easily.

Once you've killed all the Raiders, put on your CHR gear and head to the cage
to talk to Tommy. He will talk with Cait (the fighter) for awhile and will
soon recommend you take the contract for her from him while he focuses on
cleaning out the Combat Zone and getting it back to business... there is a
moderate speech check here (Why?) that you should try to pass but eventually
you will have to say yes or no. Since Cait is a possible companion, definitely
say yes. Cait will go along with this (amazingly), but as Tommy says since she
is a user this may be the best change of pace for her (he even gives you caps
to take her!). Well then! Cait will go wait for you nearby giving you a chance
to explore.

Go ahead and loot all the dead bodies here. There is quite a bit of junk here
as well, including various crafting stations for just about everything. Of note
here is the "weapon shop" area near the start (first shop on the right) that
has a [Novice] locked first aid kit, and directly above the shop you can find
a [Novice] locked ammo box. Lastly, be sure to check a table near the pit for
a "Picket Fences" magazine. This particular one says "You are now able to build
potted plants at settlement workshops", which is a plus right? Anyone up for
some gardening?!

You're officially done here, so tell Cait to come with you to recruit her as
a companion and leave Combat Zone. Kill the Raider Prisoners on your way out,
if you wish. You monster.

Hub 360 Building
----------------

Leave the Combat Zone and return to the road that ran east-west past the
Pearwood Residences building. Follow it east past the radioactive pit again
and continue until you find some barricades, beyond which a Super Mutant Camp
sits. Clear the muties out then head through a door near the barricades to
reach the Hub 360 building.

Inside you'll find your typical Super Mutant decorations: bags of unspeakable
meat, wooden spikes, plenty of blood... all the things that say "home" to a
mutie. Disarm a Bottlecap Mine near a counter to the north-west then head up
some stairs and take an elevator to reach an otherwise inaccessible floor.
Be wary of Super Mutants lurking on the high ground and work your way around
some rubble to reach a door leading to the "Cafe Patio". Kill any muties out
here then return inside, ascend the rubble you walked across earlier and
ascend some ramps to the next level. Massacre some more Super Mutants then
ride another elevator to reach another exterior area where leveled Super Mutant
lurks. Murder it, loot a Steamer Chest, then take the elevator back down.
Now head through a door leading to the "Rooftop Pool". Head west past the
pool and take some stairs down to reach a highway, which is marked on the
map as the Fallen Skybridge.

Fallen Skybridge
----------------

This place is, like the lower areas, crawling with Super Mutants. Kill any
of them you see, preferably from stealth, if possible, then explore the ramp
they were guarding to find a door to the Ruined Skyscraper. It's a place
that's definitely worth exploring, but first, head head a highway to the
south until the road ends to find an elevated shack, within which you can
find a Safe [Master]. If you can get through this lock, it's a fine bit of
loot to score. Return back to the Ruined Skyscraper and head on inside.

Ruined Skyscraper
-----------------

The Ruined Skyscraper is occupied by Super Mutants, too, but they don't see
have to decorated yet. The dead Gunners in this room may be a clue as to why.
Maybe they just haven't had time to decorate yet? Head up some stairs and
kill a Super Mutant lurking around in a room, then go back downstairs and
take an elevator down. You should hear the sounds of fighting when you reach
this level. Venture down a hallway to the east to find some Gunners fighting
a group of Super Mutants. Make sure you're the last biped standing, then take
an elevator down to find the lobby, which is occupied by Gunners. Super
Mutants at the top, Gunners at the bottom. Wonderful. You can go west, then
turn north down a hallway to find a locked door [Advanced], which, aside
from XP, there's no point in unlocking. Wee... Head down a hallway north
from the elevator to find a door leading back out into the "Financial District".

From the door (marked as leading to the "Pinnacle Highrise") head north to
find a red structure. If you turn east there's a metal walkway you can use to
reach the roof of this red structure. From here you can find a collapsed metal
support which you can use to walk east to another building. From here head
down a ramp to the south to find a Safe [Advanced] which you can plunder.
Backtrack to the door outside of "Pinnacle Highrise" (aka, the Ruined
Skyscraper) and turn west to find some stairs leading to the ground. Be
cautious as you descend, however, as on an elevated road to the west lurk
some Raiders. When you reach the ground travel north to reach a ramp leading
to the highway. Clear out the Raiders here and loot their shack further down
the road, which has some chems lying around, but little else of interest.

Follow the road west, then north-west until you reach the ground again past a
red car. From here turn south then turn east at a bus and continue east until
you find a parking garage to the south. If you ascend the parking garage you'll
encounter some Raiders, and your prize for reaching the top is a Steamer Trunk.
Descend back down to the street and continue east until you find some
double doors leading to the Water Street Apartments building to the north.
You'll be coming back here shortly on a quest, but there's no harm in learning
where this area is now. On the ground floor you'll find a door [Advanced],
which there's absolutely no point in picking. Go up an elevator then turn north
to find some boards leading... back to the Raider-occupied highway you were
just on. Oh well, didn't make it very far, but at least it can't be said that
you didn't explore these areas.

Postal Square
-------------

Get back on the highway and follow it back east, then north. When you reach
the ground turn east and head between a building and a traffic light, at
which turn south to find the Joe's Spuckies building, which is near the
"Postal Square" map marker. Kill a handful of Gunners lurking around out
here, then save your game. There's some stiff resistance inside this building
and little room to maneuver. Stealth comes highly recommended. Head inside to
find several Gunners (one of which may have a Missile Launcher), a Mr. Gutsy
and a Gunner Commander. Your prize for defeating these foes is a Steamer
Trunk on the top floor. There's also a grenade trap in a bathroom stall,
so be wary.

35 Court
--------

Leave the building and head south-east to reach a barricade, which you should
head east from, either passing over it or under it. When you run out of east
turn north to find a green building with a red door: the 35 Court building.
Inside you'll find a mess of dead Raiders. Wonder what killed them? Turn east
and disarm a Laser Tripwire, then head into a small office room to the north,
which contains a Security Terminal [Expert] and a Safe [Advanced]. You can
use the terminal to open the safe, activate a Protectron, or manipulate some
turrets. Once you're done in here, take an elevator up and, when you reach
your destination, head down a hallway to find a locked door [Novice], beyond
which you'll find a safe [Expert] you can loot. Return into the hallway and
climb a ramp to reach a roof, but tread carefully, as two powerful robots lie
in wait for trespassers in small rooms to the north and south. When you reach
the floor of this level the robots - an Assaultron and a Sentry Bot - will
activate and attack. Remaining hidden is a good idea, and starting with a
sneak attack critical is an even better one. Use up whatever Critical Hits
you have and hopefully you'll come out victorious. If you need further aid,
if you're quick and brave, you know what doors they'll come out of. You can
always plant some mines in front of one of the doors (you probably won't have
time for both) get some distance, and blow them up when the robots emerge.

When they're scrap enter each room and press a button, after which a door to
the east will open up, giving you access to a small chamber containing a
suit of random, leveled Power Armor... perhaps even the coveted X-01
Power Armor.

The Shamrock Taphouse
---------------------

You probably won't find anything anywhere near as good in the rest of this
run, but you might as well explore the rest of the way to Goodneighbor, so you
need not worry about these areas again. Leave the 35 Court building and return
down the alley between buildings to the south, south-east to find The Shamrock
Taphouse, with the obligatory green door. Enter the building and disable the
Can Chimes then continue north-east through the bar, where you'll encounter a
Raider lurking around. Behind the bar you'll find a Tripwire which triggers a
rigged gun, but otherwise, this room isn't very interesting.

Pass some stairs and enter a hallway, turning south-east to find a door
[Advanced] to the north-east, which is trapped. Loot a bunch of chems and
alcohol from a door-table, then marvel at the bad behavior of some yard
flamingos. Return to the hallway and head south-west into, and through, a
bathroom. Dust another Raider, then continue south-west into a kitchen before
heading north-west to reach an area behind the bar which is otherwise
inaccessible, where you can find a floor Safe [Advanced] and another Gwinnett
Lager Recipe Holotape. Return to the kitchen and go through some doors to the
south-west to find a pantry, wherein you'll find two Radroaches and two Nuka
Cola Quantums. Next head south-east through a doorway to reach a small room
with a mannequin standing on a table. Give the figure a look and you'll notice
that it's holding an issue of Total Hack in its hand. Sneaky. Grab the skill
book, loot whatever else you want out of the room, then continue through a
doorway to the south-west to reach the basement.

Down here you can find a handful of Mole Rats, who will burrow out of the
ground and attack. Once they're gone, search a cabinet to the south-east to
find a "Patrick's Terminal", which details Patrick's attempt to build a
beer-bot. You can also find the Shamrock Taphouse Key nearby, which will
allow you to bypass a few locks remaining in the building. Hack a Terminal
[Expert] to the north-east, which will activate Drinking Buddy. If you
activate the odd robot it'll give you some alcohol and ask for some feedback.
Tell it what you wish, then get on with its other functions, namely you can
send it to Hotel Rexford (which you'll be prompted to follow it to), you can
get beer from it, if you've found alcohol recipe holotapes you can give those
to it, or you can teach it jokes. You can also keep Buddy for yourself and
send it to one of your settlements, which is just all kinds of cool.
Patrick was a genius!

Before you escort your new buddy, however, there's some unfinished business
left both inside and outside the bar. Downstairs is explore, but there's still
the upper level that needs to be ransacked. You can pick a trapdoor [Expert]
to reach an uninteresting fenced-in area outside, but aside from getting a
little XP, there's no point. Instead, head back upstairs into the room occupied
by the generous mannequin, then continue north-west into a hallway. Make your
way to the end of the hallway, then go up some stairs. Disable the Can Chimes
at the top of the stairs, then note a large room to the south-west, and a
smaller office to the north-east. In the latter you'll find the Raider leader,
Gaff, and in the former are several of his henchmen. Annihilate them, then
loot a Steamer Trunk and an elevated Safe [Expert] in the office (you can also
find another Shamrock Taphouse Key on the desk). The larger room is less
interesting.

Here There Be Monsters
----------------------

Leave The Shamrock Taphouse and from the mandatory green door to the
establishment head north-east to reach the end of the building, then turn
south-east to find some docks. Head east to then end of the largest pier to
find Donny, who is quite enraptured by something he claims to see in the
water. Talk to him and listen to his story to start the quest "Here There Be
Monsters", after which you'll be tasked by the almighty quest marker to go
find this "sea monster".

Pop some Rad-X, dive into the sea and swim east and you will, sure enough,
find the "eye" that Donny has detected. Instead of a sea monster, however,
it's part of a sunken submarine - the Yangtze - which obviously still has
some life in it.

Well, you didn't catch those RADS for nothing. Open the hatch to the
submarine and head through a door to find Captain Zao, a ghoulified Chinese
remnant from the war that destroyed the world. Talk to him and learn that
he's just a war-weary soldier who is a little too attached to his submarine,
which he dreams of making sea-worthy again. Question him as you wish, then
agree to help him and he'll ask you to find a new Dampening Coil for him,
which can be found in Saugus Ironworks, a place you won't be going to for
quite a long time, if you're following this guide. Be sure to pass a series
of speech checks to sweeten the reward you'll get; the first two checks will
only secure you money, but the third (hard) check will get him to offer up
his sword. A unique weapon? Score.

Harbormaster Hotel
------------------

Put this quest on the back-burner for now and leave the Yangtze. Report back
to Donny if you wish and tell him any silly story that comes to mind, but
when you're done, return to the front of The Shamrock Taphouse and head south,
over a barricade, and turn east past a yellow bulldozer to find the
Harbormaster Hotel. In the lobby loot a Suit Case [Novice] then head up an
elevator. When it stops, loot a Caps Stash off a table, then go through a door
to room 61 [Advanced]. Inside you'll find a macabre scene of a skeletal
grandmother being entertained by a bunch of toys. Weird. Take an Overdue book
off the grandmother's lap, then return outside and go through a door to the
south-west to reach an exterior area, where two Raiders lurk. Kill them, then
loot around for the meager pickings to be found here.

Custom House Tower
------------------

Leave the hotel and return back north past The Shamrock Taphouse to find the
Custom House Tower building, outside of which are the remains of an
old-fashioned political speaking event. Pick your way past the bodies of dead
men and their equally dead flags and enter the building through a "door" which
looks like the bricks that make up the rest of the building. Odd. Inside
you'll find a Halloween party gone horribly wrong. Loot an Ammo Box and a
First Aid Box, then leave the building. To the east you can find a Super
Mutant camp at the end of a dock, but otherwise, it's time to head back to
The Shamrock Taphouse.



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| _/ _` | | / _ \ || | _| |_ _|
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O==< Exploring Goodneighbor >==O
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***IMPORTANT ITEMS IN THIS AREA***

o Live & Love
o Live & Love
o Overdue Book
o Silver Shroud Armor
o Silver Submachine Gun


Trouble Brewin'
---------------

Once you're back in The Shamrock Taphouse, head to the basement, activate
Drinking Buddy and send him to the Hotel Rexford. As mentioned earlier, you
can send him to one of your settlements and keep the robot, but this won't
complete the quest "Trouble Brewin'", and you can make use of his services
at the Hotel Rexford. Plus, it'll take you right to Goodneighbor, so you
might as well just send him there and get this over with.

Follow Drinking Buddy to Goodneighbor and head inside, where you'll encounter
Finn, who insinuates that you need some "insurance". Succeed at a speech check
or not, and the mayor of the city, Hancock, will show up and restore order.
After his display, he'll welcome you to the city. Friendly place.

Kill or Be Killed
-----------------

You know the drill, just like with Diamond City, this place is going to be
explored thoroughly... meet new people, pick up new quests, shop, all that
fun stuff. First stop, head east to find KL-E-0, who runs a weapon shop. You
can succeed at an easy speech check with her and peruse her fine selection of
weaponry, but more importantly, if you're sneaky you can steal her Fat Man,
Mini Nuke and other assorted goodies. You can also head upstairs and hack
"KLEO's Terminal" [Novice], which details her plans for wiping out potential
threats. There's also a "Join the Railroad" Holotape on the bookshelf nearby.

Daisy's Discounts
-----------------

Next door you'll find Daisy, a pre-war Ghoul who you can chat with about being
a dinosaur. She'll even mention that there's another pre-war Ghoul hanging out
at the Rexford. You can also buy a random assortment of general goods from
here... pretty much a little bit of everything. Ask her if she has any work for
you and she'll tell you go clear out the Super Mutants in the Boston Public
Library, which you should already have done. Don't let that stop you from
haggling her up from 200 Caps (to a maximum of 400 Caps). Agree on a price,
then cash in. Easy money.

REWARD
(For clearing the Super Mutants out of the Boston Public Library)
XP 472
Caps 200 - 400
Item Overdue Book


Old State House
---------------

Next make your way north to the Old State House. There are plenty of chems
to steal around here, as well as some loose junk. Head up the spiral staircase
to find Hancock and his bodyguard Fahrenheit and talk to the former. He'll
talk about himself, Goodneighbor and The Institute. Be sure to ask for work
and he'll send you to investigate Pickman Gallery, Raider territory which
recently went quiet. Haggle his price up from 200 Caps to 400 Caps, then head
up another, less swirly flight of stairs to reach the attic, where you can
steal loot from a Steamer Trunk if you wish.

The Third Rail
--------------

Return out the way you came in and ignore two Warehouses [Novice] and the
alley between them for now and instead head around a corner and find a metal
door leading to The Third Rail. Make your way north into a bathroom and search
the northern-most stall to find an issue of Live & Love on the top of a toilet.
Nice. Once that's yours, head back to the entrance and continue west past a
sharply-dressed Ghoul named Ham, and down some steps to reach a proper bar, for
a change, enlivened by the musical stylings of Magnolia. Head through a door to
the north to find a man named MacCready suffering threats from two Gunners
named Winlock and Barnes. After they're gone, talk to MacCready and he'll
reveal that he was a former Gunner, and is still a gun for hire. It can be
yours for 250 Caps (200 Caps if you talk him down). Not too steep of a price
for a new companion.

You should seriously consider taking MacCready along with you, in order to
start earning his trust and get his companion quest "Long Road Ahead". Earning
his trust is easy enough: he likes it when you steal things, haggle for better
prices and pick locks. The purpose of this exercise - whether you like
MacCready or not - is to gain the benefits of his awesome companion perk
Killshot, which will be yours when you've earned his loyalty. There are plenty
of chances to haggle and steal coming up in Goodneighbor, too, and with a
little bit of work, you can end up starting his quest "Long Road Ahead" fairly
quickly. The subject of this quest is simple: return to the Mass Pike
Interchange (the Gunner-occupied elevated highway west of Diamond City) and
kill Winlock and Barnes. Since this area has already been cleared, it shouldn't
be too much trouble, although the Gunners, their turrets and their Assaultron
will likely have respawned. If you could do it once before many levels ago,
you can do it again easily. If the quest pops up, do it on your own time,
progressing with MacCready's quest will come in handy shortly.


Did You Know?: MacCready originally appeared in Fallout 3 as the mayor
of Little Lamplight. Now, ten years later, he's all grown up
and wandering the Commonwealth.


Return to the bar proper and talk to Whitechapel Charlie, a Mr. Handy with
an endearingly rough accent. He'll tell you a bit about Magnolia and Hancock,
the bar's owner, and Fahrenheit, Hancock's bodyguard. The bot will sell you
beer, and be sure to give it a look, as afterwards he'll offer you a job. A
dirty job. Ask for details and he'll elaborate: clear three locations in
Goodneighbor, quiet and messy-like, and you'll be rewarded with 200 Caps (or
up to 400 Caps, if you talk him up).

Finally, talk to Magnolia when she's not singing. She will vaguely tell you
about her past and give you a matter-of-fact reason why she's working in
Goodneighbor. Other than that, you can flirt with her. Pass three speech
checks of increasing difficulty and you can take her out on a date. Black
screen, temporary Lover's Embrace perk, and you wake up in the Rexford Hotel.
Looks like Bethesda grew up. Other than a fun night out, though, there's no
additional incentive to bother.

Rat Extermination
-----------------

Leave the bar and head into the Warehouses south of the Old State House.
Time to go do that job for Charlie. Inside the western most warehouse (green
door) kill around nine Triggermen, loot some Ammo Boxes, and make your way
upstairs to find a Steamer Trunk. In the eastern warehouse (white door) you'll
have to ascend more stories and fight fewer Triggermen, but you'll still be
rewarded with a Steamer Trunk when you're done. The third warehouse [Novice]
is north-east of the entrance to The Third Rail, and there are Triggermen
near the door who will likely notice you when you enter. Once all three are
cleared, return to Charlie for your reward.

REWARD
(For clearing the rats out of the warehouses)
XP 186
Caps 50 - 200

Memory Den
----------

Head north from the Old State House to find two locations of interest: the
Memory Den and Hotel Rexford. Enter the building and look around to find Irma,
who would have given you the quest "The Memory Den" if you hadn't completed
"Unlikely Valentine", but this quest just points you to Diamond City, which
you've already explored. If for some reason you haven't finished "Unlikely
Valentine", you'll get the option to either bribe her (100 Caps) or pass a
speech check, after which she'll let you use a memory lounger to relive the
past. In this case, the memory you'll get is that of your spouse being shot
and Shaun's subsequent abduction. While it's neat to see this from a different
perspective, as said earlier, this just points you to Nick Valentine in
Diamond City.

REWARD
(For reliving a painful memory)
XP 173

You can also find Doctor Amari in here as well, but she currently has nothing
for you right now. Instead, head west through a doorway on the southern end of
the building and go up some stairs to find Irma's room, where you'll find a bit
of loot and Irma's Terminal [Novice], which talks about some of her clients.
All of this might be interesting, but the real reason you're here is to talk to
Kent Connolly, who, as Irma's Terminal revealed, is a massive Silver Shroud
buff. Find him in his room to the west of the memory lounge room and talk to
him reminisce of times gone past. Times involving the Silver Shroud, as the
case may be. Eventually he'll let his fanboyism get the best of him, and he'll
ask you to recover the Silver Shroud attire from the local Hubris Comics
store... which you should already have. Haggle for some Caps up front, then
tell him you already have it (or check out the text under the Hubris Comics
header in the "From Hubris Comics to Boston Common" section of the guide).
Once you have it, hand it over and he'll reward you (he'll pay you extra for
other memorabilia you bring back, like the prop gun and the script), then
nominate you as the new Silver Shroud.

REWARD
(For recovering the Silver Shroud attire)
Caps 125 - 280

Pass a moderate speech check and he'll hand over two Stimpaks, then agree to
become the Silver Shroud. He'll give you back an improved set of Silver Shroud
Armor (now sporting 42 physical resistance and energy resistance, giving a 15%
damage reduction from humans, as well as a point of Agility and Perception).
This will start the quest "The Silver Shroud", which can wait until later.

Hotel Rexford
-------------

Leave the Memory Den and head next door to the Hotel Rexford, where you'll
find Buddy patiently waiting for you. Talk to Buddy outside of the Hotel
Rexford, then head inside the hotel. Inside Clair and Fred will be arguing.
When they're done, talk to Fred and he'll direct you to Rufus for your robot
delivery. Fair enough. Talk to Rufus and he'll be only too eager to take it
off your hands for 100 Caps, plus free beer provided by the bot. Talk the
price up (he goes up to 400 Caps) then talk to Buddy and send him inside,
where he's met with a tepid reception. Oh well, at least you'll get paid.

REWARD
(For delivering Drinking Buddy to Hotel Rexford)
XP 248
Caps 100 - 400

Next talk to Fred Allen, the local drug-cooker and quality control expert,
who will happily sell you chems. Ask him for work and he'll ask you to go
scavenge around the HalluciGen Building, which is occupied by Gunners. Or it
was occupied by Gunners, until you cleared it out, but what Fred doesn't know
might help fill your pockets. Haggle him up from 200 Caps to 400 Caps, then go
recover one of the canisters he wants, which, if you followed this guide and
cleared it earlier, you should have obtained and saved for just this purpose.
After that, your business with Fred should be over for now, but you can always
head downstairs and loot his lab for surprisingly few chems, some junk, an
Ammo Box, and spy on "Fred Allen's Terminal" [Novice].

REWARD
(For bringing Fred a HalluciGen Gas Canister)
XP 496
Caps 200 - 400

After you're done with Fred, you can talk to Clair, who will complain about
the owner of this establishment; Mister Marowski. Grab the issue of Live & Love
off the counter in the south-eastern corner of the lobby, then head through
some doors to the north. You can find Marowski sitting around (remember, you
robbed his drug lab earlier?) but he has nothing of interest to say at the
moment. Head up some stairs to the west and pick a locked door [Expert] to
find a Steamer Trunk and some Ammo Boxes beyond then continue up two more
flights of stairs to encounter a ghoulified Vault-Tec Rep. Yes. That Vault-Tec
Rep, who sold you your spot in Vault 111 just before the bombs fell. You've
both had a rough 200 years, so reminisce with him and be nice, after which
you'll be able to convince him to go back to Sanctuary Hills. If you visit
him again there you can put him to work at one of your settlements. He's
just happy to have company, though.


(-NOTE-) If you got the contract from Malcolm Latimer to kill Marowski, you
can do that now. It's easiest to wait until night, when Marowski is
sleeping in his room alone. A little sneaking and a muffled gun are
all you need. Report back to Latimer for your reward when it's done.


REWARD
(For killing Marowski)
XP 177
Caps 600

You're almost done in Goodneighbor (although you'll be busy with business
started in Goodneighbor for a bit yet), but fist, check out an alley that's
been neglected thus far. Head into the alley between the two warehouses south
of the Old State House and you'll reach a sealed door. From behind this door a
Ghoul named Bobbi will speak to you and offer you work. Despite the "don't ask
too many questions" part, feel free to ask for more information and/or more
money. Her starting offer of 50 caps is laughable, but schmoozing it up to 200
Caps and you're talking some decent cash. After you're done haggling she'll
open the door and the quest "The Big Dig" will start. So... two quests are on
your hands; The Big Dig and The Silver Shroud. You also have to clear out
Pickman Gallery for Hancock, but that'll be lumped in with another Railroad
quest, immediately following these two Goodneighbor quests.



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O==< The Silver Shroud (Part 1) and Covenant >==O
``-.____________________________________________________[FO-25]___.-´´
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Wayne Delancy
-------------

Time to appease old man Ken by playing the super hero. It might be a welcome
change of pace. Tune your Pip-Boy radio to the "Silver Shroud Radio" station
and you'll get your first target, a no-good murderer named Wayne Delancy.
Wearing the clothing and using the Silver Submachine Gun are optional, but
why not play the part? Head into the alley between the Memory Den and Hotel
Rexford to find your prey. Like a typical murderer, Wayne Delancy views you
as another mark. Take him down then leave your calling card on the body (go
to loot the corpse, then hit the button prompt to leave the card).

AJ
--

Once done, listen to another broadcast to get your next target; a chem-dealer
named AJ, who lurks in the alley leading to Bobbi's lair. He'll offer you 50
Caps to just go away, and you can talk up his price... but the Silver Shroud
will not be bribed! Continue to play the part and AJ and his goons will attack.
AJ might not be well armed, but his goons may be, so be careful, especially if
you're wearing the sub-par Silver Shroud Armor. Loot them when they're dead,
drop the calling card, then get your next target.

Kendra
------

Head into The Third Rail, where you'll need to locate an assassin named Kendra.
Like any good bartender, Whitechapel Charlie has the scoop, but you'll need to
pass an easy speech check, bribe him with 60 Caps, or keep up the Silver Shroud
act. After you get the location, leave Goodneighbor and head south to return to
the Water Street Apartments, previously abandoned apartments that now house
Kendra and her Raider pals. You can enter from the nearby street or the highway
(in the latter case you'll need to cross a makeshift bridge to an upper story
and ride and elevator down. Kill the Raiders on the bottom floor and head west
through a blue door and up some stairs to find a turret. Take it out, then head
into a room where Kendra lurks. Be wary, however, she's quite dangerous, being
leveled above what you are (unless you're an exceptionally high-level; she had
a skull when encountered by a level 46 character). Talk to her and she'll
insinuate that you might not be the hunter this time around, but the hunted.
Kill her and loot her body for the note "Contract: Shelly Tiller", then grab
the chems in the room. Be sure to loot a cardboard box for a variety of mines
before leaving.

Now, you can ignore this Shelly Tiller character, but... well, you did kill
her assassin, and it would be a shame if she went unmurdered. Somebody is
counting on her demise, after all! This involves heading into the previously
unexplored north-east, however, but like with most areas, you only needed a
decent excuse to make your way there. There are a few quests to pick up along
the way, new areas to explore, perhaps a settlement to secure. In particular,
the objective also possibly ties into quests at the Greentop Nursery
settlement, and Quartermastery, so for various reasons it's worth going
through with this exploration now. If you've been advancing MacCready's
companion questline, the Med-Tek Research building is up here, too. Lots
of birds being taken down on this diversion.

Covenant
--------

To start things out, fast-travel back to a familiar old map marker everybody
should have by now; the Mystic Pines building, which is near the river on the
eastern end of Lexington. From here follow a road north past an old military
checkpoint (and an APC on the side of the road). Make your way east past the
Rotten Landfill and continue following the road as it turns south-east, moving
around a lake. Eventually you should reach a three-way intersection, at which
point turn south to reach the settlement of Covenant.

Talk to Swanson outside the city, who will tell you about the town's
attractions before revealing that you need to take a SAFE test before you can
come in. Pass a pair of moderate speech checks and he'll reveal who - or what -
the SAFE test is meant to keep out of Covenant; Synths. Agree to take the test,
sit down, and take a test that should seem oddly familiar... Answer however
you wish you'll be allowed inside.

Did You Know?: The SAFE test is merely the GOAT test from Fallout 3, but
repurposed to keep those nasty synths at bay.

Enter the surprisingly well-maintained settlement and meet up with the locals.
Most of them don't have much of interest to say, but Doctor Patricia will
provide typical medical services, Penny Fitzgerald supposedly sells you stuff,
a Mr. Handy named Deezer will give you Deezer's Lemonade.

Human Error
-----------

Enough of this silly niceness. Find an obvious outsider named Honest Dan,
who is looking for a missing caravan that passed through here. He'll make you
an offer; help him find the caravan and he'll split the reward. Pass a speech
check to get him to throw in 50 Caps up front, then agree to help him look.
You know nothing that seems friendly and peaceful in the Commonwealth, and
this deal starts the quest "Human Error".

Go to leave the town and head north-east from Covenant to find the sacked
Caravan. Search a Chem Cooler to find some of Deezer's Lemonade, which of
course means the caravan was, in fact, in Covenant. Return to the town and
head into Penny's shop, where you can search the trash can to find a "Covenant
Reminder" letter. On a table nearby you can also score some Covenant House
Keys. Next, talk to Penny Fitzgerald and gossip about Honest Dan. Passing a
speech check will get her to slip up and give you the information you need.

If speech isn't your strong suit, head into the white house near the doors to
town [Advanced], to the north, inside of which you can find a the note "Jacob's
Password" on a table near the bed. Grab it and head into another white house
along the eastern part of town, which may be locked [Master]. Never fear,
however, as this door can by opened with the Covenant House Keys. Inside you
can search a Radio, which you can "fiddle with" and, with a Luck score of nine
or higher you can get the location of the Compound you're looking for.
Alternatively, search an Office Terminal [Master], which can be bypassed with
Jacob's Password. On this terminal you'll find the entry "[> Fishermen report
(Draft)]", which will point out the Compound.

However you learn the location of the Compound, you now have two choices; tell
Honest Dan, or head their on your own. If you do the former, Dan will elect to
meet you there. Go to leave Covenant and, as you do, a rotund older man named
Jacob Orden will talk to you, accuse you of snooping, and lightly threaten you
if you don't keep your nose clean. After this he'll play an incriminating
hypothetical with you before offering 100 Caps for you to drop the
investigation. Pass a moderate speech check "Look for compromise" and he'll
tell you where the "Compound" is.

(-NOTE-) You can take the 100 Cap bribe from Jacob Orden without abandoning
the quest, if you wish.

The Compound
------------

Fast-travel to Mystic Pines, then head east to the lake to find some drainage
tunnels. Take a swim and head up the middle pipe to find a Sewer. You'll catch
some RADS, but it's inevitable at this point. Once in the sewer, make your way
through the pipes to reach a chamber, where you'll be confronted by a guard
named Manny. If you got Jacob Orden to recommend you, you'll be able to choose
between three speech options (one of each difficulty). If not, you'll have to
pass a hard speech check to avoid violence... assuming you care to avoid a
fight, anyways.

If you opt to avoid a fight through diplomacy Manny will lead you through the
area, taking his sweet ass time, but you'll get where you need to go with no
fuss. On the other hand, if you have to fight, gun down the guards here (and
their turret!) then loot Manny for a Compound Key, which will allow you to
bypass the locked door to the west. Follow the ramp down until you can turn
north through another locked door to the north which can be opened with the
Compound Key. Kill the guard inside and the scientist named Blythe, then grab
the "Subject 12 Baseline" holotape off the desk. Whatever experiments are going
on here aren't friendly. Loot a Duffle Bag and an Ammo Box, then leave the room
and continue down the ramp outside, turn north down another ramp, then head up
some stairs to reach a larger chamber full of metal walkways.

Your goal here is to get to the western side of this room, which, if you're
getting an escort from Manny is achieved when he calls another guard to extend
a bridge. For those who are fighting their way through the Compound, however,
you'll have to kill everybody in sight. Loot a Fusion Core out of a machine
just west of the stairs leading up to these metal walkways, then continue up
some stairs to the north, first some metal ones, then stone. Go through a red
door [Expert], then through a blue door, beyond which lies another holding
cell... or rather, torture chamber. Loot what you want out of here, but be
sure to grab the "Subject 12 Testing" holotape.

Leave the room and continue down a hallway to the west until you reach a small
chamber with another guard and a turret. Dust them, then continue west into
another room with a locked Toolbox [Novice], the "Subject 12 Debrief" Holotape
and an "Office Terminal", which just contains some chatter about refining test
results. Return to the previous chamber and unlatch a door to the south, beyond
which you'll find yourself on the western side of the bridge room. Extend the
bridge to shorten your trip back, then continue south until you reach a
dead-end, near which you'll find a gate door, beyond which are some stairs.
Take them down and continue south-west to find the chamber where the mastermind
of this operation lurks... and where Amelia Stockton is being held captive.

If you were escorted by Manny, this is where he'll stop, and either way -
whether through violence or peace - you'll get your meeting with Dr. Roslyn
Chambers. Talk to her and she'll explain herself and the actions of her
Covenant; they want to eradicate Synths - all Synths - and are developing the
SAFE test to root them out. As of now they have a whopping 20% chance to detect
a Synth, but with further work, they hope to get their false flag rate down
even lower. That's an awful lot of corpses of innocent people left behind, at
the best, not to mention the Synths who are being exterminated. You have two
choices: side with her and let her see if Amelia Stockton is a Synth (there's a
70% chance she is, according to Dr. Chambers!) or stand up to her. If you have
Honest Dan with you, he obviously won't approve of the former option, and will
attack if you choose it. If you refuse and didn't bring Honest Dan with you,
you'll have to fight Manny, Dr. Chambers, and eventually the rest of the
Compound. If you did bring Honest Dan and refuse, Dr. Chambers will protest,
but won't stop you from recovering Amelia (open her cell [Master] by hacking
a Terminal and selecting the option "[Unlock Cell 1]". Let Dr. Chambers kill
Amelia, then talk to her for your reward, or rescue Amelia and talk to Honest
Dan. Either way, the reward is the same, but you can haggle more Caps out of
Honest Dan. If you didn't bring Honest Dan, you will need to head to Bunker
Hill and talk to Amelia's father to get your reward, which will be covered once
you're done in Goodneighbor. It's worth pointing out that if you search Amelia
body after Dr. Chambers kill her, you can confirm that she is, in fact, a Synth.

REWARD
(For resolving the Stockton abduction)
XP 501
Caps 300 - 540

More interesting is the fate of Covenant. If you sided with Dr. Chambers, talk
to Jacob Orden and he'll decide to join with the Minutemen to help make the
Commonwealth safer, giving you access to the Workshop at Covenant, which is now
a brand spanking new - and fully functional - settlement. If you freed Amelia
and hence aren't on good terms with Covenant anymore, everybody will be hostile.
Clear them out (save trusty old Deezer, of course) then activate the Workshop
to make this settlement yours.

Taffington Boathouse
--------------------

You just picked up one settlement... why not get another? Don't worry, this
one is nowhere near as involved. It's pretty much a "go there and clear the
critters out". It may also serve as a quest location for another settlement,
so you may just be killing two birds with one stone here. From Covenant head
east to find the Taffington Boathouse, which is populated by Bloodbugs, both
normal adult specimens and Hatchlings, about a half-dozen in all. They reside
both in and around the house, but if you clear them out you'll be able to
activate the Workshop along the northern end of the house. First, however,
be sure to disarm the Tension Trigger (and linked gun) atop the fridge. Once
done head upstairs and loot the Steamer Trunk [Novice] and the Safe [Advanced]
before searching the body of Mary Sutton, near a tub. On her you'll find the
"Margaret's Note". In a boat shed just north of the house [Novice] you'll find
two Laser Tripwires rigged to guns and loot a Duffle Bag. Lastly, head into a
drainage ditch north of the house to find around a half-dozen more Bloodbugs,
who guards the corpse of Margaret Sutton, who possesses "Russell's Note". The
drainage pipe further north, which is mentioned in the letter, leads to Malden
Drainage, but before you go bothering with that, you might as well build up a
settlement here.

Malden Drainage
---------------

This is short, simple, and lucrative little area. Kill the Bloodbugs lurking
around in the main chamber, then examine the western wall (be wary of a Frag
Mine!) to find a Terminal [Average] which will unlock a nearby door to a
caged-off area, where you'll find a Steamer Trunk. Once that's looted make
your way to the north-western corner of the chamber and follow some pipes to
the east to reach a small, elevated chamber. In here you'll find the body of
Russell Sutton, who possesses the "Pledge Initiation Instructions", which
details the initiation rite of some chem-cult. Okay. Grab some chems off a
metal shelf, disarm another Frag Mine, plunder a Trunk then loot a machine
to obtain a Fusion Core. Not a bad little diversion.



___ _ _ _ _ _
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| _/ _` | | / _ \ || | _| |_ _|
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O==< From Medford to Med-Tek Research >==O
``-.____________________________________________________[FO-26]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Grognak the Barbarian
o Massachusetts Surgical Journal
o Massachusetts Surgical Journal
o Overdue Book
o Science Bobblehead
o Tumblers Today


Two new settlements isn't a terrible prize for those who have the resources
and the will to better the Commonwealth, but the next leg of the journey
promises rewards with a more... well, awesome flavor. That is, if you find
the figurative taste of Skill Books, Bobbleheads and Power Armor tasty.
Literally, probably not so much. Anywho, from the Taffington Boathouse head
north along the road, then turn east at an intersection, stopping to loot
the trailer of a trunk [Advanced] on a hill north of the road.

Medford Memorial Hospital
-------------------------

Continue east to find Malden Memorial Hospital, outside of which you'll
find several Super Mutants, including a Suicider and a mutt of some kind.
Exterminate them, then head through some double doors to reach the interior
of the hospital. The interior, like the exterior, is crawling with Super
Mutants, and if you make a commotion you'll end up fighting a mess of them
at once. They lurk on three floors, all of which can shoot into the lobby,
and more dwell deeper in the complex, as well. Again, be especially careful
of another Suicider lurking around, who will make your life miserable if
you let him.

Once the lobby is more or less clear, head down a hallway to the west.
Explore the room to the north to find an Ammo Box [Novice] and a Duffle Bag,
then explore an office to the south to find a Terminal [Advanced] which
unlocks a floor Safe [Advanced]. Continue west until you find a stairwell,
then head up to the third floor. While on the third floor, head east,
stopping to clear some rooms to the north, then continue on into a small
waiting room with a Terminal [Novice] which activates a nearby Protectron.

Continue east onto a balcony overlooking the lobby, then make your way north
to find the "Operating Theater Door" [Master]. If you can't get past this door
yet, never fear - there's a key further on - but assuming you can get past the
door, it'll be covered now. Beyond this door you'll find an "Operating Theater
Terminal" which you can use to fiddle with the lights, door and music here.
You can make your way through a door [Advanced] to reach the operating room,
or you can go up the stairs to the east to reach the rear of the same location.
Here you'll find a leveled Super Mutant, a weaker Super Mutant, and two Mutant
Hounds. Once they're dead, grab some Heavy Super Mutant Armor along the western
wall, then head up some stairs to the north and into a small preparation room,
where you'll find a Syringer Rifle and a Steamer Trunk. Make your way down a
tunnel to the south and pick a door [Expert], beyond which is a dead Raider
lying against a bench, upon which is a Super Mutant Helmet.

Leave the operating room and return to the balcony over the lobby. From here
turn east and make your way - carefully - across the remains of a floor and
through a doorway. Head north down a hallway, then turn east to find a doorway
to the south, beyond which is a Terminal [Expert] which opens a nearby door to
a caged-off area, beyond which you'll find some chems and other medical
supplies to loot. Once they're yours, continue through two doorways to the
east to find two laboratories (now made into one room, thanks to a wall
collapse) where you'll find random junk that may be worth looting, as well
as a Tool Case [Novice].

Loot and return to the room with the caged-off area, then leave here and make
your way north. Continue past an elevator shaft, then follow some winding
hallways and down some stairs to reach another waiting room. Make your way
south through it to find a desk, upon which you'll find an Instrument Case,
within which you'll find the "Medford Operating Theater Key", which bypasses
the [Master] door upstairs. Keep going south down a hallway, looting the rooms
to the east and west for minor junk. When you reach the southern hallway turn
west, go through a doorway, then continue past another desk and back into
the lobby.

Make your way west, staying upon the second floor as you do so to find two
more ways to proceed west; a door [Advanced] and a hallway. Pick the lock to
the door and search the desk near the window to find a Massachusetts Surgical
Journal. Score! After reading your new magazine, continue down a hallway to
the west to find a room to the north with some minor loot you can score. The
room to the south at the end of the hallway will yield a Fusion Core, which
you can daintily pluck from a machine. What a generous little area!

Malden Police Department
------------------------

Well, that was almost worth the trouble. Leave the hospital and continue
east to find a police station. Enter the Police Station and head upstairs,
the make your way into the south-eastern corner of the level to find a "Malden
Police Evidence Terminal", near which you'll find the "Eddie Winter Holotape 2"
and a box containing some Jet. The terminal itself may also give you a map
marker.

Malden Center
-------------

From the Malden PD building head north to find the Malden Center Station
(marked on your map merely as Malden Center). Enter the subway tunnel and pass
some turnstiles to find two Synths lurking around. Deactivate them with some
violence, then search to the north to find some dead Raiders, near which is
also a First Aid Box and an Ammo Box. If you look to the south you'll find a
chained door... which should let you know that this area will loop around
back to the beginning.

Continue east down two staircases to reach the metro tunnel, where another
half dozen or so Synths lurk in the immediate vicinity. To the east there are
two subway lines, both of which are occupied by trains, which now serve as
tunnels up and down the tracks. At the southern end of the western-most track
you'll find two dead Raiders in a shelter, an on the eastern-most track's
southern end you'll find another shelter, in which you can find a Fat Man and
a Suitcase [Novice]. If you enter the western train and follow it north you
can find a Suitcase [Novice] in the train, along with some chems. Once you
get off the train, be wary of a rigged gun and a proximity trap on a monkey
toy. To the north is one more Raider Shelter with an Ammo Box inside of it.
The other (eastern-most) train also contains a Suitcase [Novice].

Along the northern end of the tracks you'll find some doorways leading east.
Head inside the tunnel here and follow it south, killing more Synths and
perhaps a Turret, then make your way through a door [Advanced]. In the room
beyond the locked door you can find another Synth, an Ammo Box, and a Frag Mine
in a refrigerator. Sneaky. If you continue south you'll find a gift shop,
behind the counter of which is a Tripwire rigged to a Makeshift Explosive and
further south is a Terminal [Novice] which can activate a Protectron, if it's
still functional.

Where you really want to go, however, is down an elevator east of the fridge
with the Frag Mine inside of it. Take the elevator down and exit into a room
where you'll find more Synths. Smite them, then continue to the southern end
of the chamber and grab a Fusion Core out of a machine to the east before
turning west to find a Large Toolbox [Novice]. Loot an Ammo Box hiding under
a wheeled table, continue through a hole in the wall to the west, then pick
your way south, then west over the corpses of some dead Raiders. Eventually
you'll hear the sound of some fighting coming from a tunnel to the north.

Make your way through a hole in the wall to find several Synths fighting
some Raiders, their Turret, and their leader, Helter-Skelter. Wait for one
side to lose, or join the fray. The Synths are closer to you, so they're the
ones you'll likely pick off first. When all is quiet, loot the bodies - at
least one of the Synths should have been leveled, and Helter-Skelter, of
course. Once done, head into a yellow boxcar to the north and search a metal
shelf to find a copy of Tumblers Today. East of here, on a table near a bed,
you can also find an Overdue Book. The rest of the Raider camp isn't as
generous, but you can still find the some junk and the odd chem lying around.
When you're done looting, head to the south-western corner of the chamber to
find a door to the south which will ultimately lead to a room with some ammo
and chems in a metal locker, and another elevator. Take the elevator and
you'll surface just behind a chained door, which of course opens up near
the entrance.

Malden Middle School
--------------------

Exit the metro and follow the road in front of it to the north-east, then
east past a bookstore to find Malden Middle School, the next stop on this
exploration run. Continue south-east along the front of the school and keep
your eyes out for Frag Mines, which some jerk has kindly placed around.
Disarm them, then enter the building via the ruined eastern corner. Proceed
north through the ruined school and open a cage door, then turn north-west
and head down some stairs to find some double doors leading to the basement.

Malden Middle School Basement
-----------------------------

From the entrance to the basement head south, then west up some stairs to
discover a vault, of all things. The entrance here is guarded by several
Gunners and a turret, and they'll put up quite a ferocious fight. Kill them,
then search a small office to the west, which contains an "Admissions
Terminal". Seems ol' Vault-Tec was trying to get kids into Vault 75. Once
done, head down a nearby elevator to reach Vault 75, which will start the
quest "Vault 75".

Vault 75
--------

Continue south and waste two more Gunners, and note the generally trashed
appearance of this vault. Not nearly as pretty as Vault 81 was, or even
Vault 114. If you continue south you'll reach a small room, which has nothing
in it, but west of this room is a door with a panel missing. Near the door is
a Lab Access Card Reader, which of course you don't have the card for.
Investigate it to get a new objective, then continue south, then west to
reach a cafeteria which is swarming with Gunners, both on the ground floor
and on the balcony above. Clear the area, then head south to find a playground
cavern where some more Gunners lurk, although there's little else of interest
to note. From the cafeteria you can head through a doorway to the west, then
go up some stairs to reach the balcony, where a few rooms wait to be looted.
In the barracks to the west you can score some Footlockers, while in a
classroom to the east you can find a Toolbox [Novice] and other assorted
loot. The room to the south, however, is less interesting.

Return to the ground floor of the cafeteria and head north-west through a
locker room, then turn east to find another sealed door that requires a Lab
Access Card. Instead turn north and go down some stairs to reach a laboratory
part of the lab. Kill the Gunners milling about down here then head west
through a locker room and an armory (in which you can find some guns on a
metal shelf) to reach the mock-up of a city. Here you'll find a Gunner
Commander lurking on the roof of the diner. If you're patient, you can snipe
him from stealth without having to deal with him in a fair fight. Afterward,
interact with a "Combat Simulation Terminal" if you want to run through the
simulation course. Aside from just being a way to waste ammo, you can set a
new high score on the terminal and teach "ToppedYaAll!!" a lesson. Be sure
to loot the Gunner Commander to obtain the Vault 75 Lab Access Card. If you
want a bit of extra loot, circle around behind the diner to find a Wooden
Crate [Novice].

Backtrack back into the vault proper and back up the stairs leading to the
lab. From here turn east and use your newfound Lab Access Card Reader to
open the sealed door. Another sealed door to the east will take you back near
the entrance, while the door to the south requires an Admin Access Card.
Oh boy. Go through an unsealed door to the north, up some stairs, through a
doorway to the north and finally turn west to spot more Gunners in the
distance. Once they've been eliminated, you can do down some stairs and loot
some more untidy barracks. You can also find an observation room overlooking
the combat training area, and opposite the doorway leading to it you'll find
a "Research Terminal", which details some research goals and random musings
from of of the scientists. Return back upstairs and continue west to reach
another room overlooking the combat training ground. Kill whatever Gunners
still lurk in this area, then loot one of them for the Vault 75 Admin Access
Card. This will open the last door back east, but before you go, grab the
Science Bobblehead off a desk near the windows overlooking the training ground.
With this thing in your possession, hacking terminals will be somewhat less
tedious.

Make your way back to the sealed Admin door and open it, then head up some
stairs beyond to reach the Chief Scientist's office, where another Gunner
dwells. Kill him, then use the "Chief Scientist's Terminal" to learn about
the purpose of this particular vault, which for once actually seems to be
human survival. Okay, so it's making super-soldiers, but in post-apocalyptia,
that might just be the same thing. Go through a door [Advanced] to the west
to find a small sleeping quarters room for the staff which has some minor loot
inside, then continue through a door to the south and up another flight of
stairs to reach the Overseer's Office, where the final few Gunners lurk. Kill
the Gunner Commander and his lackey, then use the "Overseer's Terminal" to get
more information about the vault, as well as to open the door [Expert] to the
north and the Safe [Master] built into the desk. Merely interacting with this
terminal will complete the quest "Vault 75". Loot the safe, then enter the
Overseer's room to find a copy of Grognak the Barbarian on the bed, a floor
Safe [Master] under the bed, a Steamer Trunk and a First Aid Box. Not bad...
now all you need to do is head through a doorway to the south, go down some
stairs, and use that Admin Access Card to return to the cafeteria, from which
you should easily be able to make your way out of the vault.

REWARD
(For exploring Vault 75)
XP 260

Slocum's Joe Corporate HQ
-------------------------

Once you're back outside, head south-west across the street - around a bus -
to find the Slocum's Joe Corporate HQ. Like the Malden Middle School area
(which is no longer on your map, having been replaced by Vault 75), it's
just a marked exterior area, the building having been compromised. In other
words, no loading screens. At least, not yet. Head upstairs and exterminate
any Raiders you encounter. Make your way to the third floor, where you can
find a Steamer Trunk along the southern end of the building, then return to
the second floor, exit the stairwell, then head south past a Cooking Station
to find the door leading to the Slocum's Joe Offices. Inside you'll find more
Raiders trying their raidery best to break into a Safe. Kill them, then snipe
(pun intended) their prize: a Safe [Advanced], inside of which you'll find the
"Slocum's BuzzBites Recipe". Uh... neat? There's also a Duffle Bag nearby, just
in case you're not carrying around enough loot already.

The National Guard Training Yard - where Shelly Tiller is located - is still a
bit to the south-east. Yeah, little progress has been made, and most of this
exploration has been kind-of-along-the-way, but mostly for loot. To the
south-east from Malden is the Med-Tek Research building, which is where
MacCready will eventually want you to explore. If you haven't advanced his
companion quest "Long Road Ahead" enough to get him to mention the place, it's
not worth exploring yet, as your progress will be impeded without MacCready.
Assuming you have MacCready, however, and advanced his quest to this point,
the Med-Tek Research building will be covered shortly. If that's not the case,
again, you can skip it for now and come back later when "Long Road Ahead"
leads you back here.

Greentop Nursery
----------------

First, however, there's another place to knock off the map. Head north-east
from Malden to find the Greentop Nursery settlement, which Preston may or may
not have told you about. Radiant quests, what are you going to do, right? It
doesn't matter if he sent you here or not, though, talk to one of the Settlers
and she'll give you a radiant quest, one of which may be "Ghoul Problem at
Greentop Nursery", which will lead you to the National Guard Training Yard.
If you're lucky, you'll get "Clearing the Way for Greentop Nursery" which just
requires you to kill the Bloodbugs at the Taffington Boathouse, which you
should have already done. Or, in another lucky break, you may get a random
kidnapping mission which may lead you back to Back Street Apparel, which should
be done immediately, as kidnapping quests have a time limit. If you're less
fortunate you may get "Raider Troubles at Greentop Nursery", which will require
you to go to the Dunwich Borers area or the quest "Super Mutant Trouble at
Greentop Nursery" which sends you to Breakheart Banks. Both of these latter
locations won't be covered just yet, and it's not a big deal if you delay
before claiming Greentop Nursery (unless you got a kidnapping quest, of
course). You're here just in case you get another excuse to travel to the
Nation Guard Training Yard. Birds. Stones. All that fun stuff.

Med-Tek Research
----------------

Return to Malden and head south-east to find the Med-Tek Research building,
outside of which you'll have to deal with a horde of Feral Ghouls. That's
promising. Kill them all and, assuming you've advanced "Long Road Ahead" to
the point where MacCready asked to go here, head inside. Otherwise, skip
ahead to the "National Guard Training Yard and Surround Areas" section.

Enter the Med-Tek Research building and head east through a door [Novice] to
find a small office with a "Security Terminal" inside, along with some ammo
and an Ammo Box. Believe it or not, that's actually a fair bit of the loot
you'll find on this exceptionally boring floor. At least, in the part you can
access now. Return to the lobby and head north, past an elevator, then west to
find the "Airlock Terminal", which controls access to the part of the facility
MacCready wants to get into. But first, you'll have find the Executive Terminal.

From the room with the "Airlock Terminal" head east down a hallway, dust a
Feral Ghoul that drops from the ceiling, then continue east up some stairs to
reach a room with red carpeting and numerous terminals. There are also Ghouls
here. Lots of Ghouls. Most of them are on the balcony overlooking this floor,
but they won't be shy about coming down to greet you. Fight your way up a ramp
to the balcony then continue south, turning west at a Nuka Cola Vending Machine
to find a doorway. Go through the doorway and proceed west to find the
Executive's office, where another trio of Feral Ghouls lurk. Kill them and
approach the "Executive Terminal", which can only be accessed with a password.
MacCready will furnish you with "Jacob's Password", which you should use to
access the "[Alert Override]" entry.

Once you're done messing with the terminal, drop down a hole in the floors
below and continue east then north to return to the room with the "Airlock
Terminal", which can now be used to "[Open Airlock Doors]". Beyond the sealed
airlock doors you'll find an office, which is guarded by two turrets. After
entering the room you can immediately turn south to find a "Security Terminal"
which can be used to shut down the turrets and open the sealed doors on the
western end of the room. Opening these doors will unleash a flood of Feral
Ghouls upon you, so be prepared. Once they're gone, loot the northern and
southern rooms to obtain some junk and the odd chem, then continue into the
room to the west when you're ready to move one.

Turn south then head through a door to the east to find a small room with
some stairs and a ramp you can go up. They both go to the same place, to
pick whichever irrelevant choice you wish, then in the room above kill some
Ghouls and loot a metal shelf to find some chems an a Large Toolbox [Novice].
Continue on to a room to the north, then turn west to find a room with four
cells, all of which can be opened with "Cell Terminals", three of which are
locked [Novice]. Open the doors, put the Ghouls in some of them out of their
misery, then ride an elevator.

Med-Tek Sub-Levels
------------------

From the room the elevators opens into, head down a hallway to the south
(the northern path leads to a dead-end) and turn east to find a large room
protected by a pair of turrets. Note the sealed doors and either dispatch the
turrets or sneak past them to the east to find a small control room with a
"Med-Tek Cell Block Terminal" inside of it. Activate the terminal to get the
option to turn on a Protectron on the lower level, open the sealed doors, and
manipulate the turrets. If you've been playing video games for any length or
time - or if you're just paying attention to this area - you should be ready
for a Ghoul rush when you open the door. The more machines you can get on your
side before you open the doors, the easier your life will be. Survive the
Feral Ghouls you unleash, then unlock a Security Gate [Advanced] in the control
room (beyond which you'll find some guns, medical supplies and Ammo Boxes)
before ultimately heading downstairs.

Enter the middle room on the lower level to the south, then go down a ramp
and follow a highway to reach another large, multi-storied room. Grab a
Fusion Core out of a machine then continue up some stairs to reach a small
room with a Safe [Novice]. Loot it, then you can use the stairs to jump
across some pipes to reach the western end of the room, where you'll find a
First Aid Box and a Toolbox near a skeleton. Continue east into a hallway
and travel north into - and through - a small room, then turn east down
another hallway and enter yet another chamber. Kill a Feral Ghoul, go down
some stairs, and make your way south by initially taking either hallway to
the east or west. On the southern end of the wrap-around hallways you'll
find a "Med-Tek Lab Terminal", which opens the doors to the room surrounded
by the hallways to the north and the door to the south.

In the room to the north you'll encounter a few more Ghouls, led by a
Glowing One. Kill these foes, then get to looting the room, as it contains
two First Aid Boxes, a Steamer Trunk and some chems. As for the more
interesting loot, you can find a Massachusetts Surgical Journal on the corner
of a metal table and, on the northern side of the large table with skeletons
on it, you'll find a dose of PREVENT, the medicine MacCready is searching for.
Talk to MacCready and hand the cure over and, after he's done thanking you,
he'll ask you to take the cure to Daisy in Goodneighbor, who can get the
medicine to his son in a timely manner.

If you want to get this done with quickly, there's no harm in it. Exit the
room and continue through the now-open door to the south to reach an elevator,
which will take you to the lobby. From here head back outside and fast-travel
back to Goodneighbor and talk to Daisy in her stall. She'll agree to send the
medicine down with no fuss, after which this quest should end. If MacCready's
disposition to you is now high enough, he should initiate dialogue after a bit
and give you a Wooden Soldier Toy, and if you pass a speech check, you may also
be able to start a romantic relationship with him. And why not? You both have
children in peril, and somewhat recently-deceased spouses. Bask in your shared
misery. Best of all, however, is the Killshot perk, which is just all kinds of
awesome, giving a +20% chance to hit in VATS.

REWARD
(For recovering the cure for MacCready's son)
XP 325



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O==< The Lost Patrol >==O
``-.____________________________________________________[FO-27]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Taboo Tattoos
o U.S. Covert Operations Manual
o U.S. Covert Operations Manual


Whether you finished MacCready's questline or not, it's time to continue on.
From the Med-Tek Research building you're going to want to go south, but before
you go, bring up your Pip-Boy, go your "Radio" tab and tune into a "Distress
Signal". Time to go signal hunting! Follow a road in front of the Med-Tek
Research building south-east until you see a ruined house to the south.
Investigate this house to find the shattered remains of a Brotherhood of
Steel patrol, most notably the body of Knight Varham. Loot his body for the
"Battlefield Holotape", his dogtag, then take the nearby Distress Pulser.
This must be the remains of a Brotherhood patrol that preceded Danse and his
group, and he'd certainly love to know what happened to them. Listen to the
Battlefield Holotape, which will direct you to the Nation Guard Training Yard.
What luck! All this starts the quest "The Lost Patrol". Pick the locked safe
[Advanced] nearby, then continue south find Relay Tower OMC-810.

Relay Tower OMC-810
-------------------

Like the last relay tower you messed with, this one has a Relay Tower Terminal
you can use to "[Extend Satellites]". This will get you two new radio signals;
the "Default Radio Signal" and the "Separated Family Radio Signal". Time for
more signal searching!

From the relay tower head east, tuning into the "Default Radio Signal" and
following it. You should reach a road shortly, which you should then follow
north until you reach a four-way intersection with a tree in the middle. From
here follow the eastern-most road and keep your eyes to the south until you
spot a ruined house. Explore this house to find a trapdoor leading to a
Basement, whence the source of the signal emanates. Down in the relatively
intact basement you'll find the radio on a table, near which is a Safe
[Advanced].

West Everett Estates
--------------------

Well, that wasn't terribly rewarding, maybe following the "Separated Family
Radio Signal" will be more lucrative? Follow the signal west to find the West
Everett Estates area, once a lovely little town, now a formidable Super Mutant
camp. There are leveled Super Mutants, Mutant Hounds and Turrets, all of which
are led by a unique mutie named Hammer, who will try to make your life
miserable with the help of a Missile Launcher. Kill them all, then find the
water tower on the south-western edge of town. In a small shack in front (east)
of the water tower you'll find a trap door leading down to the Backyard Bunker,
the source of this signal. Inside you can find a Hazmat Suit on a some metal
shelves, along with a Toolbox [Novice] and a bunch of potentially useful
pre-war junk. Grab a Nuka Cola Quantum out of a wooden box on the table, then
continue south-west to find a "Wayne's Terminal", which discusses some of
Wayne's trials. Eject "David's Holotape" from the device, then use the terminal
to bypass the lock on the nearby wall Safe [Expert] before looting a Steamer
Trunk and leaving the bunker.

Once back outside, it's worth looting the remaining houses here. In the yellow
house south-east of the entrance to the bunker you can find "Hammer's Holotape"
on a counter, where you can listen to Hammer scheme and cooperate with another
Super Mutant named Fist... the same Fist you killed at Trinity Tower. In the
blue house across the street you can find a Safe [Master] and a Duffle Bag.
Make your way east from this house to find another blue house. Search the
eastern room to find a Dresser, in which you'll find the "Boston Mayoral
Shelter Bathroom Key". From this house head north to find another yellow house
and loot an Ammo Box and a Chem Box on a patio table, then head into a red
truck to find a Super Mutant Helmet, a First Aid Box and a Steamer Trunk
[Expert]. Finally head up a road to the north-west and when you reach some
barricades, turn east to find a blue house. Be wary when you explore, though,
as there are two Bathrooms Scale rigged to a Grenade Bouquets, as well as some
Frag Mines lying around. Once those have been disarmed, hack "Lance's Terminal"
[Advanced] to get another perspective of what happened here after the bombs
fell. Use the terminal to unlock a nearby safe [Expert] then find another Safe
[Advanced] in a back room.

Time to head back to Relay Tower OMC-810. If you follow the road north a bit
from the last house you looted, be sure to disarm a Tripwire between a ruined
car and some bushes, as it'll drop a triple Grenade Bouquet down on your head.
You may also find another straggler Super Mutant in a bare-bones building
further north, who has thoroughly trapped his house and the area outside with
Frag Mines. Anyways, from the relay tower head east to finally arrive at the
National Guard Training Yard. Big area. Can't miss it.

National Guard Training Yard
----------------------------

When you reach the yard you'll find several threats waiting for you: Feral
Ghouls, Frag Mines and turrets. Sweep the grounds thoroughly, clearing out
any threats, then loot two small concrete structures to the north-east and
south-west of the large central buildings. For the sake of argument, ignore
the red door to the National Guard Armory [Master] too. There's bound to be
another, longer, more tedious way to get inside that building, and to apply
to the lowest common denominator, that's the route which will be taken. Also
note that you'll pick up another "Distress Signal" when you reach the grounds.
Don't worry, there's no need to rush off anywhere, this one will be found
as you explore.

National Guard Recruitment Office
---------------------------------

First stop here is the National Guard Recruitment Office. From the first
room make your way south into another room, where you'll need to put down
some Ghouls. Once done, turn west past a Cooking Station to find a gun on
some metal crates and a Footlocker nearby. On a caged-off area to the west
you'll find a "Barracks Access Terminal" [Expert] but ignore it for now.
You'll get to the barracks soon enough. Continue south, then west through a
doorway into a small room where you'll find the body of Knight Astlin, who
can be looted for "Knight Astlin's Holotape" and her holotag. Take her stuff
and grab the Distress Pulser nearby, then listen to her holotape.

Don't worry about reporting to the Brotherhood of Steel yet and instead
return to the room to the east and continue up some stairs to the east. Once
on the upper level, turn south into a room with a nearly completely ruined
floor, circling around the remnants to find a wall Safe [Advanced]. Return
north and maneuver around some ruined floor into an office to the west, where
you can find the "National Guard Officer's Password" in a desk which bypasses
the terminal leading to the barracks. Next make your way back to the previous
room and continue north, through a broken wall, where you'll find the room in
which Shelly Tiller lurks. Kill her and the quest will update, pointing you in
the direction of a dead drop. All in good time.

National Guard Barracks
-----------------------

Time to hit the barracks. Head back downstairs and use the "Barracks Access
Terminal" to open the cage door, beyond which you'll find a door back to the
yard. Clear some Feral Ghouls lurking around in between the two buildings,
then enter the barracks. From the entrance continue west, then head north up
some stairs, killing whatever Ghouls rise against you. There's a lot of them
up here, so don't be afraid to use the stairs as a bottleneck. Once the dust
has settled head east to find a small office room to the north, wherein you
can find an "Armory Management Terminal" [Master]. This will also open the
armory, bu it's a tough pill either way: a [Master] lock or a [Master] hack.
Do what you will with the terminal then make your way south down a hallway
across from the stairs and pillage a room to the east to find a Stealth Boy
on a metal shelf.

Head across the hall to the west to reach a large room with several holes in
the floor. Kill the lurking Ghouls playing possum in here, then drop down a
hole (after looting some Footlockers, perhaps). Kill the rest of the Ghouls
in this place, including a rare Glowing One, then head north into a Cafeteria
to find a U.S. Covert Operations Manual on a table near a blue Cooler. Return
to the larger room to the south and go through a hole in the wall to the east
to find some double doors leading back out into the yard. Once outside, use a
nearby Terminal to open up the cage-off area you're in to allow direct access
to the barracks. Huzzah!

National Guard Armory
---------------------

Now it's time to deal with that pesky door to the National Guard Armory, if
you haven't already. There's only two ways to get in: pick the lock [Master] or
hack the terminal in the barracks [Master], and for once, it's pretty lucrative
to be able to mess with [Master] locks and hacks. Get inside the armory however
you. The door is the least of your troubles, however, as once you're inside
you'll find the place liberally littered with Laser Tripwires. Cautiously
disarm them like the pro you are, then continue west to find a chamber with a
Trunk, a sleeping Protectron and a Tool Case [Novice].

Once done, return to the east and hack a "Power Armor Storage Terminal".
Oh yeah, you know something with a name like that has to be hiding serious
goodies. Hack the terminal and kill the leveled Ghoul in the room beyond, then
claim your new, leveled suit of Power Armor. Again, at this point in the game,
it's very likely you'll find yourself in possession of a swanky new suit of
X-01 Power Armor. In fact... it might be a good idea to hop on in that Power
Armor, as there's a special surprise waiting for you outside. Return outside
and you'll find that you've awakened a leveled Sentry Bot uphill to the
north-west, and it's not happy you took that Power Armor. Even at level fifty
this foe can have a threat skull next to its name, so be prepared for a rough
fight. That Power Armor you scavenged will help even the odds, as will a few
critical hits. After you're victorious head north-west from the armory to find
the structure that housed the Sentry Bot. From here turn west, south-west to
find some shipping crates. Two stacked teal ones, in particular. Enter the
bottom crate and you'll find a locked door [Expert] beyond which is yes another
suit of leveled Power Armor, which may very well be your third suit of X-01
Power Armor. Very win. Take these two suits of Power Armor where you keep such
prizes, then return to the National Guard Training Yard.

Revere Satellite Array
----------------------

Since you took care of Shelly Tiller, the excuse that's been used to lure
you out here, you can go back to Goodneighbor and get on with The Silver Shroud
questline, right? Sure... but there's the matter of "The Lost Patrol" to deal
with, and since you're already out here... You know how this goes. Head east to
find Revere Satellite Array, but approach sneakily. The entire place is
crawling with Super Mutants, who lurk in equal numbers on the ground and along
the walkways and fortifications. Many of them are leveled, and can be quite
powerful, so it's worth taking out a sniper rifle (suppressed if possible) and
picking off as many as you can from a distance. Stay far away, locate them with
VATS, fire, and retreat if necessary. Thin them out as much as possible before
you make your way onto the grounds, then, when all is clear, look around to
spot five towers you can climb: one in the middle of the array, and one in
every prime direction.

Head up the central tower until you reach a dead-end, at which point you'll
find a table near an Ammo Box [Novice]. Loot the Ammo Box, then grab the U.S
Covert Operations Manual off the table. The tower to the west goes nowhere,
as the walkway is broken, but if you head up the tower to the north you'll
find the Super Mutants have built some precarious-looking leading to the dish.
In this satellite dish you'll find a might haul: a Power Armor Frame (it just
needs some love!), a Fat Man, and a Steamer Trunk. The southern tower leads to
a shack with an Ammo Box and some Super Mutant Chains armor. Finally, ascend
the eastern tower to find a shack, inside of which is the body of Scribe Faris.
You know the drill, loot him for "Scribe Faris' Holotape", his holotag and
other goodies, then pick up the Distress Pulser nearby. Give the holotape a
listen and you'll get intel on a bunker up north, along with the password that
goes to it.

Before you head off anywhere, however, loot some trailers to the west,
south-west to find a Duffle Bag, an Ammo Box and a dead Raider. After that,
follow the road south-west from the Revere Satellite Array until you reach
an intersection, at which point turn west, north-west until you're just outside
of the Nation Guard Training Yard again. At another intersection turn
north-east until you find a series of APCs along the road, which are guarded
by a deranged Mr. Gusty. Kill it, then continue into the back of the APC to
find another suit of Power Armor, again, quite possibly a suit of X-01 Power
Armor. It'll likely be incomplete, but free is free.

County Crossing
---------------

It seems like it's time to head up to find this bunker, but first, there are
some areas to the south that should be cleared out. They're out of the way,
but there's no other excuse to explore them. Fast-travel to the National Guard
Training Yard and head south to find the settlement of County Crossing, where,
when you talk to a Settler, you'll get a radiant quest. Again, if you're lucky,
it's something you've already done (clearing out Sunshine Tidings, for
example), if not, it may be a lame kidnapping quest in Monsignor Plaza. If
that's the case, you may want to just avoid the place until the guide takes
you to Monsignor Plaza (it'll be a ways off, and kidnapping quests are timed).
Or you can just pay the ransom. Once you're done dealing with County Crossing
head south-west to find some ruins dominated by two containment spheres. Aside
from Bloodbugs and a Flamer, however, there's little of interest here.

Irish Pride Industries Shipyard
-------------------------------

Follow the southern coast to the west (you may find a random encounter near
some ruined houses along the way) until you find the Irish Pride Industries
Shipyard. Make your way to the western side of the building (you can find a
back door on the eastern side, but it's locked [Master]) and kill any Bloodbugs
you find. These critters infest the grounds around the shipyard, and the two
smaller metal structures along the western end of the building. Once the bugs
are cleared and you've obtained what paltry loot you can find in the
aforementioned structures, head inside the western entrance.

From the entrance head south down a hallway to find a blue locked door [Novice]
to the east, beyond which you'll find a cafeteria with a Nuka Cola Quantum on
the desk. Kill a trio of Mirelurk Hatchlings (this should tip you off to what
you'll be fighting soon). Head through a door to the south to reach the
drydock, where you'll find two fully grown Mirelurks and a half dozen
Hatchlings, many of which are initially lurking underground. After they're
destroyed, you can loot two shelters, one to the south-west and one to the
north-east, both of which contain an Ammo Box. Head inside the ship and search
the cabin to find a copy of Taboo Tattoos on a table near a lantern. Finally,
in the captain's quarters you can find "Rory's Terminal", which details the
notes of some imbecile who tried to raise Mirelurks. Once done, get off the
boat and head into the sludge beneath it. Kill the Mirelurks down here and
search the south-eastern corner of the drydock to find the body of Rory Rigwell
and a Steamer Trunk. Seems her "positive messages" weren't enough to overcome
nature. On her body you'll find the "Irish Pride Key", which opens the back
door to the shipyard, for what that's worth.

Recon Bunker Theta
------------------

Now it's time to go check out that bunker. Fast-travel to Lake Quannapowitt
and head north-east from here to find Recon Bunker Theta. It may be tempting
to go to the nearby radio tower (Radio Tower 3SM-U81), but this is best left
for the first leg of later exploration. You'll shortly leave the lake behind
and end up following smaller streams, perhaps exploring a drainage pipe
filled with Mirelurk Eggs (which will hatch and impose the company of some
Mirelurk Hatchling upon you). Keep following the streams north-east until
you find a hill you can scale to the east. Be wary of Frag Mines and eventually
you should reach the bunker, which you can access by using the "Bunker Access
Terminal", now that you've found the codes.

Open the door, put on your Charisma gear, then enter the bunker to find Paladin
Brandis, who has clearly suffered mentally from his ordeal. Either play nice by
saying "Brandis?" then tell him about his team and either tell him they're dead
or pass on their holotags, or attempt one or two moderate or one hard speech
checks... although the speech checks are pretty superfluous. After this you'll
get the chance to pass an easy speech check to try to get him to rejoin the
Brotherhood. Follow this with a moderate and a difficult speech check and he'll
finally relent. Afterwards, loot his bunker to find an Ammo Box, a First Aid
Kit, a Steamer Trunk, a Stealth Boy, an Inactive Distress Pulser, "Paladin
Brandis' Holotape" and a Fusion Core.


(-NOTE-) It's possible to provoke Brandis during dialogue, at which point
you'll have to kill him. This will deprive you of a unique reward
later on in the game, however, and should be viewed as a botched
finish rather than an alternate path.


Only one more stop to make now. Return to the Cambridge Police Station and
talk to Paladin Danse. Ask him about the other recon teams and he'll fill you
on the missing patrol from three years prior. Give Danse the details, tell him
about Brandis and hand over the Holotapes and/or holotags, if you still have
them to complete the quest. While you're here, feel free to talk to Knight Rhys
and Scribe Haylen and turn in their radiant quests ("Cleansing the
Commonwealth" and "Quartermastery", respectively), which will also complete
the quest "Semper Invicta" and open up another quest with Paladin Danse.
Despite this, however, you can't actually advance the Brotherhood of Steel
questline further at this time.

REWARD
(For discovering what happened to the lost patrol)
XP 455
Caps 200

REWARD
(For clearing out a location for Knight Rhys)
XP 260
Caps 106

REWARD
(For recovering an artifact for Scribe Haylen)
XP 260
Caps 103

REWARD
(For supporting the Brotherhood Recon Team)
XP 390



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O==< The Silver Shroud (Part 2) and Charleston >==O
``-.____________________________________________________[FO-28]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Guns and Bullets
o La Coiffe
o Total Hack


It's finally time to return to Goodneighbor and get back to playing the
Silver Shroud to entertain old Ghouls. First, however, head west then south
from Goodneighbor to find a Tool Case outside of a Super Mutant stronghold.
Inside you'll find 500 Caps, your reward for killing Shelly Tiller. The four
suits of Power Armor you found along the way was more lucrative, but hey,
500 Caps is 500 Caps. Return to Goodneighbor and listen to the radio station
to hear that Hancock wants to meet with you. Or rather, the Silver Shroud.

Head into the Old State House and talk to Hancock, who wastes time questioning
your vigilantism in "his" city. Eventually he gets to the real deal: an asshole
named Sinjin has been connected to all the people you've killed as the Silver
Shroud, and he wants revenge. Fortunately for Hancock, Sinjin's growing power
worries him, so he's got a vested interesting in seeing him taken out, hence
the tip off.

To start things out, however, you're going to need to take down two of
Sinjin's goons, Smiling Kate and Northy. Pass a moderate speech check to get
50 Caps up front, then... it's time to hunt down these two Raiders, which
gives you a wonderful excuse to explore Charleston.

Mass Gravel & Sand
------------------

Fast-travel to the Corvega Assembly Plant (or if you want to avoid Raiders
here, to Mystic Pines) and from the Corvega Assembly Plant head south-east
to find the Mass Gravel & Sand map marker (south from Mystic Pines). On the
ground you'll have to face some Mole Rats and in an unimpressive building
lurks a Raider. From here head north-east to find a road running south-east,
which you should follow until you reach Wattz Consumer Electronics, which
will be south-west of the road.

Wattz Consumer Electronics
--------------------------

Enter the building and drop down a ledge, then descend a rubble ramp to the
west. There are plenty of robots on the ground floor, but they're all
deactivated for now. Who wants to bet it won't stay that way? Make your way
through a doorway to the north, then use a Terminal to open another nearby
door, beyond which is an office. Interact with another Terminal on a desk
and, if you select the option "Activate Demo Mode" you'll turn on all the
robots, who will be thirsty for human blood. Alternatively, however, you can
just kill them while they're deactivated and save yourself a lot of trouble.

Anyways, grab an issue of Total Hack from the desk near the Terminal, loot a
safe [Expert] in the north-western corner of the room, then return to the
large central room and head up some stairs to the west. Make your way through
some doors and go up another flight of stairs to reach the sales floor, where
more robots await. If you go south past some sales counters you'll find a door
[Advanced], beyond which you'll find... well, not much, aside from a Military
Circuit Board. Head up some stairs over the door then head east to find a door
[Expert] leading to a cage, wherein you can find a Stealth Boy on a shelf and
a Mini Nuke in a safe.

Return back to the sales floor and head north to find another locked door
[Novice], beyond which is a break room with little of interest inside. Leave
the break room and head east, keeping your eye to the north until you find
some stairs. Up these stairs is a small office in which you'll find a Steamer
Trunk and a Terminal. Access the Terminal and select the option [ > Safe
Control] to unlock a wall safe to the west, which can only be opened with this
terminal. Make your way to the sales floor again and search two bathrooms to
the north, one of which has a First Aid Box inside, then go through another
door to reach a storage closet with some containers to loot inside. That done,
head south to exit the store via the same door you used to enter it.

Killing Northy
--------------

Leave the Wattz Consumer Electronics building and head south to find the
building where Northy is hiding, conspicuous because of the Bodyguards outside.
Kill Northy's Bodyguards, who are sharply dressed goons in business suits,
typically carrying Submachine Guns, then gun down Northy, who is more likely to
run and hide than fire back. You can also find a Safe [Novice] in the building
he was hiding in. After you've killed North and left your calling card, return
to Wattz Consumer Electronics, which will carry you to your next destination.

BADTFL Regional Office
----------------------

Leave Wattz Consumer Electronics and head east to return to the road, which
you should follow south-east. Eventually you'll reach a four-way intersection,
notable for the church you'll see to your left (east) under a collapsed
overpass. At the intersection follow the road north-east then at another fork
turn south-east to find the BADTFL Regional Office building on the left (east),
which is protected by several Raiders. At least you'll know what to expect
before you head inside, right?

Enter the building and make your way to the north to spot some Raiders having
a dispute with - and about - a turret. This is a great time to get a drop on
them, but be wary, as there are plenty more lurking in the tunnels nearby.
Still, it's a good bottleneck. Kill the Raiders if you can, including a unique
specimen named Sparta then head down a hallway to the west to reach an large
office room. Go through a locked door [Novice] to the west and grab a copy of
Guns and Bullets off the desk. Hack the Terminal [Novice] and you can use it
to deactivate the turret causing the Raiders so much trouble, unlock a nearby
safe [Expert] and read the logs of the most cliche police chief ever.

Next make your way through a doorway to the east and go through a door to the
south [Novice] to reach a bathroom, in which you can find the Chief's Key on
the top of a ruined toilet. Leave the bathroom and continue east through a
doorway and down some stairs to reach a room with a jail cell in it [Novice].
Grab the "Eddie Winter Holotape 0" off a short filing cabinet near a Caps
Stash, then pick the lock to the cell, where you can find some chems and ammo.
Make your way through a hole in the wall to the south and you'll enter into
a records room, where you can find a Terminal [Expert], which will allow you
to activate the nearby Protectron.

Head up two flights of stairs to return to the room you initially entered.
To the north is the room where the Raiders and the turret played tag. Return
there and head up the hallway to the east and pick a locked cage door [Novice].
Beyond this door you'll find the treasure the Raiders rightfully coveted,
which includes plenty of alcohol, a Fat Man, a Mini Nuke, a Stealth Boy, the
note "We Are Done", a Steamer Trunk, a Duffle Bag and a Safe [Expert].

Super Mutant Tower
------------------

Leave the building and head south-west to reach an intersection, at which
sneak your way to the south-east. Note the barricades and the hanging bags of
meat... it can mean only one thing. Super Mutants. Indeed, there are a lot of
them around here, around and within a half-ruined sky-scraper south of the
barricades. Make your way south, past a fence and into the building, where
you'll have to fight quite a few Super Mutants and their Mutant Mongrels,
perhaps up to a dozen foes. You'll have to ascend some stairs, then some ramps,
then more stairs to reach what now serves as the functional top of the tower.
Your reward for this fight? A Steamer Trunk and the loot the Super Mutants
were carrying.

Return north to the BADTFL Regional Office and from here backtrack up the
road to the north-west to return to the intersection in front o the church.
Follow the road south-west at this intersection and when the road splits again,
follow the smaller road to the west. Note the white brick building with a
Nuka-Cola sign on the back to the south. Inside or around this building you'll
face a random encounter, for what that's worth. This place is also just east
of the building where Northy was hiding. What a roundabout route!

Cambridge Crater
----------------

From this building head west to reach a road, which you should follow south
until you find a tunnel leading through a building. Go through the tunnel,
grabbing a Nuka Cherry near a skeleton on the way, then turn east and go
between a half-buried wooden building and a stone wall, through through a
ruined fence. Ahead - past the campsite you're currently at - you'll find a
large, heavily irradiated impact crater to the south-west, which is absolutely
crawling with Feral Ghouls... and perhaps an exceptional dangerous Glowing One
variant. Kill them and take some Rad-X (or in some other way protect yourself
from the fire) then head down into the crater where, in the center of it
you'll find a Trunk containing some goodies.

Monsignor Plaza
---------------

Backtrack north-east from the crater and make your way past some barricades.
When you reach the street beyond the barricades turn south-east and, when this
road bisects another, turn north-east to find Monsignor Plaza. Sneak down the
road to the north-east and watch for a Raider stronghold to your right
(south-east). Make your way down to the front of the building by going down an
adjacent road to the south-east and kill the Raiders - and their Machinegun
Turret MK I - in and around the building. Inside the building you can find a
Terminal that controls the turret, an Ammo Box and a Wooden Crate to loot, but
more importantly you'll find the door leading to Monsignor Plaza.

Enter the plaza and, given the opposition you faced out side, it should be no
surprise that the place is crawling with Raiders. You'll need to fight your way
east, dealing Raiders and a Machinegun Turret MK I as you go... including one
jerk who loves to lob Molotov Cocktails down on you from high ground. The
former can be killed conventionally, and the latter can be reached with the
help of an elevator. While you're up on the high ground reached by the elevator,
you can reach the roof of this building by heading west, then south, but
aside from another Raider, there's little to see up here.

Continue south from the entrance until you find a trench. If you go down into
the trench and continue south-west, then south, you'll find a few stores you
can rob, but little else of interest. So instead head south-west up some stairs
to find... well, some stores you can rob, but these ones are guarded by
Raiders! Search the store to the west to find Griswold's Terminal, on which
you can find the holotape "Griswold's Poetry Collection". Fight your way south
until you reach a room at the end of a hallway where you'll find a bed should
you need to rest away ouchies, a Steamer Trunk and Sue's Terminal. You can also
grab Monsignor's Plaza Key from a counter near a large red espresso machine.
When you're done, open a door in the south-eastern corner of the room then
carefully disarm a tripwire beyond the door. Descend the stairs disabling
hanging cans as you go, but be quick as you'll catch RADS as you descend. At
the bottom of the staircase, unlock a door [Expert], which can by bypassed
with the Monsignor Plaza Key.

Science Center Gift Shop
------------------------

Back outside, if you turn north and follow the circular railing you can find
several Frag Mines on the ground, which can be yours if you're both quick and
brave. Although you initially start out by going north, follow the railing as
it turns south-east until you find a road near a bridge. Cross the road and
enter a blue-doored building to enter the Science Center Gift Shop, wherein
you find a Mr. Handy, who will sell you a variety of junk.

Charleston Laundry
------------------

Exit the Gift Shop and follow the road north-east, maneuvering around rubble
as you go. Follow the waterfront more or less east, passing a bridge to the
south as you go. Continue following the road as it curves north-east until
you find Charleston Laundry to your right (south-east). Inside, in a Shopping
Basket on top of a Dryer you'll find an issue of La Coiffe. After that's yours
unlock a door [Novice] behind a counter to the west, beyond which lies an
office wherein you can find a Nuka Cola Quantum on a desk and a Safe [Expert].

Slaying Smiling Kate
--------------------

Leave Charleston Laundry and cross the road diagonally to the west to find a
road running north-west, which you should follow until you see an obelisk
walled-off by makeshift fortifications. When you reach a three-way intersection,
follow the road north, leap over some vehicles, and head up some stairs to
discover the Bunker Hill map marker. In the old world, it marked the site of
a battle between the English and their colonists over which was a better
beverage; soda, or tea. Soda won, but the British continue drinking tea in
defiance. Or something like that. Anyways, head into the settlement where
you'll find numerous merchants and other interesting characters.

Or at least you would, if you were going to explore Bunker Hill yet. You're
not. You've got a job to do, remember? Don't worry, you'll come back here once
you're done messing around in the south. From the Bunker Hill map marker head
south-west to find Smiling Kate and several members of Sinjin's gang. She'll
talk to you when you approach and pretty much announce that she's going to
kill you. Take her and her fellow gangers out, then search Smiling Kate's body
to find the "Find the Silver Shroud" holotape from somebody named Avery. Leave
you calling card then listen to the Holotape. Bunker Hill will have to wait
for now, you've got some more justice to dispense!

Fast travel back to Goodneighbor and listen to the Silver Shroud Radio station
to find out that Kent had a run-in with Sinjin. If you head into the Memory
Bank, Irma will tell you what happened and tell you to listen to the radio
station, if you already haven't. Looks like Kent needs rescued, and this will
take you south of Diamond City. If you guessed that this would make a great
excuse for more exploration, you're getting the hang of how this guide works.



___ _ _ _ _ _
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| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< The Silver Shroud (Part 3) and Roxbury >==O
``-.____________________________________________________[FO-29]___.-´´
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o======================================================================o
|The Silver Shroud (Part 3) and Roxbury {WLK029}|
o======================================================================o

***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales
o Guns and Bullets
o Hot Rodder
o La Coiffe
o Live & Love
o Overdue Book x7
o Small Guns Bobblehead
o Tumblers Today
o Unstoppables
o Wasteland Survival Guide


Sinjin and his hostage, Kent, is at Milton General Hospital, which is south
of Diamond City, but there are plenty of areas on the western and south-western
part of the island upon which Diamond City is located that need to be explored,
and they're not part of any quest... or at least, any part of non-radiant
quests.

Coast Guard Pier
----------------

Start out by fast-traveling to Westing Estate and from there head south-east
along the coast to find the Coast Guard Pier. The first thing you'll come
across is a Vertibird on a helipad. Jump into the cockpit to find a First Aid
Box and a Footlocker near a corpse, in the latter of which you'll find the
"USCG Holding Cell Key". After you've looted that continue south to find a
watch tower and a trailer with some minor loot inside. Your approach to the
buildings will be opposed by Super Mutants, including some leveled varieties,
some hounds and a Suicider. Dispose of them and continue south-east to find
another trailer [Advanced]. Be cautious, though, as the door is trapped, and
all you'll find inside is a First Aid Box and some junk.

Now check out the large, red brick building here, heading through the door
or the hole in the wall on the south-western side of the building. Activate
a "Coast Guard Lockup Terminal" on a desk and pick the option "Winter Holotape
Logs" to get some map markers then use the terminal to open the sealed cell
door. If you investigate the cell you can find an issue of Astoundingly Awesome
Tales on a toilet. Next, hack the "Evidence Room Terminal" in the previous room
to open another sealed door. Beyond this door you'll find a nice little cache
of loot, including an Ammo Box, a Duffle Bag, two Safes [Novice] and [Expert]
and plenty of chems.

Return to the previous room and head south, south-east through a doorway then
go up some stairs. On the second floor you'll find a Safe [Advanced] upon which
you'll find the "Eddie Winter Holotape 9". If you go up a ramp in the
north-eastern corner of the second floor you'll reach the third floor, where
you can find a door [Novice] beyond which is a First Aid Box and, across the
level, you'll find an Ammo Box. Continue up a final ramp to reach the roof,
where you'll find a Trunk full of goodies and a Nuka Cherry on a table.

WRVR Broadcast Station
----------------------

Leave the Coast Guard Pier behind and head south to find a road. Follow the
road south until it bisects another road running east-west, where you'll spot
a bridge to the west. While it's where you're going to want to end up, there's
an unmarked area of interest to the east, so follow the road in that direction,
first. Keep going until you find a road to the north, whereat you should look
uphill to the east, north-east to spot a small building atop the hill, behind
some trees. Head up to that building to find it occupied by a Sentry Bot - a
nasty machine, indeed! - who will activate shortly. If you need some help,
activate a Terminal [Expert] outside to turn on two Protectrons, who might
just buy you some time. Destroy the Sentry Bot (they tend to drop two Fusion
Cores), then loot the structure it was in to find a Safe [Advanced].

Return downhill to the road and follow it back to the bridge, where you'll
find some Raiders picking at some dead Mirelurks on the bridge. Kill them and
drop off the end of the bridge and swim to the western shore, where you'll
find the WRVR Broadcast Building north of the bridge. This will be a quick
(but lucrative!) stop. Head inside the WRVR Broadcast Center to find Anna
Hargraves, George Cooper and you old friend Rex Goodman, now back home after
his close encounter with Fist and his Super Mutants. None of them have
anything interesting to say at this point, but if you head into a room to
the north you'll find a copy of Live & Love on a desk.

Egret Tours Marina
------------------

Backtrack east across the river (elevation allows you to use the bridge on
the way back!) and follow the eastern shore south to find Egret Tours Marina.
Enter a boathouse [Novice] and head upstairs (be wary of a Tripwire in front
of the stairs!) to find a Safe [Expert] and a Steamer Trunk in an suspended
boat. Once the large boathouse is looted, you can loot a smaller, red-roofed
boathouse nearby, although it contains little other than junk and Frag Mines.
Next head to the end of a dock to find a small building, inside of which
you'll find a Tripwire rigged to a Makeshift Explosive, a Nuka Cola Quantum
and a bit of junk. Most important, on the western counter you'll find an
issue of the Wasteland Survival Guide.

Make your way east off the dock then continue south and enter a brick building
with a blue door to get a typical wasteland greeting from a nutter-butter
named Phyllis Daily, who thinks she's a Synth. Question her synthness, then
pass a moderate speech check "What happened" to learn about her grandson
Samuel. Failing that, you can pass an easy, then a moderate speech check,
or otherwise end the conversation on good terms then head upstairs and check
out "Phyllis's Terminal", where you can also learn about Samuel second-hand.
After you learn about Samuel you can talk to her, be sympathetic, tell her
about Shaun, then pass an easy speech check to get her to join the Minutemen.
Or you can just kill her. Either way, activate the Workshop on the bottom
floor to gain this as a new settlement, then be sure to use the terminal
upstairs to unlock a nearby Safe.

Cutler Bend
-----------

Leave the Egret Tours Marina and head south to find another riverside area,
the Cutler Bend map marker. This area is somewhat complicated and lacks a
signal point of interest, but head to the shore and mop up any Mirelurks
nearby, then head to a trailer [Advanced] on the beach, inside of which
you'll find a Duffle Bag, First Aid Box and Ammo Box. Leave the trailer and
turn west to find a boat bridge to the west, making your way over boats and
rubble to reach a white boat to the north, but be wary as you cross, as
you'll be attacked by a trio or Mirelurk Kings along the way. Faster and
stronger than most Mirelurks, Kings lack the massive shells most have and
can shoot sonic blasts at you. They also like to leap around, and generally
are more agile, as well. In the white, northern boat you'll find a Safe
[Master] and an Industrial Trunk you can loot. You can also dive off the
southern end of the boat bridge to find a submerged truck, whose trailer
[Advanced] can be opened, inside of which you'll find some Ammo Boxes and
other containers full of goodies. Be prepared to catch plenty of RADS if you
go for a swim, though. On the western shore you'll find a shack, in which
you'll find an Ammo Box and some other goodies. Another Ammo Box awaits you
in a higher part of the shack, which you can reach by taking a ramp, just be
wary of Frag Mines.

Fallon's Department Store
-------------------------

Now make a rather long trek to the north-east to find Fallon's Department
Store. As you approach you'll come across an abandoned auto dealership along
the way in which a random encounter may occur. If that's not enough trouble,
east of Fallon's Department Store, outside of the nearby West Roxbury Station
you'll find a group of Super Mutants, including several Suiciders and some
leveled specimens. You don't have to deal with them yet if you want to circle
around to the northern end of Fallon's Department Store, but the West Roxbury
Station is the next stop, so... why wait?

Assuming you brave the eastern entrance head west into a room with escalators
criss-crossing the area. Loot a Safe [Master] in front of the escalators, then
head down the escalators to reach a jewelry store. Kill two Super Mutants (you
can hack a Terminal [Novice] to set loose a Protectron if you want a
distraction) then loot another Safe [Master] behind a counter. Leave the
jewelry store and head up the elevators until you reach the top floor, then
waste two more Super Mutants in the store to the north, then head through some
gates to the west to find another Super Mutant and its two hounds. Once they're
no longer amongst the living, make your way into a heptagonal room where you'll
find an issue of La Coiffe on a table, as well as a Steamer Trunk. If you head
south you'll find another door leading to a small room, but aside from a
Bottlecap Mine waiting to blow you to bits, there's nothing of interesting
in here.

Return to the ground floor and make your way west through a doorway to reach
a large chamber, complete with a fountain and everything. There are also tons
of Super Mutants lurking around here, so wipe them out however you can.
Continue west into a clothing store and make your way into a locked [Novice]
dressing room to find a dead Trader and a Stealth Boy. In an office to the
north you'll find a floor Safe [Advanced] and if you head up some stairs (also
north of the dressing rooms) you'll find an Explosives Crate [Novice].

Make your way back east to the fountain room and continue north a bit, then
east into another store with a Terminal inside of it which tries to sell
office supplies. There's also an Ammo Box [Novice] on a counter and a wall
Safe [Advanced] behind the counter. The rest of the department store is less
interesting, but if you want to clear it out, make your way back to the
fountain room one more time and continue north up some stairs. You'll find
several Super Mutants near an elevated restaurant, but not much loot. In a
bathroom to the east you can find a proximity bomb and a First Aid Box and
in a bathroom furnishing store to the south you'll encounter some Radroaches
and a few Mutant Hounds.

West Roxbury Station
--------------------

Leave the Fallon Department Store and make your way east to the West Roxbury
Station, clearing out the Super Mutants outside before you head into the train
station. Loot the... Meat Sacks hanging and lying around, then head through a
door to the north to get into the ticket booths, where you'll find a wall Safe
[Advanced]. Back in the main chamber, to the east, you'll find a Nuka Cola
Vending Machine inside of which is a Nuka Cherry. more importantly, you'll
find the blue double doors leading into the subway tunnel.

Make your way down some stairs and through some doorways to the north to
reach a small room with two Nuka Cola Machines to the north, two bathrooms
to the east and a store to the west. Kill the two Super Mutants in here then
loot the Nuka Cola Vending Machines for two Nuka Cola Quantums. In the
southern of the two bathrooms you'll find a Tension Trigger rigged to a
Makeshift Explosive which guards a whopping... Caps Stash. 20ish Caps just
doesn't really seem like it's worth the trouble anymore, does it? Beyond the
door [Novice] leading to the northern bathroom you can find a First Aid Box
and little else of interest. Behind the store counter to the west you'll be
able to loot an Ammo Box and a chained door. At least now you know where
you'll loop back around to, eh?

Continue down a hallway to the west and waste two Super Mutants, the search
a store to the west to find a floor Safe [Expert]. Make the contents of the
safe yours then head north down some stairs to finally find the subway tracks.
Kill a lone Super Mutant standing around down here, then find a locked
Security Door [Novice] to the north, which you can simply walk around. Press
a button behind the Security door to cause the train to back up, which will
give you access to a door on the train which was previously out of reach. Head
through the train and turn north to find another Security Gate, beyond which
is another button, which moves another train, which gives you access to another
door. Not the most inspired "puzzle" but at least they tried.

Cross to the eastern end of the subway tunnel and loot a Nuka Cola Vending
Machine for a Nuka Cherry, then pick the nearby locked door [Advanced].
Beyond this door you'll find a Terminal (which contains some boring work
chatter) and a wall Safe [Expert]. Leave the maintenance room and head
through a doorway and into a tunnel to the north where you'll find a copy
of Tumblers Today on a metal shelf at the end of the hallway, kindly lit by
a nearby candle. Head back south through a doorway and into a hallway opposite
the one you were just in and, near the end of this hallway press a button to
move the train, which will bring a doorway flush with an archway cut into the
concrete, allowing you to pass west through the train and onto another train
landing.

Open a Security Gate, press a button, jump onto the train via the door you
just presented to yourself, then behold! An apparent dead end. Never fear,
however, as you can squeeze your way south down the western end of the train
tunnel between the concrete wall and the train, jumping when necessary to
advance. Be cautious, however, as two leveled Super Mutants lurk in the
hallway to the west, and they won't think twice about shooting you through
the metal gates along the way. Reach the hallway, kill the muties, then rest
up on a mattress before continuing south into a small room where you can score
a Super Mutant Bladed Helmet on a small dresser.

Make your way south up some stairs and at the landing where another flight
continue up to the east disarm a Bathroom Scale which is rigged to a nasty
triple Grenade Bouquet. Ascend a less interesting set of stairs to the north
then go through a door to find the leader of these Super Mutants - an unnamed,
leveled specimen - who is joined by two Mutant Hounds. Smite them, then loot
the room for some Super Mutant Bracers on a collapsed locker, a First Aid Box
and a Steamer Trunk. Finally, unchain the door to the east to find yourself
back behind the counter of the store near the entrance to this area.

Parking Garage Maze
-------------------

Return to daylight and cross the street back west to Fallon's Department
Store. From here cross a street to the north and enter a parking garage via
a humble door with many, many arrows pointing to it. Beyond the doorway you'll
find a little maze, made by some sociopath with too much time on their hands.
The place is crawling with Radroaches, but the real bother are the traps lying
around. Make your way west and, at a fork you can turn north to find a Tripwire
to the east and west. Your reward for dealing with these hazards is a Wooden
Crate. Wee. Backtrack south and go through a doorway with an arrow pointing
through it, then turn north when you run out of west. Cross past some
mannequins and you'll see a doorway to the north with some arrows pointing to
it, while to the east are three buttons with the numbers "1 2 3 4" over them.

If you insist on going through the doorway to the north, pop some Rad-X or put
on a Hazmat Suit first, as you can catch some deathly RADS beyond there if
you're unprotected (up to 50 per second!). Your reward for braving the heat?
Some RadAway and a few containers to loot. As for the buttons, this is another
simple puzzle. The left button opens or closes doors #1 and #2, the middle
buttons toggles doors #2 and #3 and the right button manipulates doors #3
and #4. Press the middle first, then the left, then the right and pass through
the cages, all of which are opened now. Follow the linear path ahead (ignoring
a dead-end to the north) until you have to pass between several crates. Disarm
the Tripwire between the crates then continue east until you reach a fork.

If you turn north here you'll find a ramp, in front of which is another
Tripwire and many, many Bathroom Scales, while if you go north you'll find
yourself being watched by several monkey dolls guarding a First Aid Box and
a Tool Case. South-west of the monkey room, through a red door, you'll find
a festive turret waiting for you in a shopping card. Make your way up the ramp
beyond the Bathrooms Scales (after disarming them all, of course) and turn
south, being very careful to avoid and disarm a Tripwire between some wooden
debris and some tires. This particular Tripwire is rigged to a Missile Launcher
on the other side of the parking garage, and nobody wants to eat a missile.

Continue south to reach a fork. Go south first to find the rigged Missile
Launcher (which now belongs to you) on the bed of a truck then backtrack and
take the eastern fork, following the makeshift walls east until you get a
chance to turn north. At this point go north to find a metal wall, then turn
west and follow this wall to find the ramp leading up to the third floor.

This floor is less complicated than the previous two, mostly because whomever
created this trial got lazy and decided to fill it with Ghouls instead of
traps and twists. From the ramp head west to reach the outer parking garage
wall. Follow this wall south, then east, then north to find the ramp to the
fourth level to the west. Of course, be sure to kill all the Feral Ghouls
you encounter along the way.

The maze-maker is back to form on the fourth level, as there are a myriad
of Bathroom Scales and Tripwires lying on the path to the south, all rigged
to Tesla Arcs on the roof and walls. Get past them and unlatch - but don't
go through - the barred door to the south for now, instead turning east to
arrive at three doors numbered #1, #2 and #3. Beyond door #1 you'll find a
electricity trap and beyond door #3 you'll get blasted by some rigged guns,
so even numbers it is. Behind door #3 is a friendly mannequin. Pass by him
and turn north, disarming two more Tripwires rigged to Makeshift Bombs.

Finally you'll reach the end of the maze. If you head east you'll find the
abode of the maze-maker. Disarm a Frag Mine on a metal shelf, then loot the
place to find a Hot Rodder magazine near a bed, a Tool Case, a Tool Chest
and a First Aid Box. Make your way west to find some cages with mystery
buttons in front of them. Whichever one you press will open, but the contents
of the other cell will be destroyed. In the right cell you'll find a Steamer
Trunk, some chems, two First Aid Boxes and a Chem Box, while in the left cell
you can find a Trunk, a Mini Nuke, a Combat Armor Helmet and four Fusion
Cores. For sheer value, the left cell is the clear winner. Continue west and
you'll find a double-latched door which will lead up one more ramp to the roof.

From the roof head south across a bridge to reach some stairs. Take them up
as high as they'll go to find a rooftop cafe with a Super Mutant guarding it.
Dust the mutie scum then head up some stairs to the south and into a building
to find a machine with a Fusion Core in it, near which will be a trapdoor
leading back to Fallon Department Store, an area you have no reason to explore
further. Instead, return back each the winding staircase connected to the
elevated bridge and follow them down to the ground floor to find yourself just
outside of Fallon's Department Store again.

Milton General Hospital
-----------------------

Well... that was a tedious diversion, but also a somewhat lucrative one.
Head north-east now to find Milton General Hospital, just across the street
from the door leading to the parking garage. Time to kill Sinjin, and perhaps
rescue Kent while you're at it. Head inside the doors on the western side of
the building to reach the lobby, which is quiet. Too quiet, perhaps? Loot an
Overdue book off a small table in the lobby, then head through a door to the
east. Disarm a Laser Tripwire, kill a Raider, then search two bathrooms for...
well, nothing of any real note.

Return to the lobby and head north, kill some Raiders and scour a shower for
some chems. Once done, head down an elevator to the basement. Once you get
off the elevator turn north and picked a locked door [Advanced] to find a small
storage room with a floor Safe [Expert] in the corner. Loot, leave and head
down some stairs to the south. Disarm some Frag Mines on your way down then
kill some Raiders (and perhaps a Nurse Handy) in the room beyond. Continue
into a larger room to the west where you'll find more Raiders and a turret.
Destroy them, head up some stairs, then turn west and grab a Nuka Cherry out
of a Nuka Cola Vending Machine and a Nuka Cola Quantum off a desk to the south.

Continue up some stairs to the west and take an elevator up to the second
floor. Kill some Raiders and a turret and head into a room to the north to
find a First Aid Box, then head into another room to the south with a Suitcase
[Novice] in it. Proceed west through a hole in the wall, then drop down through
a hole in the floor and go through a door to the north, beyond which you'll
find two turrets and a Raider. After they've been taken care of you can loot
two rooms to the north (although there's nothing worth mentioning in them) and
a room to the north [Advanced] beyond which you'll find a Bathroom Scale rigged
to a Makeshift Bomb. After the traps are gone, grab a Syringer Rifle and some
chems off a counter, then loot a First Aid Box. Once you're done looting head
through a doorway to the east. If you go north after this you'll find a hole
in the ground, which drops you back down on the first floor near the lobby.
If you want to continue deeper into the hospital, however, head south, down a
hallway to the east, then down an elevator, killing another pair of Raiders
along the way.

Once you exit the elevator you'll find Sinjin, Avery and a few Raiders. Sinjin
claims he wants to "talk", but all the guns pointing at you tell a somewhat
more homicidal story. Despite this temporary cease-fire, you can, if you're
sneaky, kill Sinjin's Raider buddies flanking the elevator without turning
Sinjin and Avery hostile. If you're extra sneak, you can even take out Sinjin
and Avery from stealth... just be sure to target Sinjin first, and try to take
them both out in one round of VATS, as Sinjin is only too eager to kill Kent
once hostilities break out. This is the ideal way to handle things, as Sinjin's
"talking" only involves threats against you and Kent. Kill them, save Kent if
possible, and talk to Kent afterwards if you save him. He seems little tired
of all this dangerous hero business, and resolves to head back to Goodneigbhor.
Loot an Explosives Box [Novice] by some stairs, scour the shelves for
containers to plunder, then head up some stairs to the north and loot a
Steamer Trunk in a small room, then head back up the elevator and drop down
the aforementioned hole in the floor to return to near the entrance.

Shaw High School
----------------

Now, you can return to Hancock right away, but first, there's a few more
areas that should be explored down here. First stop, head south-east to find
a blue building: Shaw High School. The Meat Bags decorating the exterior
should let you know all you need to know about the inhabitants of this
place. Enter via the northern end of the building and, once inside head
north... wait... how did that happen? From the northern side of the building,
head south, enter the building, and now you're facing north? Um... Okay?

Bethesda sucks at compasses. From the entrance head north and turn west and
enter the first room to the south to find a small office with a "Faculty
Terminal" [Novice], which you can hack to read a series of memos about a
corrupt principal and a snarky hacker named Rusty Burton. Turn west and go
through a door [Expert] to find the principals office. Pick the lock [Novice]
on Principal Tanner's desk to get the Library Key (which will help you bypass
two locked doors later on) then interact with "Principal Tanner's Terminal"
to unlock another door to the west [Master] which contains a good number of
Mentats.

Return north to the hallways outside, where you'll have two ways to proceed.
You can head north down a hallway on the eastern side of the building to
find some stairs. Along the way you can loot two classrooms to the east as
you go, for what little junk they have inside of them. Be wary of the
southern-most room, however, as there's a Tripwire Rigged to a Tesla Arc in
it. There's also a "Faculty Terminal" [Novice] in here, but nothing new is
on it.

Alternatively you can head north through a cafeteria, where a Super Mutant
and two Mutant Hounds lurk and some Super Mutant Light Body Armor can be
found. Go north-west to find some stairs leading up to the second level,
perhaps after going down some stairs to a basement, where you'll find a
trapdoor leading to a small Storage room where the Super Mutants prepare
their grisly meals. Down in the Storage area be sure to turn off the Ham
Radio, which is the source for the "Super Mutant Broadcast" signal that's
lured so many to their doom.

If you went up the eastern stairs, search a pair of joined classrooms to
the north. In the first classroom you'll find an Overdue Book on a desk,
while in the other room you'll find a "Student Terminal" where you'll find
that Rusty has struck again. Read his journal to see that the Mentats have
caused a Flowers of Algernon effect in ol' Rusty. You can now head west
through two doorways - disabling some Can Chimes in the second - to reach
the room where you'd have arrived at if you took the cafeteria route to
get upstairs. Kill any Super Mutants lurking around here there head south
onto a balcony (taking down more Can Chimes along the way). Here you can
find two classrooms to explore. The northern-most one contains an Overdue
book on a desk while the southern one has a Frag Mine outside of it with an
Overdue book nearby and another "Faculty Terminal". Further south is a
storage closet with little of interest inside of it.

Make your way back into the room surrounded by Can Chimes and return to the
balcony to the east. Turn north to find the door to the library [Master],
which can be opened with the Library Key found earlier. Destroy a turret
and kill a Super Mutant in the library below you, then head on down. Disarm
a Frag Mine near the stairs and a Tripwire Rigged to a Makeshift Explosive
between two bookshelves, then search the room to find an Overdue Book
standing upright on a toppled bookshelf (guess it's obvious who won that
fight). In a room behind the turret [Novice] you'll find the "Property of R.
Burton" holotape, which details the encounter between Tanner and Rusty. More
interesting is the room to the north, where you'll find three Overdue Books,
three Mentats and an issue of Unstoppables on a desk. A very, very generous
desk. Loot a Steamer Trunk then return to the library to find a Book Return
Terminal with some massively over-priced Mentats in it, and little else
of interest.


o===============================o===============o=======o
| Item | Cost | Number|
o===============================o===============o=======o
| Mentats | 100 Tokens | 5 |
|-------------------------------|---------------|-------|
| Mentats | 100 Tokens | 1 |
|-------------------------------|---------------|-------|
| Mentats | 100 Tokens | 4 |
|-------------------------------|---------------|-------|
| Pen | 2 Tokens | 3 |
|-------------------------------|---------------|-------|
| Magnifying Glass | 16 Tokens | 1 |
|-------------------------------|---------------|-------|
| Magnifying Glass | 16 Tokens | 3 |
o===============================o===============o=======o


Gunner Plaza
------------

Leave Shaw High School and travel south to find the Gunner's Plaza area.
As its name subtly implies, Gunners are crawling around here, in fact, it's
their headquarters in the Commonwealth. Be very careful as you approach this
place, however, as there are turrets and Gunners all over the place, including
a few Gunner on the roof with a Missile Launcher, and another with a Fat Man.
Range, patience and a sniper rifle will work wonders here. If ranged isn't
your thing (how have you made it this far?!) you can ascend some stairs on the
western end of the building to reach the roof, but with jerks lobbing Mini
Nukes and missiles at you, you'll still need to be sneaky.

Enter the Gunner's Plaza with one of two front entrances on the ground floor.
Either door will take you to an antechamber with a Terminal [Novice] you can
hack to start up a Protectron... not that a Protectron will be of much help,
as the Gunner resistance in the large room to the west is quite formidable.
Several Gunners lurk in the two story room dominated by a large globe statue,
bolstered by two turrets and many, many Frag Mines. Once the opposition is
defeated you can loot the offices surrounding this area to obtain plenty of
junk and the odd chem or bit of ammo. You can also find a Terminal [Novice]
that controls the turrets, but honestly, it's probably easier to destroy them
than it is to sneak here without getting caught.

Make your way west across the statue room to find some double doors. Go
through them to reach some hallways and turn north to find some bathrooms.
From these bathrooms turn west to find a blue door [Novice] with a Tension
Trigger attached to the front of it, which is rigged to a Grenade Bouquet
behind the door. Make your way south and ignore a hallway to the west to reach
an office room with several "GNN Employee Terminals", #31, #68 and #118,
where you can find some office interchange.

Gunner Plaza Basement
---------------------

Leave the office room and head east to find an elevator, which will take you
down the basement. From the elevator head north then turn west and make your
way through a room where two Gunners lurk. Loot a Tool Chest [Novice] and
continue west through a doorway, then turn south. There are, in technical
terms, a crapton of Gunners on the southern end of this level, both on the
ground floor and on metal walkways above you. Go through a door to the east
(disarm a Frag Mine along the way!) and cross an oil slick to the east. Turn
south when you can to find some stairs, which, if you ascend them, will take
you to the aforementioned metal walkway.

Cross this walkway to the west and enter a small room where you'll find Ryder,
a powerful Gunner. Kill him and loot his body for the GNN Recording Room Key
and Ryder's Holotape, which is pretty uninteresting, save for the fact that it
names some Gunner higher-ups. Loot a Tool Case [Novice] and a Trunk. Now make
your way to the southern end of the chamber and wipe out the Gunners here, then
be sure to loot two shelters to the west to find a Large Toolbox [Novice] and a
shelter to the east to find a Terminal [Novice], which does nothing but control
the spotlights. Once that's done make your way through a door to the south then
go through two more doors to the east to find a room two two more Gunners lurk.
In a yellow cart you'll find a Safe [Master] which, if you can open... well,
kudos to you.

Gunner Plaza, Continued
-----------------------

Return back to the elevator and ride it back up to the main floor, then head
north and turn west down a hallway occupied by sandbag barricades. At the end
of this hallway you'll find some red double doors [Master], which you can
bypass with the GNN Recording Room Key. Go on inside to find the leader of
the Gunners - Captain Wes - who will likely be joined by another Gunner and
a pair of Turrets. Take them out, then loot Captain Wes for Captain Wes'
Safe Key, which opens a nearby Safe [Master] which contains "Wes' Holotape".
After that, obtain the contents of a Trunk, then grab the Small Guns Bobblehead
off a desk. Very nice. Loot several Footlockers, then spy on Captain Wes'
Terminal, if you can be bothered. Once done, leave the room and turn your
attention to the two as-of-yet unexplored hallways branching off from outside
of this room, one to the south-west and one to the north-west.

Down the south-western hallway head into the first room to the left to find
a Stealth Boy, while down the north-western hallway you'll find a room to the
right with some stairs leading up to the second level. If you follow both
hallways they'll eventually link up in a large room with a staircase leading
up the second floor, but you'll face considerable Gunner opposition in the
room and on the stairs. If you go up the more humble stairs found in a
side-room along the north-western hallway you'll a Tripwire at the top along
with two rooms with a Gunner lurking around. Aside from a Terminal which
unlocks a Wall Safe [Advanced], however, there's little of interest up here.

Head up the stairs in the room both hallways lead to and kill any Gunners
and turrets through the white double doors to the east. Once done, head east
down a hallway, then turn south when you get the chance and turn a corner to
the east to find another turret to the north. Destroy it, then turn south to
find a blue door [Advanced] beyond which you'll find a Fat Man on a metal
shelf. Return north and pass by an uninteresting room to the east, then go
through a hole in the wall to the north to find a Terminal [Novice] which
controls the turrets you should already have disposed of.

Leave this room and head down a hallway to the east to reach the balconies
overlooking the statue room near the beginning of the area. More Gunners
likely persist here, so dispatch them, then explore the rooms along these
balconies, generally heading east. Most of the rooms contain junk, but a
relatively large room on the southern end of the balcony filled with
bookshelves has interesting loot in the form of a copy of Guns and Bullets
on a small table between three couches. Once this book is yours, continue
to the eastern end of the balcony to find Cruz, a Gunner mentioned in
Ryder's Holotape. Kill him and loot him for another GNN Recording Room Key
as well as "Cruz's Holotape".

If you continue east you'll find a door leading to the lower part of the
roof along the front of the building, which you may have already explored.
If not, you can head to the highest part of the roof to find a structure
with a Fusion Core inside of it. From here, head down some stairs to the
south, south-west, then turn west, north-west at a dome to find a locked
door [Novice], beyond which you'll find a small room with four Footlockers,
an Explosives Box and a Chem Box.

And with that, you're done with this area. All that's left to do is return
to Goodneighbor and talk to Hancock (in character as the Silver Shroud, of
course) to get your reward for killing Sinjin and put the whole Silver Shroud
charade to rest. With that done, all that's left to worry about in Goodneighbor
is Bobbi's quest, and Hancock's desire for you to clear out Pickman Gallery.

REWARD
(For killing Sinjin and reporting back to Hancock)
XP 585
Caps 750



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Pickman Gallery and The Big Dig >==O
``-.____________________________________________________[FO-30]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Ashmaker
o Astoundingly Awesome Tales
o Lock Picking Bobblehead
o Pickman's Blade
o Shem Drowne Sword


The Gilded Grasshopper
----------------------

Let's start things off by clearing out Pickman Gallery. Fast-travel to the
Old North Church and head west along the southern end of the church to spot
a green door leading to a Boxing Gym. Hancock's been waiting this long,
what's another diversion, eh? In here you can find weights of various sizes,
if you need more lead for whatever reason (why not just scrape some paint
off Shaun's crib for that?). There's also a Footlocker [Novice] under a metal
shelf and a Safe [Advanced] in a poor excuse for an office. If you head down
a street to the west from this little gym you'll find a cemetery to the right
and the Mean Pastries shop to the left, though another green door. In the
graveyard you'll find some Feral Ghouls (but remember, they're totally not
zombies!), but more importantly you can search "Shem Drowne's Grave" to
find some loot in the sarcophagus you dig up, including a Gold Bar, some
Copper Bars, Silver Bars, the note "Fear Not" and the unique "Shem Drowne
Sword". Meanwhile, in the Mean Pastries store you'll find a lot of nothing.
Hardly a fair split.

REWARD
(For robbing Shem Drowne's grave)
XP 455

Pickman Gallery
---------------

Return east to the Boxing Gym and follow another road north from the door,
pass a truck, and turn west when you get the chance. Pass through a fence
and make your way into alley which is crawling with Raiders. Smite them and
go through a red door to reach Pickman Gallery. Inside the building to the
east you'll find some stairs, near which some Raiders are talking about the
paintings, and some prey they're hunting. Kill the Raiders here and go
through a doorway to the north to find a dead Raider. Loot his body for a
"Message to Jack" and listen to it to learn that... well, the only thing that
might be worse than Raiders is a psychopath willing to hunt them. You can now
head back to Goodneighbor, report to Hancock and claim your reward. When you're
done, you might as well return to Pickman Gallery to explore the rest of the
place.

REWARD
(For finding out more about the disturbance in Pickman Gallery)
XP 195
Caps 200 - 400

From the room where you found the "Message to Jack" holotape go east through
some double doors [Novice]... or you can just go around. Either way, enter
this room, kill any Raiders inside, then loot an Ammo Box and a First Aid
Box, as well as some of Pickman's victims, who bear "Pickman's Calling Card"
on them. Hey, did you just do something like this? Oh well, perspective is the
difference between a heroic vigilante and a serial killer. To the south you'll
find a door [Master], which you do not need to pick, but it'll provide a bit
of a shortcut if you do.

Assuming you can't, however (it's that lowest common denominator again!) head
up some stairs near the entrance. The second floor isn't terribly interesting,
aside from a Tripwire rigged to a gun, so head up to the third floor and kill
any Raiders here. Through a doorway to the west you'll find another Tripwire
rigged to a gun (possibly even a Missile Launcher!). Aside from this, however,
this room isn't terribly interesting. That in mind, head to the eastern end
of the level and go through a hole in the wall to the north and descend down
a hole, being wary of a Frag Mine when you land. Descend several more levels
to reach sturdy stone ground and you'll hear some Raiders announce they got
the door [Master] open. They'll shortly be coming down some stairs to the
south, so be sure to greet them, then head east down some ladders and through
a hole in the wall, just beyond a pile of gore. Lovely.

Continue east down a tunnel, then turn north to hear a loud-most Raider
calling out Pickman. Enter the chamber he's in and spare Pickman the trouble,
then loot an Ammo Box near a radioactive barrel. Head west down a hallway to
find a Suitcase, then return to the circular chamber and head south-east down
some stairs, then turn south-west and drop off a ledge near a pipe. Crawl
through some water and make your way east, north-east up a mound of dirt, then
kill some Raiders on high-ground before slogging through some water to the
north-east to find some stairs. Head up the stairs and make your way south,
cross some pipes to the south, south-east, then follow a curving path
north-east until you come across some more Raiders and a turret. Smite them,
then head up some stairs to the west, then go down a tunnel to the south-west,
then another to the south-east. Follow some pipes to the south-east, stopping
only to loot some Nuka Cola Quantums, then keep going south-east into a small
chamber with a Frag Mine in it. Proceed north-east and silence another Raider
calling out to Pickman, then kill his buddy and his turret, too. Continue up
some stairs to find a Mattress you can rest on, should you need to, loot an
Ammo Box, then head down a tunnel to the west, then north before you run west
along a pipe.

Here you'll find Slab - accompanied by a few of his Raider pals - talking to
Pickman. Act quickly and take out the Raiders before Pickman bites the dust,
then talk to Pickman, who is all too proud of his hobby. Can't really condemn
him too much, considering how many Raiders you've killed by now. You just
aren't as creative with their corpses. Play nice and he'll give you
"Pickman's Key" and tell you to come back to "his house" later. If you were
hoping for some sweet loot you didn't have to wait for, however, you're in
luck. Search near a trash can with a fire in it between the stone pillars to
find the Lock Picking Bobblehead lying on the floor. Want more? Your luck
holds. To the west you'll find a Steamer Trunk, and on the ground nearby is
a copy of Astoundingly Awesome Tale. Still want more? Too bad.

Head up a tunnel to the north-west and climb a ladder to exit Pickman's
Gallery. Make your way up some stairs, then drop down into an alley to the
east. Now that you're done with Pickman Gallery, immediately... return to
Pickman Gallery. You started the quest "Pickman's Gift" after accepting his
key, and you might as well collect, right? Head back into the first room on
the left and search the "Picnic for Stanley" painting in the north-western
corner, which can be removed to reveal Pickman's Safe. Open it with the key
you were provided to obtain - amongst other loot - Pickman's Blade.

REWARD
(For claiming Pickman's treasure)
XP 195

There's still more stuff to do in Goodneighbor, but first, there's on more
bit of choice loot to obtain. Exit Pickman Gallery and, from the red door in
the alley, head north until you reach the water. Follow the coastline east,
picking your way across rubble and waterside brick walkways until you find a
barge near a concrete dock. The barge is litted with shipping crates, a
wrecked Vertibird and three ruined APCs. In the midst of the APCs, on the
eastern end of the barge, you'll find a cage containing some power armor.
Just hack a terminal [Novice] on the cage itself to gain access to this
treasure. Store it, then get ready to keep questing Goodneighbor.

The Big Dig
-----------

Return to Goodneighbor and head back down the alley between the two warehouses
to find Bobbi's Place, which you should now enter. If you head upstairs you
can find Bobbi's Terminal [Advanced], but for some reason it refuses to be
tampered with. Oh well. Head downstairs instead to find Bobbi. Be sure to put
your Charisma gear on, then talk to her, ask her about the job, then pass a
moderate speech check to find out that she's digging a tunnel in her basement,
and needs your help.

Head through a door to the south and into a tunnel to find the site of the dig.
Your fellow diggers will make some headway, then quickly bail, leaving it up
to you to see what they found in the depths. Continue south into a small
chamber, waste a trio of Mirelurks, then report back to Bobbi with the news.
Since you're the only one who stuck around, you'll get a promotion, then
she'll mention needing some more quality help before telling you to meet her
at the Noodle Shop in Diamond City.

Make your way to the market in Diamond City, where Bobbi will lay out her plan
for you, then tell you about your new accomplice: Mel. Only problem? He's
currently incarcerated, and you'll need to... shorten his sentence any way you
can. Make your way west to the Security Office and talk to Mel through the bars
and he'll tell you about some Protectron on the fritz. Make your way west
behind a wall near the cell to find an "Automated Security Terminal" [Expert].
The tech guy can't hack an [Expert] terminal? Wonderful.

There are several ways to handle the breakout, if you're as bad with tech as
Mel is, or if you just don't care to mess with a Protectron. First off you can
simply kill everybody in here, pick the locked door to the cell [Advanced]
(this will turn them hostile if they're still alive, so why bother waiting?).
The Protectron is just a means to this end, in case you were wondering. You
can also try more subtle means if you find the right guard - there's no telling
just which one it is, so try talking to them all until one gives you dialogue
options - namely bribing (300 Caps) or passing a moderate or hard speech check.

Exploring The Dig
-----------------

Once Mel is free, follow him outside and eventually he'll talk to you, inform
you of Bobbi's dubious character, and you can inform him about the job. Return
to Bobbi's Place in Goodneighbor, then make your way down to The Dig to find
Bobbi and Mel, the latter of which shows off his new toy: a digging eyebot
named... Sonya? Whatever. Make your way through the hole, kill a Mirelurk,
then head east through a watery room where more Mirelurks dwell. Smite them,
then head up some stairs and activate a "Fragile Wall" to the east to prompt
Sonya to tear through it.

In the room beyond you'll find a Mirelurk King. Dispose of it then locate a
suit of Power Armor standing out in the open. Score. You shouldn't need to make
use of the suit in here, but if you want to run off and store it somewhere, go
ahead, then return back to the watery Mirelurk room and sic Sonya on the
southern wall. Continue west down the tunnel beyond until you reach another
worked tunnel, where more Mirelurks await. Kill them, then mark another wall
to the west for destruction at the ends of Sonya.

Beyond this last wall you'll find a subway tunnel, the sight of which will
prompt Bobbi and Mel to talk. Head onto the tracks and follow them south to
find a large hub chamber. Cue the transition from Mirelurks to Feral Ghouls,
and there are quite a few of them in here. Your allies will probably wander
ahead of you and provoke the rotters, which is fine. Stay back and pick them
off while your companions take the brunt of the assault. Once the Ghouls are
dead, continue east to find a Suitcase [Novice] and a Nuka Cola Vending Machine
with a Nuka Cola Quantum inside of it. To the south you can find a Terminal
[Advanced] which opens a nearby door [Advanced], which has little of interest
behind it, despite the locks.

From the subway hub room head west into a train, then turn south and search
the train to find an Overdue book near a Cooler. Exit the train by heading
west and kill another host of Ghouls, after which you'll have a choice of ways
to proceed. If you head north, then east past a Port-A-Diner you'll find
another Fragile Wall you can break down, past which you'll find Mirelurks and
radiation. Alternatively you can head through a doorway to the south, then
down a train tunnel to find a Fragile Wall, beyond which you'll find another
hub tunnel filled with Ghouls and radiation. Those are your choices: Ghouls
or Mirelurks, with a heap of radiation either way.

For the Ghoul approach, kill the Ghouls lurking and upon the flatbed car to
the south then blast a hole in the wall to the west. Continue through it to
reach an office where you'll find a Safe [Expert]. Pillage the office then
head through a doorway to the west, down a hallway, then through another
doorway to reach a two story room full of machinery. Put down some more Ghouls.
Head down a ramp, then get Sonya to headbutt another hole in the wall to the
west, near some yellow machinery. Enter the dirt tunnel beyond and find a hole
in the wall to the south, which leads to a room with a Chemistry Station.

Alternatively, if you go the Mirelurk route, waste the Mirelurks in the room
beyond the Fragile Wall, then head down a metal ramp and into a large, broken
metal pipe. Follow the pipe to the south to reach a room with two Mirelurk
Hunters and some radioactive barrels. Kill them (the crabs, not the barrels)
then turn east to find a Security Door [Expert], beyond which is a machine
with a Fusion Core inside of it. Once it's yours, make your way south-west,
up some stairs and around some machinery, then continue upstairs and through
a tunnel to find a hole in the wall to the south, which leads to a room with
a Chemistry Station.

In the room with the Chemistry Station use a Terminal to unlock a sealed door
to the west. Head through the now-open door and kill the Ghouls below you
before heading down a ramp. Search the north-eastern corner of the lower floor
to find a Terminal [Advanced] which opens a nearby Security Door, beyond which
you'll find an Ammo Box and a Duffle Bag. Return back up the ramp and walk
around the edge of the room to the south to reach a hole in the wall, beyond
which may well be more Ghouls. Enter a caged-off to find a Steamer Trunk, then
go through a hole in the wall and turn west to find another Fragile Wall that
can be destroyed.

Stealing from a Thief
---------------------

Head through the resulting tunnel and talk to Mel, who will tell you that if
there's any goodies you still wish to plunder here, you better do so now.
When you're ready, tell him so and he'll send Sonya to take down one final
Fragile Wall. In the strongroom beyond, talk to Bobbi, then clear out of the
room while Sonya brings the ceiling down. Before you go investigate, put on
your Charisma gear if you want to deal with the next part through diplomacy,
otherwise stay armed. Head into the strongroom and you'll find out that Sonya's
made her last run, Bobbi's been lying to you this entire time, and Fahrenheit
is waiting for you up the concrete ramp above. Bobbi will try to convince you
to fight for the treasure you've worked to reach, while Fahrenheit will make
a surprisingly generous offer. Pass a moderate speech check to convince Bobbi
to give up, betray Bobbi or fight Fahrenheit.

If you turn against Bobbi, put her down then talk to Fareheit and she'll give
you the unique Minigun "Ashmaker", after which she'll tell you to talk to
Hancock. The quest unfolds largely the same way if you convince Bobbi to leave
(except you don't have to kill her, of course). In either event, return to
Hancock (you'll exit his strongroom at the NH&M Freight Depot) and he'll
reward you with some Caps for protecting his stash before he'll reveal the
burden of the trifold hat upon his head. Weary of his crown, he'll offer to
travel with you again, so he can play the rogue instead of the king. Ask him
to come with you, then listen to him give a little anarcho-capitalist speech
and you'll have a brand new traveling buddy.

REWARD
(For siding against Bobbi and returning to Hancock)
XP 390
Caps 191

If you decide to fight Fahrenheit, however, things play out a bit differently.
Kill Fahrenheit and her Triggermen goons, then loot her body for "Ashmaker"
and the "Hancock Strongroom Key". Open the boxcar to find Hancock's stash
which includes two Stealth Boys, some chems, a First Aid Box, some Fusion Cores,
an Ammo Box and a Duffle Bag. Talk to Bobbi afterwards for your share, which
you can haggle over for 50 more Caps, then take whatever you want from the
boxcar. By all rights, it's yours. Leave the building to discover the NH&M
Freight Depot and return to Goodneighbor to find Hancock waiting for you.
Seems kind of odd to go talk to a guy you just robbed, but there's a good
reason to do so, not the least of which because he confronts you. He'll lay
out an offer for you: since Fahrenheit is gone, he needs muscle, and more
importantly, vengeance. Fortunately for him, he's deciding to target Bobbi,
being the brains of the operation and all, and will agree to wipe the slate
clean if you kill Bobbi and pay him 1000 Caps (you can talk him down to 200
Caps with a series of successively more difficult speech checks).

REWARD
(For siding with Bobbi)
XP 390
Caps 200 - 250

Whether you killed Bobbi earlier or need to kill Bobbi now... or even if you
let her walk, this is a good time to explore South Boston. Obviously if you
need to kill Bobbi, that's an objective that will be satisfied after a bit of
exploration, but even if that's not on the table, there's a quest down there
that can still be done: retaking The Castle for the Minutemen. This quest,
"Taking Independence" should have been offered by Preston Garvey after
completing some settlement quests (for example, "The First Step" and "Troubled
Waters"), and it's down in this area as well. If that's not enough incentive,
there's plenty of loot along the way.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Bobbi and South Boston >==O
``-.____________________________________________________[FO-31]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Eddie Winter Holotape 7
o Grognak the Barbarian
o Guns and Bullets
o Tales of a Junktown Jerky Vendor


Begin the first leg of your trek by fast-traveling back to the NH&M Freight
Depot and head south-west towards the houses icon (just to the right of the
radio icon). This will end up turning into the "Fairline Hill Estates".

Fairline Hill Estates
---------------------

As you approach the houses here, be careful for wildlife nearby, as quite
often Stunted Yao Gaui are near the playground in the middle.

Once the area is clear let's go ahead and explore the houses here. You'll
start at the west / northwest house first and work your way counter-clockwise.

The west house is unique as you have to climb up a ramp of wood and cars to
get inside it (the outside door is locked). As you make your way inside, watch
out for Ghouls (open the door inside to find two at least) and take them out.
There is a Steamer Trunk inside the house and an ammo box upstairs. As you
head downstairs, disarm the two gun traps aiming at the door and then unlock
the chains for easy access. Check the kitchen area for a First Aid Box as well.

Continue to the second house and search it for another First Aid Box. Move
onto the third house now and check the "laundry room" off to the side for a
safe on the floor (an open safe, how rare!). Continue onto the fourth house
now and head upstairs to find yet another First Aid Box. Finally finish up with
the fifth house where you can find a chem station and a [Novice] locked Toolbox.
Head upstairs as well and search the floor for another open safe. That's all
there is here, so let's continue to the east, north-east slightly to your next
destination, the radio tower.

Relay Tower 0SC-527
-------------------

This Relay Tower is much like any other relay tower: head to the terminal
nearby and use it to extend the range of your radio. You may run into Mole
Rats around the tower, so be ready for them. Once you have the tower extended,
you should pick up the "Distress Signal" (which doesn't do anything for now),
the "Miller Family Radio Signal" (which you're about to take care of), and
the "Super Mutant Radio Broadcast" which will just lead you back to Shaw High
School. With the relay tower extended, it's time to move on to the north-east.
Head for the car icon and save before you get there. Soon you will be at
"Big John's Salvage".

Big John's Salvage
------------------

Now, this area is going to be fun! This salvage area used to be taken over by
Raiders, but Super Mutants have killed them all and are now in charge (meaning
you can find Raider corpses here and there). Try to get in some sneak attacks
to start the fight as the enemies here are leveled, but the "boss" of the area
will be found at the top of the tall structure in the middle of the scrapyard:
likely a Super Mutant with a Minigun. Get in as many sneak attacks as you can,
focusing on the boss of the area if you can and move in, using the scrap and
cars as cover. From here you can pop out of cover and focus on one enemy at a
time for safety, but note there are mutated mongrels here as well so watch
your back as they will try to rush you.

Clear out the scrapyard and you will have plenty to explore afterward. Let's
start with the giant structure in the middle. Walk around it to find the path
upwards (grabbing the ammo crate and the First Aid Box on the way up) and at
the very top you will find a Steamer Trunk and a pair of"Super Mutant
Armguards". The big prize here though is the skill magazine Tales of a
Junktown Jerky Vendor. Not bad at all!

Nearby this big structure is a pit area, where you will find a hound trapped
in the middle (kill it from above). There is a First Aid Box above the pit.
Once you have that, make your way to the to the south-east, around some
boxcars, where you can find two buildings, one brick and one wood. On the
wall of the smaller, wooden structure, between the two building, you can
find a circuit breaker (where the wires end) that you can turn on. Go
ahead and do that now (this is part of the "Miller Family Radio Signal"
instructions). Now... follow the power wires as they lead to a tipped
train car nearby. Get on top of it (use the fridge leaning against it)
and drop down into the car to find a hatch. Go ahead and open it up to
enter the shelter.

In here you will find Big John's family who... didn't make it. Well, there's
no telling how late you are to their rescue, but there was no helping them.
Inside the shelter though, you can search around for "Big John's Safe Key"
(which will prove useful in a bit) and a "Railway Rifle", which shoots spikes
instead of bullets (you may have already seen ammo for this weapon by now).
After gathering whatever you want here, head back out.

Head back to the circuit breaker now and enter the building here. This used
to be Big John's Hardware Store, apparently. Behind the counter though you
can find an [Advanced] locked Safe and a [Novice] locked door. Pick both and
loot whatever you find. Head upstairs now and you can find a [Novice] locked
toolbox. Up here there is also a Duffel Bag with goodies and a ton of ammo
crates. There is a wooden walkway nearby with a button on it that you can
press to open the front scrap gate, but the place is so run down that is
hardly needed.

Finally, you have the house nearby to search (John's house). Upstairs you
can find "John Miller's Terminal", which gives you a hint on how to find his
shelter (which you've already done of course), but there is also a [Master]
locked safe here. You can use the key you picked up earlier to open it though.
And with that you are done with the salvage yard. Your next landmark is the
Army Star to the east, but just note that to the north-east is a Red Rocket
gas station where a random encounter may occur. From here head south-east to
the next landmark, the "South Boston Military Checkpoint".

South Boston Military Checkpoint
--------------------------------

You may have already heard of this location thanks to various radio broadcasts.
In fact, when you get near you will undoubtedly hear the military announcement
about the site. Well, the military is far from in control here, as the site is
under control by a group of Gunners, so sneak up on them and enter the outpost
and take them out. These enemies are leveled of course, but the "boss" (or
highest-leveled anyways) Gunner is inside the outpost so be ready to take him
on. There aren't many enemies here (only three Gunners), so take them out and
lets loot this area.

The big prize in this area is inside the outpost, where you can find a copy
of the Guns and Bullets skill magazine on a desk. You can also find a First
Aid Box, a Trunk, and a wall Safe [Master] inside the outpost. There is an
open terminal here you can read as well. Head back outside and search a truck
bed to find a Fat Man near a bed. The only other thing to note here is that
on the west side of the building is a magnetic-locked door that you can unlock
with an [Expert] terminal to find a full suit of leveled Power Armor, perhaps
even yet another suit of X-01. Very nice. Drop it back at one of your
settlements if you don't want it right now.

Andrew Station
--------------

With that last landmark looted it's time to head to the next one. Head
northeast to the metro-stop landmark and you will find "Andrew Station".

Andrew Station is more of an outpost than a station... at least by looking
at the exterior. The place has been taken over by Raiders, so save before
you attack and get ready to take them out. Sneak Attack the enemies on the
roof and ramparts to start the fight, then make your way left (to the
north-west corner of the station) where you will find an open entrance to
the main station area. If you can, continue to sneak attack but you will
likely be in an all-out fight soon. Watch out for any attack dogs the
Raiders might have and take out the Raiders inside. There is a turret in
the middle area as well. Watch out for any Raiders up on the roof, as there
is a ramp to the left that leads up there.

Once they are all quite dead, check the bathrooms here for a First Aid Box
and various chems (or Bobby Pins) in the mirrors. There is another door
between the bathrooms you can enter for a terminal that controls the turret
you destroyed and a cash register. Search the wall near the cash register
for an [Advanced] Safe. It is also worth noting that this station has a ton
of crafting stations spread throughout it (every single one), so make use
of them if you wish (the roof has the armor and weapon crafting stations).
Once you're done exploring the exterior it'll be time to explore the Andrew
Station Subway, so head down the stairs and enter the subway station proper.

Andrew Station Subway
---------------------

As you may have guessed, there are Raiders in this subway so be ready to
take them out. There are multiple Raiders here, so take them out with a sneak
attack and watch out for the attack dog they may have. This entryway is a bit
protected with various gates put up, but in the back you can loot the cash
register, a nearby floor Safe [Advanced] and pick an [Expert] locked door to
unleash a Protectron if you wish. To the left is the way further into the
subway tunnel, but it is guarded by Frag Mines, so be sure to disarm them
(there is also a bathroom with a Chem Box inside). Work your way downstairs
while you disarm the mines and can traps along the way. There are more Raiders
down here, along with more mines and even a bathroom scale at the bottom of
the stairs you can disarm. Sneak attack the Raiders down here and as they come
for you they will very likely run into the mines. Heh...

Once the enemies are dead, work your way down and you can check out a train
on the right for a first aid kit. There is also a [Novice] Terminal on the
support beam down here as well where you can turn off the search lights if
you want (or you can just shoot them down). Head inward and take out a turret
in the middle of the area down here, then check the train to the south for a
Bobby Pin Box (by a skeleton in the back). To the right of that train is
another [Novice] locked door you can pick open to find another Bobby Pin
Box, a caps stash, and a Stealth Boy (quite good for a novice lock!). Loot
the area in the middle now to find the nicest Raider living area you'll
probably ever see. Seriously, pictures and vases! Impressive bit of culture
there. There is also an [Expert] locked safe here you can pick for goodies.

Now to continue on, to the north are two more doorways. The left one is open
and the right door has an [Advanced] locked door (they both lead up to the
same area coming up). Check out the left door first though as there is a
turret in the back that you should take out. Go pick the right door now and
loot the living area, then head inwards further to fight more Raiders. There
are several more Raiders back here you can take out with sneak attacks (they
will often run at you if you use a Sniper Rifle, letting you take them out one
at a time). The train on the right here has an explosive box with a [Novice]
lock. Head to the back of the tunnel here and into the hole in the left-hand
side to continue as you leave the subway area behind.

This tunnel leads to (surprise!) more Raiders! There is an attack dog back
here, so sneak up on them and take them all out. As you fight, you will find
a boxing ring and a spectator area, as well as a ramp leading up outside the
boxing ring area so be aware you may need to kill some Raiders up the slope
and hanging out up on the spectator area. Once you've taken them out, you can
loot the place. There is nothing but junk in the boxing ring area (you can
check the lockers here for some boxing gloves), but the spectator area has
some good booze and smoke-able items as well as a caps stash. Head further
in the broken tunnels, past the spectator area (keep your eyes open for a
chem box on the way) and search the side areas as you head up for a small
cubby (on the left) with an "Inaccessible Door" and keypad.

Note: This door is tied to the "Long Time Coming" quest, so it is
Okay to leave it alone for now.

Keep heading further in to reach a lounge area (the "Southie Speakeasy") to
find even more Raiders, including the boss of these Raiders, named Chancer,
and a turret. Take them out (as usual, sneak attack sniping works wonders)
and then head behind the counter after looting the area. Back here you will
see a magnetic-lock door but you can actually check behind the cabinets here
for a button which will release it. Beyond the door you will find a Steamer
Trunk, which contains various goodies. Head up the stairs now and you will
find the "Joe's Spuckies Basement Key". This unlocks the hatch nearby, which
you should use to exit to the "Joe Spuckies Sandwich Shop", which isn't
marked on your map.

Joe Spuckies Sandwich Shop
---------------------------

You are outside now, a bit north-east of Andrews Station in the "Joe Spuckies
Sandwich Shop". Despite this not being a marked location, there is a very
nice prize nearby! Exit the shop and head to the house to the west. It is
quite destroyed, but head to the very top and you will find the an issue of
Grognak the Barbarian. A very welcome boost for melee and unarmed players!

Factory
-------

There's another unmarked location worth exploring while you're out here:
a factory to the north-east. On the way over there, you will likely fight
some bloodbugs or other annoying insects just hanging out, but you can find
the door to the un-named factory fairly easily. Inside there are Radroaches
and Bloodbugs to worry about. Take them all out and you can find a Fusion
Core in the corner. There are also stairs leading up to a [Novice] locked
door. Pick the lock here to discover an office (with a fully stocked bar, by
the way) where you can try your hand at a [Master] safe. There is also the
"Foreman's Terminal" here you can use to release the mag-lock on the door
down below so you can get at two First Aid Boxes for some healing goodies.
Head back out to the open world once you've got all of that.

South Boston Police Department
------------------------------

The next stop on your trip is just to the south. Head towards the Police
Department landmark to discover the "South Boston Police Department". Here
you will need to walk around the building to find the door leading inside.
Shoot out the annoying search light above the door when you find it as well
(Who doesn't hate those things?) and enter. This will be a quick trip, as
this police department is pretty small. Loot the junk you can find here
(the yellow box usually has something worth taking) and then pick the
[Expert] locked cell if you wish. Upstairs you can find some Mongrels and
a Radroach. Wipe them out and loot the upstairs now for the "Eddie Winter
Holotape 7" and various other junk. You can also find a [Novice] locked
terminal here. That is really all there is to this building, so exit back
to the Commonwealth now.

Parker's Proposition
--------------------

Head east to find a road, then follow it south and you will meet... an NPC!
This man is named "Parker Quinn" and has a proposition for you. He will tell
you that he has been working with EVERY vendor in the Wasteland and is
convincing them to give up Caps, instead using a Charge Card. He will offer
to sell you one worth 100 Caps for 110 Caps (his fee), giving you an option
to buy from him.

As you may have guessed, this guy is full of shit. For example, just try
saying "No" here and listen to his reply, then talk to him again as his offer
is still open. Quite the business man, right!? The Charge Card isn't worth a
darn thing, so if you wish feel free to put one into his head for trying to
scam you. Depending on which companion you have with you though, that may
not be a good idea!

Bobbi
-----

From here, head south and turn west to find a gate to find a small Raider
camp, which you can clear if you want to pick on some scrubs. This is but
a mere diversion; however. When they've been splattered, continue south down
a road past a truck, but keep your eyes west as you go until you see a stately
red house - the unmarked Hawthorne Estate. Circle around to the western side
to find the white front door and head inside you'll find Bobbi, who is
naturally curious about your intentions. You can either pass a moderate
speech check to get Bobbie to hand over the Caps peacefully and go into
hiding, or you can gun her - and her two turrets - down. In the former case
she'll give you 375 Caps, while in the latter case you can loot her for
around 420 Caps. Either way, it should be more than enough to cover the
200 Caps Hancock wants (if you talked him down). Be sure to loot the place
whatever you do, grabbing the obvious loot, the "Ladies Auxiliary Tape 5",
a Safe [Advanced] and a wall Safe [Advanced], then report back to Hancock,
who will let things drop, and even offer to travel with you. Score.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Taking Independence/Old Guns >==O
``-.____________________________________________________[FO-32]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Guns and Bullets
o Tales of a Junktown Jerky Vendor
o Tesla Science
o The Last Minute


South Boston High School
------------------------

After you're done dealing with Bobbi and Hancock, head back north to find an
unmarked monument. Head up near the monument and head south to find a door
leading to a Raider camp. Clear the Raiders out and make your way east through
a wooden shack to discover South Boston High School. Enter the building and
fear not, as there are no enemies in this small portion of the wrecked High
School. To the south is a pair of bathrooms where you can find a First Aid Box.
The lower level has nothing left but junk, so follow the ramp upwards and
around to a room where you can find a Chem Station and an [Advanced] locked
safe. That's it for here, so head back outside.

Continue to the east past the Raider housing and hang a left so that you're
traveling can north. Watch out for Frag Mines on the ground out here and make
your way forward to a wooden gate. Open it and kill the Super Mutant and
Mongrel you find. Now, you will find "The Gwinnett Restaurant" location here
and the doors to it in front of you, but there is another Super Mutant off to
the left you can put down easily. Take him down and enter the restaurant.

The Gwinnett Restaurant
-----------------------

This place has quite a few Super Mutants inside, so save and get ready to take
them out. Right in front of you are some can traps you can disarm. Do so and
take out the Super Mutants you find to the left. A Mongrel will very likely
rush you here, so stay near the entrance and take it out. Behind the waiter
counter here you can find a Bobby Pin Box. Nab it and head upstairs to the
left, where near the ledge you can find some "Super Mutant Arm Guards" for
Strong (assuming you have him). Head to the back and hang a right, to the bar
area. There may be a Super Mutant here if you haven't killed him yet, but do
so and check behind the bar for a caps stash and the [Novice] locked "Bar
Terminal". There is also an elevator here and a locked [Advanced] terminal,
but ignore both for now (you will get back to them).

Head back to the west and go down the stairs, killing anyone that may be left.
From here, loot the cash registers and head east into the bathroom. There is
a [Novice] locked door on the right (with a first aid kit across from it) and
loot the junk and first aid kit inside. Continue past that into the kitchen,
killing any Super Mutants you might find and looting the place for junk.
There's also note-ably a hole in the wall here that leads to the "brewing
area", and this hole connects you back to the terminal you just skipped.
Before bothering with that, though, head north into a storage room and grab
the "Super Mutant Cage Helmet" off a table.

Now, if you want you can either jump down a hole in the wall to the east or
go back to the terminal and go into this room that way. There is a Super Mutant
inside (very likely a leveled-up one) and a Mirelurk lurking in the mud down
here, so don't jump through the hole unless you are ready for them. No matter
what you do though, be sure to head up the ramps and hack the [Advanced]
terminal you see (there is a terminal on each side as well!). Up on the top
there is also the "Gwinnett Brewery Password" to be found and a Chemistry
Station if you want.

The next stop is the Gwinnett Brewery. Head down to the watery bottom of the
room here and you'll see a gigantic water pipe. Head into it and be ready to
kill a Mirelurk, but stick to the right at both of the path splits (the left
paths either get dead-ended by grates or rubble) and soon you will be in the
Gwinnett Brewery.

Gwinnett Brewery
----------------

You will find yourself at the bottom of the brewery. Down here there are a
number of Mirelurks to kill, so be sure to use VATS to try and spot them in
the mud so you can get in some sneak attacks. There are also quite a few a
few nests of Mirelurk Eggs you can find, where you can get three eggs and
three Hatchling enemies per nest. Take some time to explore this very lower
area and do some killing/egg looting. Once you are done, head back to the
entrance where you came in at (the south-west corner) and head up the
catwalks to continue. Up the catwalks you'll find a useless "Brewery
Terminal" next to locked door [Expert], which leads to the front office.
Inside the front-door office area you can find a [Novice] terminal on the
desk and a [Novice] locked locker on the wall.

Now, this next part is... a bit weird, but worth the effort. You are going
to be hopping around on pipes out in the brewery area. From the formerly
locked double doors leading to the lobby, look out to the brewery and you
can see you can jump north-east onto a vat easily. Go ahead and do so, then
jump to the assembly line. From there, go directly forward (east) to the pipes
and use them to reach a catwalk beyond. Follow the catwalk north-east, then
north-west across a strut to reach a room in the upper levels of the brewery,
which houses a copy of Tales of a Junktown Vendor and a Steamer Trunk (along
with various junk).

Head back out to the walkway and follow four pipes to the south-east to reach
a walkway on the south-eastern end of the level. Get on this walkway and turn
south-west to find a door out to the roof. Go ahead and head out, then head
up to the roof. Up here you can find one door with an [Advanced] lock on it
you can pick for various goodies and another door that is barred. You can
actually open this door if you shoot at the bar through the window, as that
will jar the bar upward and unlock the door so you can reach the Duffle Bag
inside. You are now done with the Brewery area as a whole.

General Atomics Factory
-----------------------

Make your way off the roof and head north-east to find the General Atomics
Factory, which is near the Four Leaf Fishpacking Plant explored earlier. Mind
the Super Mutants in the ruined building along the way and head into the
factory. In the room you enter into you can find a "Receptionist Terminal"
which contains utterly no useful information. If you head into a hallway to
the south you can find two bathrooms, one of which has a Nuka Cherry in it,
amongst other junk.


Warning!: Do not leave this building before completing the "Mrs. Nanny
--------- Section" below, as the free-form quest described therein may glitch
and become impossible to complete.


Return to the lobby and head north up some stairs and waste any Mr. Handy
robots you find, then pick a locked door [Expert]. In the office beyond you'll
find a "General Atomics ID Card" on a desk near "Kincaid's Terminal", the
latter of which is just full of the whinings of an old man. Leave this office
and continue into another room to the west where you can find a "Tesla Science"
magazine on a desk.

Return downstairs to the lobby continue through a door to the south to reach
an assembly line room, where another pair of Mr. Handy Robots patrol. Deal
with them and head upstairs to find a Laser Turret and some junk to loot, but
your next goal is to the east, which you can reach by jumping on the assembly
line and following it east through a hole in the wall, or by hacking a Terminal
[Novice] on the ground floor, which can be used to open the nearby double doors.

Mrs. Nanny Testing
------------------

Clear out the robots here and head through a door to the south (use the "QA
Department Terminal" to get it open) where you'll hear the soothing accented
voice directing you to do things. Curie? Or limited voice actor pool? We
report, you decide. Head into a room to the south and the robot will tell you
a story about bad ol' Timmy, whose role is played by a very dead skeleton on
a couch. After the robotic voice is done talking, turn off the radio and you'll
be directed to the next room, which is to the north. In this room a Teddy Bear
will helpfully play the role of a baby, and you'll be directed to figure out
what's wrong to shut the thing up. Grab the Large Baby Bottle off a nearby
dresser and plant the bottle in the Teddy Bear's inventory. After this, return
to the hallway, head west, then turn south to reach the third and final test
room, where your "hazard detection matrices" will be tested. Pick up a box of
Abraxo Cleaner from a table near a couch, grab a Machete that's lurking in the
fridge, then pick up an Adjustable Wrench on the floor under a footrest. After
this, head out into the hallway again and turn west to find a Safe, which will
be unlocked for you. Pillage it for several Fusion Cores and some other junk.

REWARD
(For completing a trial)
XP 98 (each trial)

Return back to the room to the north and head east through a doorway and up
some stairs. Enter a room on the second floor and loot a Toolbox [Novice],
then head east to find a door [Advanced] leading to a small room, where you
can find a wall Safe [Novice] and a First Aid Box. Loot, leave and head south
to find two sealed doors with a Terminal in front of them. Use the Terminal to
open the doors, then kill the Laser Turrets and the Mr. Gusty and Mr. Handy
robots beyond said doors. Loot a Steamer Trunk and return to the stairs and
head up to the third floor. In a room to the south you can find a Terminal
[Expert], which controls the turrets in the room with the Steamer Trunk.
Finally, head west across a bridge to find a Wooden Crate [Novice], after
which it's time to leave the building.

The Castle
----------

That was the last stop on the way to The Castle. It's time to continue
south-east to your destination and meet up with Preston. Good news, you're
almost there! Seriously about time, right? Follow the waterfront as much as
possible, navigating the docks until you're heading east from The Gwinnett
Restaurant, where you'll find Preston and three Minutemen in a restaurant.
Loot the goodies on a counter, then talk to Preston, who will tell you of the
Mirelurks that are nesting in "The Castle" to the east. Here he will give you
three options on how to attack the place: "Draw them out", do a "Pincer Attack"
or just go in "Guns Blazing". The Mirelurks aren't too dangerous here, but
drawing them out is by far the safest method for your AI companions, for what
little they matter. Still, choose what you will and head to (and discover)
"The Castle".

Follow your Minutemen allies and soon they will be in place, after which they
will follow your orders from earlier. If you can, head forward and snipe at
the enemies inside the yard to get easy sneak attacks in. You will be facing a
total of 7-8 Mirelurks in total, but if you are fighting inside the yard you
may also run over nests of Mirelurk Eggs and have to deal with the Hatchlings
that come out of them. Once you clear out all of the enemies in the yard, your
objective will change. Preston will mention the Mirelurks have nested and you
need to clear out the nests of eggs.

Now... there are a lot of nests in this area. There is a catch to this
objective though, so go ahead and quicksave right now. To clear out the nests,
start in the yard and once they are all cleared head up the wreckage of the
walls to the est and start to clear the nests out up there. As you are doing
so, the fort will be attacked by a Mirelurk Queen. You've dealt with these
things before, so you should know what to expect: they're big, poisonous, and
can deal lots of damage... but a few well-placed sneak attacks and/or critical
hits can take one out quickly enough. You cleared out the yard first to make
sure when the Queen showed up you would be on the ramparts, so go ahead and
fill it full of lead from your height advantage. The AI will help distract it
a bit, but it may very well come after you anyways. If you just keep filling
it with lead and it will fall. It should be noted that there is a Missile
Launcher down in the northeast corner of the fort, but you may run into another
Mirelurk/Nest here and to be quite honest missiles and AI companions don't
exactly mix.

Once you kill off the Queen, go talk to Preston and he will examine the radio
with you. As you can see, turning it on does nothing. To fix this issue you'll
be tasked with powering it up. Be sure to grab the Guns and Bullets skill
magazine by the radio on the desk after checking out the radio. Now... what
you have to do to "power the radio up" is to turn The Castle into a Settlement,
so go interact with the Workshop to the east to claim this settlement, which
will, of course, allow you to build things. You can get a lot of the components
you'll need by breaking down junk lying around The Castle, and the Workshop
starts off with some basic supplies.

The Radio Transmitter takes a whopping ten power to function, which can be
done by building a "Generator - Large", two "Generators - Medium" or four
"Generators - Small" or "Generators - Windmill". By now you should know how to
build generators, run wire from the generator(s) to the Radio Transmitter. As
an example of what you can do here, build two Medium Generators to the right
of the power pylon switch (which is to the right of the Workshop). This switch
will be your "Power On/Off" focus point. Just build two Medium Generators side
by side and wire them to each other and then to the pylon. From there, build a
power pylon (Power > Connectors & Switches > Power Pylon) halfway between the
radio and the power switch, and wire the power switch to the pylon you just
built and then onto the radio. This will meet the requirements easily (just
make sure the power switch is turned on!), so go talk to Preston afterwards
and you will officially finish this quest. This will also get the "Radio
Freedom" station up and running, if you care to listen to string instruments.

REWARD
(For taking Independence)
XP 501



Trophy: Taking Independence
---------------------------



Old Guns
--------

Once that's done, you might as well build this place up as a proper settlement.
There's a "Water Purifier - Industrial" to the north, north-east of the The
Castle, outside the walls, which will provide all the water you'll ever need...
and then some, but you'll need to provide five extra Power to get it running.
If you take enough time building up your settlement (transporting resources can
take up a lot of time!) you should get notified that somebody is waiting to
talk to you at The Castle. If not, just rest somewhere for a few days and this
quest should pop up. If you stay tuned in to "Radio Freedom" you'll be notified
via the airwaves once this quest becomes available, or Preston or another
Minuteman may just tell you.

Travel to The Castle and once you get there go talk to Ronnie Shaw. This woman
will claim to be a veteran Minuteman and wanted to see the new general for
herself (making it clear you'll need to earn her respect). Funny, despite
pulling rank, she didn't seem to care enough to come around when the Minutemen
were nearly extinct, did she? If you want, you can reply rudely to her and get
in a brawl, which will end long before you kill her. Be cordial however and
ask her what she wants and she will tell you that you need her but, more
importantly, she knows how to access the Castle's Armory.

As you may have guessed, the Armory is located behind the door in the courtyard
with the massive steel strut blocking it. Go figure... Ronnie will head to the
General's Room nearby though and point out the hallway filled with rubble. She
will then ask you to "do something about it". Ha! What you need to do is enter
"Workshop Mode" and scrap the rubble in the hallway if you haven't done so
already. Once you do that, the path down to "The Castle Tunnels" is opened up
and you can follow Ronnie down into them.

The Castle Tunnels
------------------

One very important note down here: there are Frag Mines everywhere in these
tunnels! Everywhere! Be sure you use VATS around every corner and in every room
to locate and disarm them. Or, if you have Sneak rank 2, you won't set off the
traps, but companions are still pretty derp.

With that out of the way, start disarming the mines and exploring the rooms
down here. There aren't many enemies down here, but you can find a room full
of cannonballs (for the Broadside weapon) and, as you head west, you can search
a middle room for a Laser Musket. The room just to the right of that has one of
two enemies in these tunnels; a Machine Gun Turret. Take it out and quicksave.
Up ahead is the final enemy down here, a Sentinel named "Sarge". If you head
into his room nonchalantly, Ronnie will mention he has guarded this area
forever but he will soon attack you. Therefore, it is better to go on the
attack right away as you enter the room. Try to destroy his mini-gun arms on
both sides and take him out from there, watching out for his self-destruct
sequence once he dies.

Once he is dead, Ronnie will use the nearby computer to open the nearby door
(which you can't use, so don't bother getting to it before her). Inside of this
room you will meet General McGann, a previous Minuteman general. You can loot
his body for the unique items "Minutemen General's Hat" and "Minutemen
General's Uniform". Hey, it's not like he needs it anymore, right?

Armory and Artillery
--------------------

From here you will have access to the armory and the west bastion as you leave
the tunnels and Ronnie opens the steel door. The Armory is open for business!
Ah, so good... there are a lot of goodies to be had here, including the "Laser
Musket Four Crank Capacitor", the "Laser Musket Medium Scope", and lastly a
"Laser Musket Beam Splitter". Those are just modifications though, you can
also find all sorts of grenades, a Fat Man, and two Stealth Boys. The real
key here though is the "Artillery Schematic", which is what you need to
progress this quest. Be sure to grab the Artillery Supplies to the left and
right of the schematic (each supply is enough to build one artillery piece)
as well as the "Artillery Smoke Grenades" from the yellow box nearby (you
will need these soon). There are also weapon and armor crafting tables here
as well, if you wish to use them.

Up next Ronnie will ask you to build some artillery for. A great idea! You
can do this by using the "Special" tab in the workshop and, thanks to the
supplies you just picked up, you'll have enough parts to easily craft two
pieces of artillery (although you only need one). Now as usual, you can place
these things anywhere you wish but there are actually spots for the artillery
pieces up on the walls (the round, grey bricks) that they fit nicely into.
Up to you, of course.

Once you have that done, Ronnie will say that next you need to test the
artillery and will tell you to head to the nearby house outside The Castle
and use an Artillery Smoke Grenade to mark it for shelling. You'll also be
told to optionally to tune to Radio Freedom (which is easily done). Head out
to the nearby house and chuck a smoke grenade into it, then get back. Watch
as it gets shelled to hell. And this power is now yours!

The last part of this quest asks you to talk to Preston, which is easy enough
but it should be noted that as of now, Ronnie Shaw is officially a Minuteman
Merchant. You can "re-supply" with her, but of course that means buying
things from her. One of these things is "The Last Minute", which is a
legendary Gauss Rifle variant that does +50% Limb Damage. Quite powerful,
but expensive. Once you're done messing with Ronnie Shaw go talk to Preston
to finish this quest.

Note: It is highly recommended you set up a supply line to The Castle or lug
building materials here if you haven't already, especially for the construction
of defenses. You may (read: will) need it eventually. Also, if you plan to end
the game with The Minuteman faction, it's highly recommended you start to buff
up The Castle's defenses. If you think you have too many turrets, you do not.
Guard (or patch up!) the holes in the wall and entranceways and even put
turrets facing into the courtyard as well. You will be pleased with yourself
later!

REWARD
(For bringing some old guns back into Minutemen service)
XP 429


Trophy: Old Guns
----------------


That's all for the Minutemen, for now, anyways. You've explored pretty much
every area in the south here, but there are a few (read: many) places to the
south-east that are very well worth exploring. Simply put, it's a Bobblehead
bonanza. You're going to want that sweet loot.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Exploring the South-West: From University Point to Quincy >==O
``-.____________________________________________________[FO-33]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o 2076 World Series Baseball Bat
o Overdue Book x4
o Prototype UP77 "Limitless Potential"
o Tesla Science
o Unstoppables


University Point
----------------

First stop on the way is University Point, which is south of Andrew Station,
and can be reached by following the coast from The Castle west, then south.
Along the way you may find an unmarked dockside warehouse filled with
Mirelurks, but aside from some crab meat, there's nothing of interest along
the way. When you arrive at University Point you'll find out that this entire
city has been wiped out by Synths... Synths who still linger about in the
ruins. Be ready to take down a number of leveled Synth enemies in the
courtyard, and be especially careful of the Cyro Mines spread out on the
ground and utilize the houses on the left for cover. Note that there is also
a Synth on a roof to the east that needs to be shot down before you are
completely safe outside.

Once the place is safe to explore, check out the houses to the left (north)
for various junk. Of note here is the item "Sylvia's Holotape" in the toolbox
in a house, which is not where you usually find holotapes (kind-of weird).
Listen to the holotape if you wish, then loot a safe [Expert] nearby. After
looting the houses multiple floors, head to the south side of town. Over here
you can find another house with a [Novice] locked door on the left that leads
outside of town (a good shortcut, really), but before checking out the house,
note that to the right of the house (on the corner of the building) you can
find a door leading to the "University Credit Union", which you'll get back to,
shortly. Head back to the house now and you will want to head up to the third
floor here to find the "Mayor's Terminal" and read everything on it, One of
the log entries (the middle one) will give you "Gerald's Vault Password",
which you will need coming up in a bit. This terminal also has the "University
Point Council Meeting" Holotape you can eject.

Head down to the lower floor now and on the west side you'll see a door
heading to the "University Credit Union" (which you've been to before). Hack
the [Novice] terminal and enter. You are in the back of the Credit Union now,
so be sure to loot the area for plenty of Pre-War Money (excellent!) and head
downstairs. Open the door here and then use the "Gerald's Vault Password" you
got earlier on the terminal. This leads to a room full of safes. Unfortunately,
most of them are open but you can find three still locked which lets you pick
two [Master] Safes and one [Advanced] Safe.

By now everybody should be able to pick [Master] locks. After all that
exploring, all the levels you've gained, there's really no excuse. If you
haven't, however, be sure to to come back here later. Anywho, open the Safes
to find that one of these [Master] Safes has a button in it. A bit weird,
right? Push it to open up the wall nearby and find a secret lab. This lab is
alluded to more in the next area that you'll be exploring, but you can
inspect the lab to find the unique weapon Prototype UP77 "Limitless Potential".
Quite cool! This gun doesn't need to reload, but it still requires ammo so
pick up the cells nearby to stock up a bit and exit the building once you
are done.

You're still not done with this area however, as there is another building
to explore (although admittedly, you already have the "big prize" of this
area, but there is a skill magazine coming up at least). Head east to the
building that is sinking into the bay and you will find you can enter it to
explore "University Point: Sedgwick Hall".

University Point: Sedgwick Hall
-------------------------------

This place is a three-story area that has Synths scattered throughout. They
also have quite a few locked doors in an effort to make you explore their way,
but you can bypass a lot of this with lockpicking skills. On the first floor
you can check out the bathrooms but be careful of the last stall (it is booby
trapped with a Tension Trigger). To the south on the lower floor you can find
a "Student Records Terminal" which doesn't tell you a whole lot but nearby is
a [Master] locked door. If you can pick this it will lead into the Dean's Room
where you can check out the "Deans Terminal". You can unlock the nearby safe
with the terminal if you want or just pick the [Expert] locked safe for the XP
(it is on the wall by the desk). There's a First Aid Box on the wall here
as well.

Now, really quick, let's go over the general layout. That Dean's Room has an
[Advanced] door and outside the Dean's Room is a [Master] door. Both of these
doors lead to the back portion of the building which is what can be called the
"Mirelurk Area". You can also reach this area from the second floor as well.
Let's go explore the second floor first really quick. Head up there using the
stairs and kill off the Synth in the room to the left. The north-west room has
a [Novice] locked Ammo Box, but head into the "Tools" room to find plenty of
useful junk as well as "Gerald's Terminal", which is a [Novice] lock but has
some good back-story on the town. Be sure to check the the shelves by the
terminal as well for "Gerald's Barricade Key", which actually opens the
expert-locked door on the first floor. There is a [Novice] locked Toolbox
in this room as well.

Back outside you will find the middle door is an [Expert] lock but head past
it and check "Jacq's Terminal" for more back-story. You can eject "Jacq's
Holotape" from this terminal as well. Now, another way into the "Mirelurk Area"
is here as you can open the elevator door (via the terminal) and drop down into
the area. You can also hack that expert door you passed to find a room with
junk that also drops you off into the Mirelurk area. Let's go ahead and head
there now, using the elevator (or any other way you want to get there really...
up to you). Kill the Mirelurks and Hatchlings you find (from the eggs). In the
open room you will likely find a Glowing Mirelurk, which is a bit tougher than
the normal ones but there is plenty of space to run around in down here. Head
south up the rubble to a hole in the wall (the west path leads to the second
floor expert-locked door) to reach a second area full of Mirelurk Eggs and a
couple of Mirelurks (two of them). Take them out from above if you can.

This second room has a ramp leading up to a cafe area. There are two Synths
in here for you to take out if they are hostile to you. There is a door on the
right up here (with nothing but junk) but the shelves past that have a locked
[Novice] toolbox on the shelves. Head upstairs and east to the upper floors
area. Up here there are a ton of broken floors, so be careful where you step.
Head north to the Professor's Room where you will fight a Synth Leader who has
two Synths nearby as back-up. Remember to take out the leader's arms to neuter
him and take them out. Inside the room you can find a Steamer Trunk, a Mini
Nuke under the desk and a Duffle Bag, which has "Jacq's Note" inside it. You
can check out the Professor's Terminal here as well.

Exit the room and head right now (west) and unchain the door to reach the other
side. To the left up here is an [Advanced] locked door leading to a room with a
skeleton and liquor (which is kind-of depressing...). Further on is a door
leading back to The Commonwealth. Skip it and head north to a Cooking Station
and a room on the right, where you can find a copy of the skill magazine "Tesla
Science" in the back (by the light). And with that you've found every item of
note in this place, so go ahead and exit the hall so you can continue your
exploration.

Jamaica Plain
-------------

Leave University Point and travel south-east to find Jamaica Plains. Jamaica
Plains is a fairly interesting town, and by the end of this section it's
virtually guaranteed it will leave an impression on you! There is also a good
chance that you've got this location through a Miscellaneous Quest called
"Find the Treasure of Jamaica Plains" or through one of the game's many Radiant
Quests (the Minutemen love to send you here). Before you explore the town
properly though, you'll first need to clear it out as it is chock-full of
Ghouls (you may find some Yao Gaui to the north of town as well, just so
you know).

Head through town however you wish and take care of the local Ghoul Problem.
It is easy to spot them with VATS, but many are hidden in houses and lying
down so making noise may be the best way to get them out in the open (where
you can take them down as they run at you or use the many cars in the area
to trip-up the Ghouls). You can also use the cars as improvised explosive
devices by shooting and blowing them up if there are a number of Ghouls
around it. In particular, be sure to clean out any houses you can actually
get into, especially the Town Hall house on the west side of town.

Now that the town is Ghoul-free you can explore in peace. Starting at the
north-east house (the direction you came from if you came from University
Point) you can find the door to the garage is [Novice] locked, even though
you can walk around it. Head to the north-west now to loot the diner area
for some good pre-war cash. South-west of the north-east house is a two-story
light-blue house. Head upstairs in it to find a couple of dead character's
named Ken and Tanya who held out up here for awhile (suppose that explains
the string of dead Ghouls leading right to their bodies). Go ahead and loot
both of them to find the "Jamaica Plain Archives Key" (which will be
important), the "Ken's Invitation" Holotape and a "Torn Journal Page". Ken
and Tanya are part of a team who came to town to find the treasure, and
you'll be "meeting" their team-mates in a bit.

Head outside now and head to the east side of town, where you should find a
bunch of cement barriers blocking the road out. Leaning up against the barrier
out here is another team member, Carl Everett. Be sure to loot him for the
"Jamaica Plain Town Hall Key" and "Carl's Log". You can read about the raid
team with this log to learn a bit more about the team members.

Next up check out the house just to the west. Inside it you can find a [Novice]
terminal that controls the Protectrons nearby. Hack it if you wish. From here
head to the south-east house (the red house - be careful of Ghouls) and check
the lower level for a [Novice] locked suitcase. Go up to the top floor now
(loot along the way) and you'll find that this path leads to the nearby church.
Heh... head to the bell tower first to find an ammo box and then go down the
steps. Of the two upper walkways here the left side has a gun trap and tripwire
along the way, but it is facing away from us. Head to the upper floor past the
walkway to find a broken safe with some goodies, then head down to the lower
level. You will find Luke Silverhand down here, another team member, so be sure
to loot him for the "Silverhand's Note" item and more importantly the "Jamaica
Plain Mayor's ID". Once you have those items, use the Cooking Station if you
wish and un-chain the church door to get back outside.

Continue on to the southwest part of town to find a bus and the town hall
building beyond it. Check the bus quickly for a [Novice] locked suitcase, then
head on to town hall. Hopefully you cleared it out already, as there is always
several Ghouls inside. Head inside to the back to find the "Mayor's Terminal"
which has an [Expert] lock. You don't have to hack this actually, as the
password for it is nearby but as always it is good XP if you do. Hacking the
terminal lets you open the nearby [Expert] wall safe if you want, although you
can just pick that for more XP. Alternately you can get around doing any work
by heading upstairs and finding Sal, another raid team member, who has the
"Jamaica Plain Mayor's Password" for the terminal, as well as "Sal's Holotape".
Grab both of those items, get the terminal and safe however you wish, and head
to the first floor and down the stairs on the south side to the "Jamaica Plain
Town Hall Basement" which you can open with the " Jamaica Plain Town Hall Key"
you got earlier.

Jamaica Plain Town Hall Basement
--------------------------------

You're getting closer to this fabled treasure! Head inward to find the
"Janitor's Terminal" in a room up ahead. Check it out if you wish, then head
north to a meeting room area. To the right is a console and a hallway full of
laser trip-wires, but before you mess with that head back to the meeting room
and note that on the left of the room is a door you can open with the "Jamaica
Plains Archive Key". Inside you can find an [Expert] locked safe and another
copy of the key to the room, as well as a tunnel leading onward. Now, there
are a number of ways you can do this section. The "easy path" is by having
that Archive Key, as the room leads back through a tunnel to your destination:
a console and vault (be sure to unlock the [Novice] locked large toolbox on
your way!). However, you can also take the eastern door and find the "Jamaica
Plain Janitor's ID" on the console. You can use this thing and the card reader
to turn off the lasers and continue that way if you want. It leads back to the
same area. A third option is to save and disarm every single laser trip-wire.
This is tempting as you will get a LOT of fiber optic parts doing this but you
must save as one wrong trip will make these laser turrets rip you apart in
seconds. Seriously, these are some high-grade turrets: you can hardly hurt
them and they shoot scattered lasers, delivering death in seconds. Definitely
quicksave if you plan to disarm the lasers.

No matter how you get back to the back console, you can hack the [Expert]
security terminals on the left and right of the vault door by the Protectrons
(for the XP), then go check the terminal in the middle. With the "Jamaica
Plain Mayor's Password" you can log in easily and open the vault door. Head
inside and hit the button to open the room and you'll be treated to the
treasure room! And... it is a time capsule! Heh, go figure! Still, there are
a couple things here worth noting. On the table in the middle you can find the
"The Treasures of Jamaica Plain" and "Treasures Inventory" Holotapes as well
as the "Holotape Instructions" file. The only other item worth noting is the
"Sports" display on the right as you enter, as it has the legendary weapon the
"2076 World Series Baseball Bat", which has a chance of launching enemies when
you hit them. All the rest of the items in here are junk, so grab what you wish
and then exit, as you are now done with Jamaica Plains. A time capsule as a
treasure... Grrr....

Kid in a Fridge
---------------

Anyways, you're done with Jamaica Plains. Return to University Point and let's
keep exploring down south from there. Head south from University Point (use the
door shortcut from earlier) and follow the road south. You will find a
destroyed building on the left up ahead and, as you approach it, you will
hear a voice call out to you. Wha..!? Someone nearby is stuck? Equip your CHR
gear here and go inspect the nearby fridge. You can pass a easy speech check
here to learn that there is a kid named Billy inside the fridge asking you to
let him out. Now, this just screams "Trap!", but go ahead and agree to help
him, which means shooting the fridge door to open it up. This officially starts
the "Kid in a Fridge" quest.


Did You Know?: This quest is an indirect reference to the 2008 movie
-------------- "Indiana Jones and The Kingdom of the Crystal Skull", as it
famously features Indy hiding in a fridge to escape a nuclear
blast. Obsidian Entertainment actually made fun of this in
Fallout: New Vegas as well, where you could find a fridge in the
wasteland with a skeleton and a hat that looked like Indiana's.


Talk to Billy once he is out and you can see how he survived. Two-Hundred years
stuck in a fridge. Amazing. Here you can get two moderate speech checks as you
talk to him involving his parents, but it is worth noting that "moral"
character companions will dislike it if you tell him his parents are dead.
In the end, Billy will ask you to take him to his house in Quincy to try and
find his parents so agree to do so and you'll have a Ghoul kid companion for
awhile.


(-NOTE-) Before you fully explore this area, or perhaps right afterwards,
you will be approached by a Gunner named Bullet. He will offer to buy
the kid from you. If you are evil (you monster!), you can take him up
on his offer and even drive up his price of 200 Caps up to 350 with
some moderate and then hard speech checks. Or, y'know, you could not
sell people into slavery and tell him to shove off. Your choice.


REWARD
(For selling Billy to Bullet)
XP 195
Caps 200 -350

Before you continue on head south-west across the road to a pond. This pond is
special as it actually has a suit of Power Armor in it (likely scaled to your
level). You can enter the pond and equip it (a bit weird), so use it now if you
want or otherwise drop it off at one of your settlements. When you're done,
continue to head south to find the next icon on the way (the pond icon), which
marks Neponset Park.

Neponset Park
-------------

This isn't a big area, so you'll be done quickly here. This recreation area is
home to a few Mirelurks living near the water. Take any of them out with sneak
attacks if you can and then clean up the rest that show up. One of the houses
here also has an [Advanced] door lock you can pick to find a Steamer Trunk with
various goodies and a "Personal Terminal you can read to witness the struggles
of a failed would-be author. The other house is open to anyone but has some
Mirelurk Eggs so watch out for Hatchlings. There is also an Ammo Box out in
the boat near the dock (near a Cooler) that you can grab. That's all for this
area, go ahead and head south-west next to the town icon, which will turn into
Hyde Park as you get close.

Hyde Park
---------

Hyde Park is a destroyed town that is occupied by raiders. As usual, before
you explore this place you will need to clear it out of enemies. Approaching
from the northeast means you'll run into a broken house and warehouse before
entering the city itself, which is half-submerged in water. If you have any
snipping skills, you can start the fighting by picking off whoever you can,
after which loop around to the west and enter the broken house with the ramp
you find there, being wary of Frag Mines along the way.

There are some potentially tough enemies to be fought here (especially if
you've gained some levels as they level up with you). This first house you
entered also has a Raider named "Scutter". Clear this first house (upstairs
is a great snipping/overlook spot - note the mine sitting by the Ammo Box up
here!) and make your way west to a rooftop, then south to another multi-floored
house. Clear out this house as well, being careful of the tight quarters. Make
your way to the top of this house where a wooden structure is built and take
out the Raiders you find. Once you've cleared these two houses, the entire
area should be clear.

This southern house is the tallest and has the area's treasures on top of it.
You can check inside the wooden structure for a Steamer Trunk, a [Novice]
locked suitcase, an Ammo Box, and the "Signed, Your Neighbors" note on the
mattress. More importantly, to the right in the half-shelter area, is a copy
of the skill magazine "Grognak The Barbarian", sitting on the safe behind the
chair. It's also sitting on a [Novice] locked Safe as well, so... bonus! You
can also head down the pathway nearby to find another Ammo Box. Explore the
buildings here for various junk (and drugs - there is a dead settler as well)
and then you'll continue your exploration journey.


(-NOTE-) Be wary of a church on the south-western end of town, as a random
encounter may occur there.


Behemoth in the Swamp
---------------------

There are areas to the south-east and south-west. Quincy lies to the
south-east, but first, let's explore a few areas to the south-west. You'll
never find another excuse to go down there, since Gunner's Plaza has already
been explored and all. First up head into the swamps to the west (and slightly
south) to find a Super Mutant Behemoth lurking between Hyde Park and Gunners
Plaza. It's still a fairly uncommon foe, although not quite the threat it used
to be. Once it's dead, find it's camp to score a Steamer Trunk, then continue
east, south-east to find Suffolk County Charter School.

Suffolk County Charter School
-----------------------------

As soon as you head into the school, immediately start sneaking! You'll want
a medium to long range suppressed weapon here, so pick one out and head
forwards a bit. Jangles, the proximity-triggered monkey, will alert the place
and call several Ghouls to your position that you can easily pick off one at
a time. From here, head to the right and kill the Ghoul lying down in the
middle of the area. You can find an Overdue Book on the counter here as well
as some weird-looking "Food Paste". Anybody here brave enough to eat that?
Didn't think so. The terminal here does nothing, by the way. Head north into
the office and a Ghoul will come from under the desk. Take it out. On the
desk is the "School Announcements Oct 18th"Holotape, which is about the paste
the school is serving everyone (Note that the Ghouls are note-ably pinkish
looking). Use the "Principle's Terminal" next for some of the story with the
paste (they did it for funding - go figure) and then you can either use the
terminal to open the Safe on the wall or just pick the [Expert] lock yourself.

Head back to lobby now and check to the south for the bathrooms, as their is a
First Aid Box inside one of them. Now to continue note that you can't head up
to the 2nd floor from the lobby (as you once could) as the stairs are broken,
so you'll need to take one of these hallways. Let's take the south-west one
first.

This hallway has three classrooms alongside it: two on the left, one on the
right. The left ones are connected together and up near the teacher's desk
are two Ghouls. Kill them off and check the desk for, yep... more Food Paste!
Ugh. You can read "Mr. Davidson's Terminal" here to learn that he was against
it at least! The other classroom on the right doesn't have anything of note,
but does have a pupil still in his chair ready to learn! Continue on down
the hallway and you'll have some more classrooms on the left after the turn
north. The first door on the left has a Ghoul under the desk and three more
off to the right. Take them out and explore the two classrooms for various
junk. Also note that out in the hallway along the right-hand side is a
[Novice] locked supply closet. Continue to the north where the path will
split: off to the west is another alternate exit to The Commonwealth, so
hang a right.

This room has a couple Ghouls in it (one just to the right after the door)
so take them out. This seems to be an assembly area. Note the hole leading
downward, but first check the podium nearby for the "School Announcements
Oct 20th" Holotape. Check the north-west corner now for a [Novice] locked
door beyond which you'll find a kitchen. Kill the Ghoul inside, then search
the kitchen to find an Overdue book. Once done, head back out and unlock
the chained door to the east, which leads back to the lobby. You can
activate the Protectron here with a [Novice] terminal, but he really isn't
needed (you want the XP!). Back in the assembly area, head through the
southern doors and kill the two Ghouls you'll find. Note the machine here.
Ugh. Head back out and down the slope in the floor now.

Time to explore the basement. Head down the stairs and into a room with a
lantern. You will want to sneak here now, as there are multiple Ghouls in
the next room that you can sneak attack. Go ahead and clear the basement
out, as there are about seven Ghouls all together down here. You'll end up
to the west, by an "exit" sign, but check the south-west corner for a
Fusion Core. Head back east a bit and follow the wall partition south to
find a locked room (along with a [Novice] locked wooden crate). The door is
a mag-lock, but to the right is an [Expert] terminal you can hack to open it.
The prize here is an Overdue Book and a Stealth Boy. Get them if you can and
head back to the north-west, following the pathway to an elevator. Take it up.

Head up the stairs you find to the second floor. Up here on the left is an
[Expert] lock leading to a small room with a Radroach inside. Collect the junk
here if you wish but grab the Overdue book from the desk. Continue to the area
over-looking the assembly hall and the entrance (there is another lunchbox on
the floor on the way). The double doors you find to the right are locked, so
head past them to the corner and follow it around to the hallway behind them.
Back here there is a [Novice] locked door on the left that leads to an
un-interesting classroom. You can hug the left wall to reach a science lab as
well, where you can kill a Radroach in the back and craft some chems if you
want. There isn't much here, really. Now, the main event, the double doors.
Open them and jump into the room, getting a close hard-hitting weapon ready.
Several Ghouls will rise up, but the one of note is the Putrid Glowing One
coming in from the right. Kill off the lower-level Ghouls first and leave
him for last. He will be a ton tougher, but you can use the turned-over
bookcases here to force him to chase you (saving up AP in the meantime).
Take him out to clear the area.

Well, time to loot this area. The really only thing of note (besides the
big score) in this room is the Book Return Terminal, which gives out the
following prizes:


o===============================o===============o=======o
| Item | Cost |Number |
o===============================o===============o=======o
| Food Paste | 5 Tokens | 1 |
|-------------------------------|---------------|-------|
| Food Paste | 5 Tokens | 2 |
|-------------------------------|---------------|-------|
| Food Paste | 5 Tokens | 3 |
|-------------------------------|---------------|-------|
| Hairbrush | 4 Tokens | 5 |
|-------------------------------|---------------|-------|
| Basketball | 4 Tokens | 4 |
|-------------------------------|---------------|-------|
| Clean Dog Bowl | 4 Tokens | 4 |
o===============================o===============o=======o


Pretty crappy prizes, to be honest. Best to save these books for the Boston
Public Library. But now it is time for the big prize: check the corner with
the broken terminal for the "School Announcements Oct 22nd" Holotape, a
Steamer Box, and near the holotape a copy of the skill magazine Unstoppables.
Not bad! You have nothing left to do in this school building, so go ahead
and exit now.

Pre-War Tech in the Swamp
-------------------------

From the school, head south and you will see some machinery just... sitting
out here for some reason. You can find a door here that once you open you will
see a red skull face staring right at you and telling you "You look nice
today!!". That's nice, but you just unleashed an "Annihilator Sentry Bot
Mk. II", a level 60 foe that is now bent on your destruction. This enemy is
weaker against energy weapons if you have it, but like most sentinel-type
enemies you can aim for its Miniguns to help protect yourself. You can also
kite the enemy around the structures here to protect yourself as well. Once
it is dead, head to the south-west and search for a downed vertibird (just
north-west of a ruined house in the marsh). Here you'll find some Power Armor
sitting out here waiting for you... and who doesn't need more Power Armor?
Dispose of the Mister Gutsy robot guarding the wreck, then haul your fancy
new armor somewhere.

Murkwater Construction Site
---------------------------

Only one more stop left before you make your way to Quincy. From Suffolk
County Charter School head south-east, but try to approach stealthily, as a
Mirelurk Queen awaits you at the Murkwater Construction Site.

This is your challenge to take over this area: take out the Mirelurk Queen.
If you have a high-power sniper rifle it is put to great use here, and by now,
Mirelurk Queens should have few tricks to pull on you. Get in your sneak
attacks first and use whatever critical hits you have to put the monstrosity
down. If anything, keep on the move and try to dodge its acidic shots as you
continue to damage it, using the houses nearby for cover. Once you have killed
off the Mirelurk Queen, check the house here for a Workshop. Interact with it
and you will gain the Murkwater Construction Site as a settlement. With that
done, it's time to move on to Quincy. Fast-travel to Hyde Park, then head
south-east and to discover the "Quincy Quarries" area.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Exploring the South-West: Quincy >==O
``-.____________________________________________________[FO-34]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Eddie Winter Holotape 3
o Good Intentions
o Guns and Bullets
o Overdue Book
o Tessa's Fist


Quincy Quarries
---------------

As you approach this area, do so in sneak mode as the area is held by more
Raiders. It is also highly irradiated, so you will want to take some Rad-X
(try to stay away from the Hazmat Suit if you can, due to the enemies you
are about to engage). There is some water down in the bottom of the quarry
with barrels just floating down there. It is also neat to note the truck to
the east spilling barrels into the quarry as well (they were truly using this
place as a dumping ground!).

Okay, time to take out the Raiders and their leader, Slough. You can snipe
from the north if you want, but the south side of the quarry actually has
some naturally "built into the stone" rooms, which you should clear out first.
Head west from the north and follow the wall south to the southern structure.
You can head east down the stairs now to enter the southern rooms and clear
them out from there (use a hard-hitting close range weapon like a shotgun).
Head upwards as you go and finish clearing out the Raiders outside and then
you can explore.

There are quite a few locked items to find in this area. On the east side of
the quarry is an [Expert] locked trailer you can open that has a Tool Case
and two Ammo Boxes inside. In the middle area of the southern structure, under
the stairs, you can find an [Advanced] locked Safe and two Ammo Boxes nearby.
The bedrooms in the built-in rooms down below have a [Novice] locked Wooden
Crate inside a bedroom and the outside area (near the water) has a lot of dead
settlers and traders in a pile, with a yellow trunk and Steamer Trunk nearby.
Poor people! You can explore the wooden shack up above for more various
goodies (along with a cooking station and some various meat), but head to the
west and go inside the trailer here to find two Ammo Boxes and a [Novice]
locked Toolbox as well.

Aside from the various junk in the trailers, bedrooms and shacks you are
done looting this place. Let's continue your exploration trek now. Continue
southeast from here (you'll get to the locations in the south-west later)
and you will come upon a Red Rocket. Loot it for mechanical junk and the
pre-war money in the cash register, then be sure to save. You are heading
directly south next to the "Wilson Atomatoys Factory".

Wilson Atomatoys Factory
------------------------

This factory is occupied by Super Mutants, so be ready to take them out.
Of note here though is the named Super Mutant "Big Mack", who is a level
59 monster with a Minigun. Very dangerous, and hard to snipe since he tends
to stay inside the building on the upper-level, away from any easy way to
shoot him. You can run to the side of the building and kill off the Super
Mutants on the bottom level, then use hit-and-run tactics to take out Big
Mack up above you (you can use the stairs leading up to him to run up, get
some shots/VATS hits in, after which retreat and let your AP recover).

Once everyone is dead, you can explore in peace. This factory has a ton of
those Giddy-Up Buttercup parts (which are admittedly great for turret creation,
so you may want to load up on them and store them in one of your settlements).
Head to the south-west corner to find a First Aid Box, then head to the upper
floor. The west side has a Steamer Trunk and the "Wilson Atomatoys ID Card" on
the desk nearby (one of the Super Mutant corpses likely has another copy of
this key as well - but not Big Mack's corpse). You can use this card to open
a door on the ground floor, to the south-east, beyond which you'll find more
Giddyup toy bits, as well as a "Giddyup Buttercup Toy Parts" box, which is a
quest item you'll want to keep stashed away for a rainy quest.

Once that's secured, head up to the roof now and check out the ramp nearby
to find the "Super Mutant Light Body Armor" (for Strong). You can also find
a yellow ramp leading to a pipe south-west off the roof. You can actually
follow this pipe to find a hole in the pipe you can drop down, leading to a
steamer trunk with a ton of concrete bags nearby. Heh, pretty cool, but you
can't go back the way you came. Instead you'll need to drop down to the ground
below (which hurts a bit, but won't kill you). While you are down here, be
sure to check the south side of the building for a Fusion Core in the machinery.

You are done with this area now, so let's head to your next location, which is
going to be quite the battle (so be sure to save!). Head north-east now and
once you approach the town hang to the left (avoid getting noticed by the
Gunners past the wall) and you will find yourself at the entrance to "Quincy
Ruins".

Quincy Ruins
------------

Even though it was already mentioned, it bears repeating: save your game before
tackling this area! The entrance has a turret that you can destroy but inside
the ruined city you will end up fighting a ton of Gunners. There are also
three named Gunners in this area that will prove a greater challenge than
usual: Baker, Tessa and Clint. Baker is the reason you saving: he is standing
up on top of the church with a Fat Man and will not hesitate to launch
mini-nukes at you as soon as you are discovered. After taking out the turret
near the entrance, you will want to wait a bit to make sure you are [Hidden]
and then (again, if you can) snipe Baker on top of the church straight ahead
from the entrance. Make him your priority target and take him out. If you
can't snipe, you will either need to rush the church (to get inside and hold
out/kill Gunners from there) or go full stealth and use a Stealth Boy to enter
the church and climb to the top from there, getting the drop on Baker and
ensuring he doesn't get to use his Fat Man.

Once you deal with Baker, be sure to check his his corpse for the "Tessa's
Holotape" item. From here, you should stick to the immediate area and wipe out
the Gunners around the church and the immediate houses to make sure no one
sneaks up on you later. Now, the rest of the Gunner threat is out on the
highway area, which you can easily reach from the top of the church, so head
up the bell-tower stairs and over to the highway (you can snipe from the
church to make things easier). The big threat over on the highway is Clint,
who is usually up on the highest level walking around in his power armor.
Head over there with the walkway, hang a left and move around the vehicle
(to the west) and use the ramp you find to get to the higher level and take
Clint out. His shots are powerful, so be sure to fight around cover so you
can take a breather when you need to and stay on top of your health. Once
you take him out, be sure to loot his corpse and pick up gun for the unique
"Good Intentions" weapon (very nice!).

Now, Tessa is usually hanging out to the south of the town (near the "Quincy
Police Station"), but there is a chance she may come and find you as you are
fighting in town, so there is no guarantee you will fight her after Clint as
she may just come find you. If she doesn't, head south and find her, taking
out any Gunners that are around her and then dealing with her afterward. She
is also in power armor like Clint was, but unlike Clint she is all about
melee, rushing in to punch you over and over. Stay on the move to make it
harder on her. If you do happen to fight her in the Police Station, you can
jump over the desks here to make her chase you. She does have guns on her
and can switch to trying to shoot you, but she seems to enjoy being up close
and personal. Once you take her out, loot her for the unique item "Tessa's
Fist", which is a piece of Power Armor that "Quadruples Durability". A very
unique find.

With all three named Gunners dead, you should be free to loot the city and
Police Station now. There's lots to explore here, so let's use the highway
as your starting point. This highway area is where a number of the Gunners
slept and ate, so you can actually find a cooking and sleeping area here.
The very upper level of the highway has a computer set up (the "Gunner's
Terminal"), but on the desk nearby is a Guns and Bullets magazine. There is
a Steamer Trunk nearby as well. Down on the lower level is the cooking area
mentioned earlier as well as meat and a First Aid Box by the truck.

Head to the church now where you can find "Sturge's Terminal", which is neat.
He mentions the people over at the Atom Cats Garage, which you'll get to soon
enough. There is a First Aid Box on the stairs heading up to the tower as well
as an [Expert] safe upstairs in the church. Head to the house east of the
church now (past the small coffee house area) and take the stairs up, finding
a barred door on the way. Keep going up and you will be in a room with a
double-bed. This is actually Mama Murphy's old room, and you can find "Mama
Murphy's Note" on the desk nearby. To the south you can also open a door
leading out to a balcony, where you can find "Mama Murphy's Stash" in the
cooler.

Heh, such a junkie! But she saved a number of people at least thanks to it.
Now, there are some stairs leading upwards to the south-east outside of the
room, but if you fall down here (fall down to the right) you will land in a
bathroom with a First Aid Box (and items in the mirror) but more importantly
you can unchain the door that was blocked earlier.

Head outside now, back to the street (you can explore the rooftops in a bit)
and continue east/south-east down the street (past the pharmacy) past the
wooden obstacle in the road and unchain the doors here. Just outside is the
"Quincy Police Station" if you haven't discovered it yet, but you'll get to
it in a bit. For now, head back to the Pharmacy Store. This store belongs to
the Longs and there is plenty of chems inside. You can check out "Long's
Terminal" for some story, but then go south-east to the stairwell and look
for the safe on the wall under the stairs (which is already open) for some
items. Next up is the liquor store where you can find an [Advanced] door
lock that doesn't actually protect anything and an [Expert] safe inside
(just to the left of the chem station). The terminal here actually doesn't
do anything (a bit weird). Loot it and head to the "Guns Guns Guns" shop up
the stairs nearby. You can find a caps stash behind the left counter here
as well as an armor and weapon workbench. The right counter has an [Advanced]
locked terminal you can hack to open the safe behind the other counter.
There is plenty of clothing in here too, if any of it interests you.

You're done with the shops in this area now, so head north past them and
enter the blue house you find. This is where the Minutemen slept when they
arrived to save the town, and you can find "Hollis's Terminal" for some more
story. To the north is a train that actually leads outside of town if you
follow it down, but you'll need to deactivate some laser trip-wires along
the way. The only other interesting thing to do in town is perhaps explore
the upper walk ways and other broken-down houses in town, although there is
only really various pieces of junk to be found. Once you have had your fill
of junk, head to the Quincy Police Station to the south.

Quincy Police Station
---------------------

This Police Station is easy to access thanks to the broken-wall nearby
(even if the front door is boarded up), so check it out to find a terminal,
which has "Baker's Holotape" in it that you can eject. There is also a "Book
Return Machine" here that you can use, although if you haven't got the skill
magazine from the Boston Public Library yet you really shouldn't be spending
tokens here. Here's the list, nonetheless:


o===============================o===============o=======o
| Item | Cost |Number |
o===============================o===============o=======o
| Undamaged Baseball Glove | 12 Tokens | 2 |
|-------------------------------|---------------|-------|
| Undamaged Camera | 36 Tokens | 2 |
|-------------------------------|---------------|-------|
| Toothbrush | 2 Tokens | 2 |
|-------------------------------|---------------|-------|
| Hairbrush | 4 Tokens | 1 |
|-------------------------------|---------------|-------|
| Magnifying Glass | 16 Tokens | 4 |
|-------------------------------|---------------|-------|
| Undamaged Camera | 36 Tokens | 5 |
o===============================o===============o=======o


Head upstairs now to find an Ammo Box and Cooler, then head back to the
first floor and go to the door behind the counter to enter "Qunicy Police
Lock Up".

Qunicy Police Lock Up
---------------------

This is a small area overall, so you'll be in and out. The cell at the end
here has an [Expert] lock that you can pick to find a man who tried to dig
his way out with a spoon. Heh. The locker here has the "Eddie Winter
Holotape 3" key item, which you need for Nick Valentine's personal side
quest "Long Time Coming", so be sure to grab it. There's a first-aid kit
as well. You can check the "Quincy Police Evidence Terminal" here for info
on other Eddie Winter tapes and various police info, then check the middle
cell for an Overdue Book. And that's all there really is here, so go head
and leave.

Peabody House
-------------

You are close to your destination for the "Kid in a Fridge" quest (finally!).
From here, head south-east and you will soon be at the "Peabody House". This
is the final destination for the "Kid in a Fridge" quest, and once you reach
it Billy will actually find his parents! They... uh... must have genes that
predispose them towards ghoulification, or something? You will complete the
quest here, but you're not quite done. Bullet will yell out for you from
outside the house, demanding the boy and the parents as well. If you want,
you can actually talk your way out of this confrontation but before doing
so you should put on your Charisma gear as it is a hard speech check. You
could also just go out and kill the slavers, which results in more XP anyways.
Alternately, you can tell Bullet to take the family if you wish (again,
you monster you!).

Bullet brought along three other Gunners with him and they are spread around
the house. You can use the house for cover if you wish, picking them off one
by one. Bullet himself is a tough target, but the parents help out here as
well and they are actually considered vital NPCs, so they won't die. Just be
careful of the grenades and kill off the Gunners one by one and you'll save
the family. Matt, the dad, will be thankful afterwards and will give you a
reward of 250 caps.

REWARD
(For reuniting Billy with his family)
XP 177
Caps 250

Well, you are done with that quest and done with this location (you can't
loot anything here unless you want to steal), so let's continue your
exploration. Your next landmark is to the north-east a bit and has the
generic "factory" marker on the map. Head up there to find out that it is
"Poseidon Energy".



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Exploring the South-West: From Quincy to Spectacle Island >==O
``-.____________________________________________________[FO-35]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Agility Bobblehead
o Endurance Bobblehead
o Hot Rodder
o Luck Bobblehead
o Tales of a Junktown Jerky Vendor
o Tesla Science
o Unarmed Bobblehead
o Zeke's Jacket and Jeans


Poseidon Energy
---------------

Before worrying about getting into the building proper, let's clear out the
Raiders on the catwalk first. You can sneak up on them if you try, but to get
up on the catwalk move around to the north where you will find a way up. Head
up there and kill off all the Raiders and their turret. There is a trailer on
top of the roof as well with a Chem Box and a Duffle Bag.

Now, to actually get into the building you either have to pick a [Master] lock
door or do some swimming. On the roof there is a [Master] door lock but there
is also a second [Master] door lock down on the ground, on the west side of the
factory. While you likely have the skills, let's cater to the lowest common
denominator once again and explore the alternate way to get inside. Head to
the south-eastern side of the factory to find some water you can enter by the
pipes. Do a bit of swimming into the left pipe and you will enter the
"Poseidon Energy Sublevels".

Poseidon Energy Sublevels
-------------------------

There are quite a few Mirelurks in this areas coming up, just so you know.
Head inward and past the break on the right to find a dead Raider in the pipes
with a Duffle Bag. Submerge again to come out to a room, jumping out of the
water to a catwalk. Go explore the northern room from here and kill the
Mirelurk, then head south-west into the hallway. Kill another Mirelurk in the
hallway and enter the south-west room where you can find a Mirelurk nest and
two First Aid Boxes. Continue on the hallway now to another larger submerged
room where two more Mirelurks pop up. There is also a laser turret up above
that may try to target you through the catwalk. Just ignore it for now (it is
hard to hit remotely) as you'll get to it soon. There is another Mirelurk Nest
in the corner and the room here has two Toolboxes you can loot.

Continue to the north-west to another room (no point in taking a dip in the
water here) to find a [Novice] terminal you can hack that opens the door
leading upwards. Note that there is another [Novice] terminal on the other
side you can hack as well. Kill the laser turret and Protectron up here and
then loot the room for various junk and a first-aid kit. Continue to the
northeast now to another room with a Laser Turret on the ceiling. Take it out
and beyond the short room you can kill a Mirelurk down below from the catwalks
up above (if you do fall down there, you will need to take a swim to the
south-west under the water through a room to the area near the terminal you
used earlier to get out). Continue to the northeast to another room with a
laser turret and a Protectron and after taking them out note the cubicles
here. The southeast cubicle actually has a closet by it with a [Novice] safe
inside. Pick it and continue to the door leading to the "Poseidon Energy"
proper.

Poseidon Energy
---------------

Up here, check the northwest corner (just to the right up the stairs) for a
[Novice] safe. The door to the southwest is one of the [Master] locked doors
that leads back to The Commonwealth, in cases you were wondering where it lead
to. Head north now to a Security Terminal with a [Novice] lock and use it to
open the security door. Shoot the Laser Turret that shows up on the ceiling
and head north-east and take out the Protectron. This wide-open area is home
to a number of Raiders, but you have to reach them first. Many of them are up
above us, so it is best to be sneaky in this area if you can. Continue forward
to a hallway and take out the Laser Turret at the path split. The left room is
a bathroom with a First Aid Box, so continue on and take out the Protectron in
the next room. There are frag mines leading out into the next area, so be
careful of them.

Out here you can stealthily take out the patrolling Protectron up ahead and
the turret to the left. Sneak to the next room to the southwest (taking out
the Frag Mines along the way - note there is various junk to the southeast if
you want to explore a bit) and you'll find a break room. Take out the Laser
Turret in the room and pick the [Novice] door lock. Follow the hallway and
disarm the can trap. There is a scattered laser rifle on the wall to the left
and another Frag Mine guarding the stairs up ahead. They are being very careful
here, aren't they!? Head up the stairs and check the first room for chems
(there are no enemies here). Continue onward and follow the path to the next
room.

Check the north room here really quick for a First Aid Box and then get ready
to fight (read: quicksave!). To the south there is a turret set up in the
hallway you can get away with sniping if you wish, although that will attract
some attention and an Attack Dog may come after you no matter what. Either way,
you want to wipe out the enemies to the south, which include a named Raider
named "Cutty". Cutty is in Power Armor and has several Raiders serving as
reinforcements so kill them off with some sneak attacks if you can (to make
things easier) and be sure to loot Cutty for the "Poseidon Energy Key". The
room to the south also has some very note-able loot, including a desk with
the Endurance Bobblehead and a copy of Tesla Science. There is a Steamer Trunk
here as well as a First Aid Box and some Ammo Boxes in the corners.

Head further in to the south (grab another ammo box) and be ready for another
Raider to kill. The south exit leads up to the roof (where you can find some
more junk) and the north path leads to two more Raiders. From here you can head
north-east to a "chem room" you can loot (and use the chem station if you want)
but head back and go southwest to the roof access. This is the other [Master]
lock from earlier that you could have used (if you are able) and leads out to
the roof. You are officially done with this area now, so use whatever exit you
wish and head back outside now so you can continue your journey. Next up is the
location to the north, with the "junk yard" icon. As you get near, you will
discover the "Atom Cats Garage".

Atom Cats Garage
----------------

Unlike most of the places you've explored recently, this is actually a friendly
area! Whew! The Atom Cats are actually a small family of sorts, and emulate the
"Greaser Culture" before the bombs fell. They have a thing for Power Armor and
will often be walking around in it. Note-ably, you can talk to the woman here,
Rowdy, who will sell you mostly Power Armor related items, including parts and
mods. You might want to refrain from purchasing anything yet, however, as
you'll be able to get some better prices shortly. Still, it can't hurt to talk
to Rowdy and introduce yourself.

Head inside the Red Rocket Station and in the back are some bedrooms. Inside
one of them you can find the "Cats Poetry Night Tape 3" on a table, which is...
a bit awkward. Head east out to the garage now and, on the left side of the
garage you can find the Unarmed Bobblehead on top of the car! Awesome! Head to
the right now and by the radio is "Cats Poetry Night Tape 2". You will likely
meet Zeke here, who is the leader of the Atom Cats. He will ask you if you want
to join. Say yes here and he'll task you with talking to Rowdy for an
initiation quest. You can also find Bluejay here, who is their general trader
and will buy and sell junk. Head east out to the trailer now. This is Zeke's
trailer and to the right you can find the "Cats Poetry Night Tape 1" and an
issue of Hot Rodder. There is a [Novice] terminal in here as well as a Safe.

Go talk to Rowdy now and tell her you are here to help. She will end up giving
you the "Warwick Pump Part" and tells you to head to the nearby "Warwick
Homestead" and install it for them. This leads right to your next destination,
which is good timing, indeed. Time to head out to the "Warwick Homestead" now.
There's a couple ways you can get there: either going for a swim or walking
around the water to the homestead... or you can just pop a Rad-X and take a
quick swim to the east to get there quickly.

Warwick Homestead
-----------------

This plantation is a small place that is built next to an old sewer pump.
Just be thankful you can't smell what you are playing. Head to the south-west
corner of this area (outside the fence) to find the pump house. Enter and put
in the "Warwick Pump Part" to complete your task for the Atom Cats. Be sure
you go talk to June Warwick afterward to let her know (she'll give you some
Mirelurk Cakes).

While you're here, talk to Roger and he'll tell you about about the soil's
fertility due to some ah... special human byproducts. He'll also babble about
Super Mutants, and if you stand up for the Minutemen, he'll ask you to kill
those filthy greenskins before they can come back and ruin their crops again.
This starts the quest "Warwick Homestead: Greenskins", which tasks you with
clearing out the Super Mutants at a random location occupied (Wilson Atomatoys
Factory, Gwinnett Brewery, etc.) You can go back and complete this at your
leisure, if you care to claim this settlement.

REWARD
(For exterminating the greenskins)
XP 354
Caps 104

Before you go back to the Atom Cats however, let's head south to check out
the ship landmark, which will turn into the "Wreck of the FMS Northern Star"
location.

Wreck of the FMS Northern Star
------------------------------

Navigating this wreck is a bit linear, but very much worth it. From the north
you'll be able to get into the bottom of the ship easily, but head right near
the bow to find a Fusion Core. Head east now and kill thenMirelurks you find,
sticking to the left side as you follow the path through and past the
containers. You'll come to a ramp leading to the top of the ship, where you
can head up to the desk. Up here, snipe a turret and head up the stairs nearby
to find an [Expert] terminal that you can hack that controls the lights and
turrets. Leave it and approach the wall, finding the gate on the right that
you can unlock. Further up here are a bunch of Raiders you can take out, led
by a named Raider named "Rags". Take them all out using the containers as cover.

Once the Raiders are dead, head back to the gate you entered and head west on
the right-side to a table. This table has a copy of the "Tales of a Junktown
Jerky Vendor" skill magazine on it, which will help your wallet when dealing
with merchants. Continue forwards and head under the stairs where you will find
a toilet with a stealth boy nearby. Go up the stairs now where you can find
another [Expert] terminal that controls the turrets and lights again. Grab the
Mini Nuke on the yellow crate and loot the steamer trunk. Now for the real big
prize here: head out onto the bow of the ship where you will find the
Agility Bobblehead, balancing out on the bow! Very nice!

At this point, be sure to SAVE and then jump into the lifeboat nearby (a bad
jump here is death, thus the save). Hit the button here and you can be lowered
down safely to the ground. A neat way to get up and down. You should head back
to Atom Cats now, so go ahead and fast travel there.

Atom Cats Garage, Continued
---------------------------

Talk to Rowdy here to let her know you are done, then go talk to Zeke. As you
are talking to Zeke, some Gunners will attack! Bah, time to help fend them off
(Zeke was in power armor for a reason, it seems)! Head out with Zeke and fight
them off, which is fairly easy as you can get the jump on them one by one
easily as they focus on the Atom Cats. Once you kill them off you will
officially join the Atom Cats, and Zeke will give you his "Zeke's Jacket and
Jeans" item as well as a discount at the store here. If you want to buy
anything here, now is the time. Ayyyyy!

REWARD
(For helping the Cats fight off the Gunners)
XP 177

Well, it is time to continue on with your exploration. The next location you
are going to explore is to the north-east, but it is easier to get there if
you start at the Warwick Homestead. This next part involves swimming to the
island to the north-east, so if you have some Rad-X or a Hazmat Suit it is
time to put it on and get to swimming! Soon you will make landfall and
discover "Spectacle Island". Note that you will also have to kill (or will
likely have to kill) some Mirelurks as soon as you land (be switch back to
your armor!).

Spectacle Island
----------------

Swim your way to Spectacle Island, which is south-east of The Castle. You'll
catch a bit of RADS swimming there, but the real threat are the Mirelurks that
guard the perimeter of the island. Once you fight (or sneak) your way to dry
land, note the ruined houses on the northern half of the island. More
interestingly, however, on the southern end of Spectacle Island you'll find a
boat, half-sunken into the muck. On this boat, in the engine room, you can
find a First Aid Box and a Fat Man. Make your way upstairs and into a covered
part of the ship, where you can find a Steamer Trunk and the Luck Bobblehead,
the latter of which is in a locker near the Steamer Trunk.

All this loot is obviously fantastic, but the Fat Man may have more immediate
value than it seems at first. Head down to the engine room again and turn east
to find a Circuit Breaker Lid above a blue console. Activate it and leave the
boat, but be cautious, as a Mirelurk Queen will pop out of the ground nearby,
joined by a Mirelurk Hunter. Now is a fine time to cash in any critical hits,
and perhaps shoot a Mini Nuke at her. Once she's dead, follow the electrical
wires away from the boat, uphill, and to a metal shack, where you'll find a
Workshop and another circuit, which, when activated, will cause the hordes of
Mirelurks occupying this island to flee. Gun them down and claim your new
settlement, which is massive, encompassing the entirety of Spectacle Island.
Enjoy.

When you're done playing around with your new island settlement, it's time to
move on, working your way up north. A good place to start is Bunker Hill,
where the quest "Boston After Dark" takes place.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Bunker Hill and Boston After Dark >==O
``-.____________________________________________________[FO-36]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Guns and Bullets
o Live & Love

You should have already discovered Bunker Hill during the quest "The Silver
Shroud", but it was left unexplored. Until now. Carrington of the Railroad
told you about a dead drop you needed to pick up, and since most everything
non-story related in the south is done, it only make sense to quest your way
back up north, starting with Bunker Hill. Fast-travel to Pickman Gallery or
some other nearby place (Cabot House works fine if you have it) and cross a
bridge running north-west near Cabot House (west of Pickman Square). Once
you're across the bridge follow the riverside road to the west until you find
a red car near a brick building on the right-hand side of the road. Search a
Mailbox nearby to find - and listen to - "Stockton's Holotape"... and it
pretty much won't tell you a darn thing. Ugh...

From here, backtrack down the riverside road to the east until you find the
bridge you crossed, then follow another road north to find the large obelisk
that marks the location of Bunker Hill. Head up the stairs leading to the town
and the mayor, Kessler, will stop you at the gates. Respond with whatever you
want (yes, even "Raider") and she'll let you in. Lovely.

Bunker Hill
-----------

Since this is your first time in Bunker Hill (well, your first time officially
exploring it, anyways), your first stop should be the top of the obelisk in
the center of town. Find some stairs along the northern end of the structure
and ascend them to the top to find a Live & Love skill magazine. This
particular one gives you the perk of "Permanently gain +25% XP from
persuading men". Not bad.

You can go see Old Man Stockton right away, but there's a few things you can
do around town first. Get your Charisma gear ready and search around the
obelisk, as a small girl named Meg usually hangs around it. You can talk to
her and get an offer for a "Tour" of town for 10 Caps. It isn't worth the caps
of course, as it is a two-second explanation, but you can pass a hard speech
check for a free tour and the XP (she will even comment later how she can't
believe she gave you the tour for free).

There are also two Miscellaneous Quests to find here. The first is from the
general store owner, Deb (the woman in the blue jumpsuit) who when asked for
work will give you the Miscellaneous Quest "Clear the Training Yard". You can
get up to 300 Caps by pressing her for more money if you can pass an easy,
moderate and hard speech check (worth if just for the XP). The second person
you can get work from is from Joe Savoldi, the pub owner. After talking to him
about his kid joining the Railroad (choose what you will... be pro-Railroad
for Deacon to like you a bit more), you can ask Joe for some extra work and he
will give you the Miscellaneous Quest "Find any trace of Brent Savoldi". If
you can pass an easy speech check here, he will offer up to 300 Caps.


(-NOTE-) Sometimes Deb won't offer the quest and you'll go straight to
barter dialogue. Check back with her later; she will offer you the
quest at some point, even if you already cleared out the National
Guard Training Yard, which you should have done earlier. In this case,
merely tell her you already cleared out the Ghouls (after haggling for
more Caps) to complete the quest. If all else fails, check back after
"Boston After Dark" and see if she'll offer the quest.


REWARD
(For clearing the Training Yard for Deb)
XP 354
Caps 150 - 300

After you complete the task for Deb (which again, you should already have done,
which should require any extra work on your part aside from haggling) she'll
refer you to Kessler, who may have work for you. Go see her and, sure enough,
she does. Some Raiders have been doing dirty business with Bunker Hill
(Raiders? Not honoring their word? Perish the thought!) and they need to be
eliminated. Agree and you'll be charged with clearing out Judge Zeller and
his gang from the East Boston Prep School. Pass a hard speech check to get
more goodies out of Kessler (two Stimpaks, two Med-X and twenty-four 5mm
Rounds), then put this quest on the back-burner for now.

To pick up a more interesting quest, find a Ghoul named Edward Deegan, who
usually stands along the eastern end of the obelisk or rests at the Savoldi
flophouse at night. He's conspicuous for being particularly well-armored, and
will try to talk to you when you approach, offering work for "people who can
handle themselves in dangerous situations". Seems your exploits have preceded
you. Immediately haggle for a reward by passing a moderate speech check without
even knowing about the job (because that's how you roll) and he'll refer you
to his boss, Jack Cabot, who resides in Cabot House. This starts the quest
"Special Delivery", which you'll get back to after "Boston After Dark".

Facilitate Delivery
-------------------

Now head over to the market area and get your shopping out of the way if needed
(also note the "Utility Basement" door in the floor of the market, which is
inaccessible). You will find Old Man Stockton here as well. Go talk to him and
give the countersign and he'll talk about his issue. Save here and make sure
your Charisma gear is on, and then choose to question him as asking questions
to this paranoid man ends up giving you an easy speech check and later on a
hard speech check. In the end, he will tell you that a group of Raiders is at
his usual meeting spot, and asks you to get rid of them. That's it! So easy!


(-NOTE-) If you completed the quest "Human Error" by freeing Amelia Stockton
but without taking Honest Dan along, this is the Stockton you'll need
to speak to for a reward. The fact that he's a member of the Railroad
and his daughter was a Synth... not a good sign.


Head out of town and follow the objective as you head northwest. You will end
up running into the "BADTFL Regional Office" as you go along (where Raiders
usually hang out, so be careful!) but just past that is a church where the
objective marker stops. There are three Raiders here that need to be wiped out.
Take them out and you will be told to wait until night for Stockton. Go ahead
and use one of the pews here and wait (sit down and press [Triangle] or [Y])
until about 10:00 PM... or, if it's already night time, just wait an hour.
Stockton should show up, and accompanied by a synth named H2-22. Go ahead and
talk to him and Stockton will soon light up a lamp and leave the synth with us.
You can talk to H2-22 a bit if you want but he won't volunteer much info.

Wait a while longer and soon a man named High Rise will show up. He will be
your contact and will recognize Deacon if you have him with you. He will then
ask you to accompany him to "Ticonderoga". Go ahead and follow High Rise as he
escorts his new synth charge. You will run into scattered Raiders along the way
but you will also end up going south and locating the Monsignor Plaza location,
which, as you well know is crawling with Raiders. Exterminate them, then
Continue to follow High Rise and soon he will lead you to Ticonderoga, on the
edge of the river. You are officially told to go talk to Carrington at this
point but you really should take a break and use the elevator to head up to
the safehouse.

Ticonderoga
-----------

This safehouse is in the top of a tower, which is pretty neat. Here you can
sleep if you wish and use just about every crafting station there is (cooking,
armor, weapons, chems). There is a variety of good items you can freely take
here as well, so stock up. Of particular note, head up the central stairs and
take the left path up to the last room on the right. Here you will find a copy
of Guns and Bullets. Can't argue with that! There is a stealth-boy and Mini
Nuke here as well! Finally, there is an [Expert] Terminal in the room across
from here (High Rise's computer) but unlike everything else in here it is a
hostile action to hack this thing. However, if you quicksave you can hide and
hack this terminal. All it has is some notes on some agents though.
Surprisingly enough, Deacon will approve of this action. Heh.

Head out of the safe house now and let's go report back to Dr. Carrington.
Fast Travel back the headquarters and go see Dr. Carrington. He will be glad
and give you a Hardened Combat Sniper Rifle along with some Bobby Pins and
Caps, after which he'll ask you to check on another safehouse that has gone
dark, which starts the quest "Butcher's Bill".

REWARD
(For resolving the H2-22 situation)
XP 390
Caps 190
Item .45 Round x5
Bobby Pin x5
Hardened Combat Sniper Rifle





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| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Questing the Railroad >==O
``-.____________________________________________________[FO-37]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Overdue Book x2


Butcher's Bill
--------------

No reason to stop helping the Railroad now. You're not going to be bothering
with any main faction quests, but some of the side quests here are very,
very lucrative, and most of them take you to places you've already been before,
so it's a good idea to do these now. Time to get on with "Butcher's Bill",
then. Fast travel to wherever the dead drop is and grab the "Augusta Report"
out of it. Once done, fast-travel to the Campus Law Offices building down in
Cambridge; it's finally time to explore Kendall Hospital!

From the eastern exit from the ruined Campus Law Offices building, turn your
gaze to the north-east to spot Kendall Hospital. Outside of this building
you'll find some Bloodbug Hatchlings and some Bloatflies, which, like the
Raiders earlier, are hardly a significant threat. There are again two entrances
to this building; a blue door under an elevated walkway near where the
Bloatflies lurked, and blue double doors up some stairs and around a corner,
on the western end of the building. In this case, however, the single door is
barred, which doesn't leave you with much choice in the matter.

Enter via the latter approach and head up some stairs to the east, then go
through a blue door to the south to reach a small room. Further south you'll
find a door which is locked, and can only be opened by hacking a nearby
Terminal [Novice], but since the doorway is blocked, the only reason to bother
is for the XP you'll get from hacking the Terminal. Disarm and salvage the
Bottlecap Mine to the east, then continue east and turn south, going through
another blue door. To the south is a red door [Advanced], beyond which is a
large room with a bonfire burning in the middle. This room is also crawling
with Raiders, both on the ground floor and the upper floor. You need not open
the locked door, you can instead go through a doorway to the south-west to
reach the bonfire room.

Deal with the Raiders and their turret however you wish - if you left the
red door locked they'll only be able to reach you from one direction, which
should simplify matters considerably. Once the Raiders are all dead, get to
looting. Opposite the counter near the bonfire you can find a small room in
which a Raider may have lurked. More interesting, however, is the Overdue Book
on the shelf outside of the room, on a bookshelf. In the bonfire room you'll
find a pile of Railroad Agent bodies and the remains of a few Synths lying
around... Somehow it seems unlikely that the Augusta safehouse is intact. In
the southern corner of the level you may find a sleeping Raider in a room with
a floor Safe [Advanced] behind a counter and, in another room, a Terminal you
can use to activate a Protectron. You can also find another Book Return
Terminal", which will happily take your Overdue Books and give you garbage
in return.


o===============================o===============o=======o
| Item | Cost |Number |
o===============================o===============o=======o
| Pencil | 2 Tokens | 4 |
|-------------------------------|---------------|-------|
| Teddy Bear | 6 Tokens | 3 |
|-------------------------------|---------------|-------|
| Gum Drops | 10 Tokens | 3 |
|-------------------------------|---------------|-------|
| New Toy Truck | 30 Tokens | 1 |
|-------------------------------|---------------|-------|
| Jangles the Moon Monkey | 24 Tokens | 3 |
|-------------------------------|---------------|-------|
| Sugar Bombs | 28 Tokens | 5 |
o===============================o===============o=======o


Continue around a corner to the south-east and head up some stairs overlooking
the bonfire room below. Go through a doorway to the north-west, then make your
way through another, larger, yet completely uninteresting room. Go through a
doorway to the south-west, proceed down a hallway, past a bin full of more
Railroad Agents, then turn south-east and go through a hole in the wall, where
a Raider may yet be lurking. Clear the room beyond for some useful junk, then
exit back north-west onto the balcony, where you'll find an Elevator you can
take up to the sixth floor.

Exit the elevator and turn down a hallway to the south-west, then zig-zag until
you reach a turret overlooking a ramp. Dispatch if if you can, then head
through a doorway in front of the ramp to the south-east and make your way
through two rooms, looting as you go. If you go through a doorway to the
north-west you'll find yourself right next to the turret, if it's still intact.
Once those rooms are looted and the turret isn't a threat anymore, go down the
ramp.

Head south-east through a small room and into a larger room, where you can find
a Ammo Box and some junk. Turn north-east and proceed through a bathroom,
through another uninteresting small room, and then make your way out a blue
door to the north-west to reach a nursery. Sadly, this room is no more
interesting than the others. Head south-west through another doorway, then
through some double doors to finally find something interesting; a large,
ruined room where the Raiders have built a stronghold encompassing several
vertical levels of the hospital, mostly with flimsy floor along the edges of
the structure connected together by equally dangerous-looking bridges spanning
the chamber. It's a sniper's paradise; if you have a suppressed, long-range
weapon... well, enjoy.

Kill what you can, head along a walkway to the south-west, then head down a
ramp to reach a landing where you'll find a blue door [Advanced]. Through this
door you'll find a Syringer Rifle. It's also a shortcut through the makeshift
Raider stronghold, but you can always go the long way. Cross a bridge to the
east to reach another platform, ascend some stairs to the north-east (after
looting an Ammo Box behind them) then turn south-west and head down two flights
of stairs, looting a First Aid Box in between them. Turn north-west and go down
a ladder, then head through a hole in the wall to the north-west to reach a
room with a bed in it, should you need some rest. There's also another Overdue
Book on the bookshelf near the bed. Most importantly, search a desk in this
room to find the "Augusta Station Last Update" holotape, which is what
Carrington wants.

From the bed turn north-east and go through another blue door, then continue
north-east to find a red door [Advanced], which - like the last locked door -
provide another shortcut. If that's too easy for you, however, continue down
a hallway to the north-east, then turn south-east to find a turret behind a
makeshift barricade. Go through a door to the north-east and make your way
through a hospital room, going through a hole in the wall to the south-east
then turn south-west to get behind the turret. Further south-west you'll find
an unlocked blue door that leads to the same room as the locked red door
earlier. In this room you can find the "Office Key", which should open the
way, if you can't manage it yourself.

Exit back through the blue door and head south-west through a hole in the
wall, where more Raiders may lurk. Once the way is clear, head down a ramp,
then down some stairs before proceeding through a doorway to the north-west.
Loot a small chamber to the south-west to find two Ammo Boxes and a Wooden
Crate to loot, then return to the stairs you came down and turn south-east.
Save your game and, if you're brave and confident, head off a ledge to the
south-east. Once you're down here, you'll have to survive against a most
fearsome foe to get back out of the hospital; a Deathclaw. A few shots with
a Combat Shotgun (especially if you sweeten things with a critical hit or two)
should suffice to kill the beast.

When you are victorious, activate the Circuit Breaker in the southern corner
of this floor, then head north-west to find a now-powered button that'll open
some double doors to the north-east. Before you continue down the hallway
beyond these doors, however, grab a Fusion Core out of a nearby machine. Once
done, head down the hallway to the north-east and loot a small room to the
south-east to find a Steamer Chest before continuing up some stairs to the
south-west and out a blue door to reach a small chamber outside that's behind
the barred blue door you couldn't open earlier. You'll catch RADS the whole
way through the hallway, so popping a Rad-X isn't a terrible idea. In any
event, release the two latches and open the door to officially be done with
Kendall Hospital. Return to Carrington for your reward and tell him what
happened. He'll have more work for you later, but it'll take a while for a
new development to turn up. In the meantime, why not help some other
Railroad folks out?

REWARD
(For finding out what happened to Augusta)
XP 390
Caps 150

Mercer Safehouse
----------------

Talk to PAM and she will - in her usual, indirect way - tell you about a
settlement that needs to be secured, then developed for Railroad operations.
This is another radiant quest, the lazy ad libs of RPG quest design, and a
settlement will randomly be set as your objective. Claim it as normal (head
over to the location and clear it out, then activate the Workshop) then
building ten Defense around the Settlement (two turrets will do this) and
report back to PAM.

REWARD
(For claiming a safehouse for PAM)
XP 390
Caps 200

Jackpot
-------

She'll immediately give you another task after completing "Mercer Safehouse".
Apparently there's a black ops cache the Railroad wants recovered, and you'll
need an "RFID Device" to overcome come the "Tactical Counter-Surveillance
Protocols" that cloak the cache. Sounds technical and stuff, but it's just a
glorified radiant fetch quest. There are several locations this quest can send
you to; the Hub 360 building, Medford Memorial Hospital or the Ruined
Skyscraper, all of which have been explored by now. Head to whatever place
you're assigned and reach the cache by following you map marker (you don't
necessarily have to kill anything there, although enemies will likely have
respawned. Once you locate the cache, you're good to go. You don't need to
even loot it, but... c'mon, why not uh... lend the Railroad a helping hand?
Better hurry, though, as this quest will improve the Railroad efficacy by 2%
(with a 3% margin of error!). Return to PAM when you're done and she'll reward
you, and after more time passes she'll give you another Jackpot quest, if you
want more XP and Caps. You only need to do one, however, for the prize that
makes all this worth doing...


(-NOTE-) The "Hub 360" version of this quest requires you to enter a part
of the Hub 360 building isolated from the rest. From the northern door
to the Hub 360 building head west past some barricades, down a street
and head south into the first alley to the south to find a fire escape.
Ascend the fire escape then head up a debris ramp to the south then up
some stairs to the east to find the door leading to the correct part
of the Hub 360 building.


REWARD
(For collecting the black ops cache)
XP 325 (each quest)
Caps 300 (each quest)
Item Covert Sweater Vest

Talk to Tinker Tom and he'll tell you about some "Ballistic Polymer Weave"
they were able to obtain from the DIA cache you found. This will allow you
to infuse clothing with very, very potent "Ballistic Weave" defense mods. If
you have four ranks in the Armorer perk, you can use these mods to imbue some
normal clothing with up to 110 physical and energy damage resistance... you
can even do this with underclothes and some hats. Simply put, this could triple
the damage resistance you have right now, and the rarest component required -
Ballistic Fiber - isn't all that hard to find. This stuff single-handedly makes
the Toughness perk obsolete, and is a much needed defensive boost for some of
the late-game quests coming up in a bit.

Weathervane
-----------

Since you're near near Tinker Tom, you might as well start working for him,
too. He may have bothered you about this when you went to talk to him about the
Ballistic Weave; he'll ramble about his conspiracy theories and eventually ask
you to place a surveillance device/atmospheric sensor called MILA on various
elevated spots throughout the Commonwealth. The order in which he'll assign you
locations may be random, and most of them have already been explored, so
they'll be pointed out very briefly below:


--> "Weathervane: Broken Monorail": Head through the Haymarket Mall to the
roof
and descend the fire escape until you find a bridge leading into the
suspended rail car. You'll need to place MILA on a plank overlooking the
city below.

--> "Weathervane: Back Street Apparel": Make your way through BackbStreet
Apparel and climb a ladder to the roof to plant MILA on another vantage
point.

--> "Weathervane: Mass Bay Medical Center": Ascend to the roof of the Mass
Bay
Medical Center by riding the elevator up from the fourth floor and going
through Mass Bay Medical Radiology.

--> "Weathervane: Hub 360": The Hub 360 is near the Fallen Skybridge. Make
your
way to the top floor you can reach by foot, then take an elevator to the
roof to find another vantage point.

--> "Weathervane: Camp Kendall": Fast-travel to Ticonderoga and follow the
road
west to find a Raider camp. Clear out the Raiders and note the tower with
the "Now Leasing" banner on it. Enter some ruins to the north-west, go up
some stairs cross a debris bridge to the north-east and ascend some ramps
to reach a roof with a red-and-white striped water tower. To the south-west
is a button that will summon a lift. Ride it to the top of the apartment
tower across the street and place MILA on a vantage point.

--> "Weathervane: Boston Bugle": Enter the Boston Bugle building, take an
elevator up, kill a Protectron, then exit out the door to "Beacon Hill"
and plant MILA on some planks.

--> "Weathervane: Parkview Apartments": You'll need to place the MILA device
on the roof of the smaller, Raider-occupied apartments south of the Super
Mutant-infested Parkview Apartments.

--> "Weathervane: Cambridge Construction Site": In the half-finished
skyscraper occupied by Super Mutants west of Bunker Hill/south of BADTFL
Regional Office. Ascend the structure, kill the muties, plant MILA just
south-west of the Steamer Trunk, profit.

--> "Weathervane: Corvega Assembly Plant": You should remember the Corvega
Assembly Plant from the quest "The First Step". The vantage point you need
to reach is on the metal walkways on the roof, right behind where the
Repair Bobblehead was.

--> "Weathervane: Four Leaf Fishpacking Plant": Head up to the roof, killing
Feral Ghouls along the way and plant MILA at the vantage point near the
rooftop shelter with a Fusion Core inside of it.


There's no big payoff for doing these missions like the Jackpot missions, but
it does give you an excuse to run all over Boston, and between the cumulative
XP and Caps you earn for every MILO drop and the enemies you'll fight along
the way, it can be pretty lucrative.

REWARD
(For planting the MILA devices)
XP 130 (each quest)
Caps 160 (each quest)

Butcher's Bill 2
----------------

After doing all that nonsense (probably much earlier) talk to Carrington again
and he'll tell you that an agent who was supposed to have died at Augusta has
turned up, and is now in the custody of Raiders. He feels it's a wild goose
chase, but that won't stop him from from sending you on the mission. Agree to
go on this futile hunt and fast-travel to the dead drop site to find the
"Blackbird Report", which will point out the location of Blackbird as the
Federal Ration Stockpile. Fast-travel there, kill the Raiders outside
(including the one in Power Armor) and their little turrets, too. You've
already cleared this place, so it should be easy enough to make your way
south to the previously locked ration storeroom to find Blackbird's body.
Take the "Note from Blackbird" off his body and return to Carrington, who
is pretty smug about being right about the whole affair.

REWARD
(For finding out the fate of Blackbird)
XP 390
Caps 150

Memory Interrupted
------------------

Once more time passes you can return to the Railroad HQ to hear from Drummer
Boy that PAM needs you again. Head to her room to find that Carrington and
Desdemona are gathered there as well. PAM will give some bad news and Dez
will ask if you're ready to fix things. Again. The Institute is apparently
blocking a route the Railroad uses to smuggle reformated Synths, and it
either needs to be cleared with force. this starts the quest "Memory
Interrupted".

Fast-travel back to Goodneighbor and enter The Memory Den. Talk to Amari
and tell her the Railroad's plan and she'll complain before instructing you
to pick up the "Goodbye From H2-22" holotape, which is upstairs, in the main
room occupied by Irma, on a small round table along the southern end of the
room. Grab it, listen to it, then head on out. Your goal now is to head to
the original route and wipe out the Gen 1s that occupy the Malden Center
Station. This area has already been cleared, so it doesn't need to be detailed
again. This time, however, you'll have Glory helping you out, due to the
Railroad's organizational incompetence.

REWARD
(For clearing the Gen 1s from Malden Center Station)
XP 390
Caps 200
Item Railroad Stealth Boy x2

And with that, you're done doing side quests for the Railroad. You did a lot
of running around, sure, much of it back-tracking, but the XP and Caps you
earned along the way were certainly worth it. Most importantly, however, you
got the Ballistic Weave mods, which should have substantially improved your
defensive situation. Now your total defense is roughly equal to wearing one
piece of Power Armor! Huzzah! Anyways, you picked up several quests at Bunker
Hill. You'll want to resolves those shortly, but first, there's one more map
marker in the area around Bunker Hill you should see to...



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
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O==< Last Voyage of the USS Constitution >==O
``-.____________________________________________________[FO-38]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o U.S. Covert Operations Manual
o Broadsider Cannon
o Lieutenant's Hat


To get this quest, you first must find the U.S.S. Constitution, which is east
of Bunker Hill. As you go near it (which is bound to get some dialog from your
companion), you will have a Lookout Mr. Handy approach you, scan you, and
then conscript you into the "congressional army" (note that if you are playing
a male character, it will note that you were indeed in the army according to
the game's back-story, and if your protagonist is female, it will identify you
as a lawyer, which is a nice little touch). The game will then start this
quest, tasking you to meet the Captain on board the ship.

To actually get into the ship, head into the bank underneath it. Loot the cash
registers here (one has fallen behind the counter) for a good amount of pre-war
money, then climb up the rubble to the second floor. You can find a staircase
leading up to the third floor up here, so take it up and follow the path south
here out of the building and to a hatch at the bottom of the ship to enter the
U.S.S. Constitution proper.

U.S.S. Constitution
-------------------

You are at the very bottom of the ship here but need to head to the top. They
have closed off the ladders here so you have to travel back and forth, but
that's no big deal really. On the second floor to the north you can find a
Steamer Trunk, but taking anything in the ship (even after this quest is long
done) is stealing, so be sure you don't get caught (we don't want to fail this
quest yet!). Once you get to the third floor, you will meet the "First Mate"
who will want to kill you! Heh, thankfully the captain tells him no and you
can be on our way. Note the [Master] locked door to the north. You can pick it
to reach the Captain's Quarters, which you should do if you can as inside, in
the left corner next to a lantern, is a U.S. Covert Operations Manual. You can
also interestingly enough sleep in the bed if you wish. Because robots don't
need beds, right? Whatever you do, be SURE to come back here once you complete
the mission (if you can't pick the lock) to get the skill magazine. Head
outside and continue up to the top deck ("Charlestown").

Before talking to the Captain, head to the north once you get out here and
into the small supply boat, as it has a Duffle Bag, a Wooden Crate and a
First Aid Box you can just loot (without stealing, like down below). Go talk
to the Captain now and he'll admit that he needs out help with repairs (while
cursing Weatherby Savings & Loan - hilarious!). You can pass an easy speech
check here for a small (extra) reward, so you may as well do it (although
beware, some companions don't like you doing this). In the end, Captain
Ironsides will ask you to talk to Boson and The Navigator.

Right after you get done talking, the ship will be attacked by Scavengers.
You will be told to (optionally) fire the cannons at them, which you can do
with the circuit breaker that has an objective marker on it. You want to be
extra careful here and do not use explosives (minus the cannons, as those
are fine) as if you hurt any robot you fail this quest automatically. Kill
off the scavengers as they attack, which shouldn't be too hard since you have
the high ground. You can re-shoot the cannons after a short cool down period,
but it's safer just using your sniper rifle to pick them off for some easy XP.

After fighting off the attack, you can go get our early reward (if you asked
for it/got it) from a computer on the south side of the ship (to the right).
It will dispense 100 Caps. Not bad, but there's much more to be made! Let's
start by working with Boson, down in the ship itself, so head back down
below deck.

Boson's Busywork
----------------

Boson is near the Captain's Room and is quite adamant that he is excited to
be part of the crew and not due to re-programming. You can pass an easy
speech check here to get him to be honest, but he will ask you to repair
three power cables after that. Nearby in a metal box you can find three new
cables that you can use, but they are probably not even necessary, as at
each power cable station you can also choose to "Jury Rig" the cables as
long as you have 3 Intelligence. Go repair all three of them (2 on the
second deck, 1 on the third deck) and head back to Boson. Next up Boson
will ask you to find or repair a Power Relay Coil. You can repair this
(nearby) with 5 Intelligence if you want or you can just give them one of
yours (they are extremely common - you can find one in turret remains easily
after you destroy them).

Guidance Chip
-------------

Once you have done these two tasks for Boson, he will tell you to go talk to
Mr. Navigator to continue, so head back up to the top deck now. Mr. Navigator
will usually be hanging around the south, up by the radar and various other
equipment which you are about to help him out with. Go ahead and talk to him
and you'll be asked to find a Guidance Chip, which the nearby Scavengers just
happen to have. Well then... head down to the street level (use the ship to
the north for an easy trip: it automatically lowers whenever you are near it)
and head west down the street a bit and you will find the Scavenger Camp.
Approach it and the scavenger leader, Mandy, will apologize for the attack
and ask how you got on the ship. You can choose to be honest with her or hide
Ironside's mission as you wish, but in the end Mandy will ask you to come
work for them instead of the robots.

Now you have a choice you can make here: agree to side with the Scavengers or
kill them off. Now, you can agree to work with the Scavengers to easily get
the Guidance Chip, and then continue to work for Ironsides, But unless you
wish to actually side with the Scavengers, it's recommended that you just
keep working with Ironsides as the rewards and XP are far better (plus the
quest conclusion is far more fulfilling). If you want to choose later, tell
the Scavengers you'll work for them and you can choose between them later.
You'll find details about siding with the Scavengers under the inventively
titled header "Siding With Scavengers" but for now let's continue assuming
you are working with Ironsides.

The Guidance Chip is in the backroom of the broken house here, in a Filing
Cabinet. If you plan on working with Ironsides, you can just go on in and
steal it (be warned that you may want to dismiss your "good" companion
characters like Preston or Piper before you do this, as they will dislike
it). This will of course make the Scavengers hostile, so you'll need to
take them out. Unfortunate, perhaps but ultimately it is no big loss (see
the "Helping the Scavengers" section below for why).

With the "NX-42 Guidance Chip" in hand, return to the top of the ship
(again, you can use the boat to the north for an easy trip) and install it.
Talk to Mr. Navigator nearby for a nice 250 Cap bonus and you will then be
asked to find or replace another item: the Transmitter.


(-NOTE-) If you have enough Intelligence, you can repair the Transmitter
yourself, but it will require 6+ points High Intelligence characters
rejoice though: you can skip the trip to the location below.


Poseidon Radar Transmitter
--------------------------

Mr. Navigator will ask you to travel to one of two Poseidon locations across
the Commonwealth to recover the Poseidon Radar Transmitter; Poseiden Energy
Turbine #18-F or Poseidon Reservoir. You've been to the former, but if you
get sent to the latter, you'll need to wait until this is covered later on
in the guide. Or, if your Intelligence is high (9+) you can jury rig the
Guidance Radar. This is quite high, but you can artificially (and temporarily)
boost your Intelligence quite a bit by wearing a Lab Coat (+2), using Mentats
(+2) and X-Cell (+2). Even rather dumb characters can bypass this objective
in this way.

Turbopump Bearings
------------------
With the Poseidon Radar Transmitter in hand, go ahead and head to the top of
the ship and install the transmitter. Talk to Mr. Navigator once again and
you will get another reward (250 Caps) and will be told to talk to Captain
Ironsides again. Go ahead and talk to the Captain and he will ask you to do
him one last chore (sheesh!): find him some Turbopump Bearings. This isn't
something youcan possibly repair, so you'll need to go find some. Note that
if you didn't pick the lock down below in the ship, you will get the "Captain's
Quarters Key" now in order to open it (we'll need to get in there to install
the Turbopump Bearings later).

This part of the quest takes you to a random locations... yeah another damn
radiant quest. This can take you to either the Corvega Assembly Plant, the
General Atomics Factory or Fort Hagen. The first two have already been covered,
and shouldn't be much effort to clear again. Fort Hagen, on the other hand, is
part of the quest "Reunions", so you may have to wait until then to continue
with this. After you have the "Turbopump Bearings", your path and choice
between the Scavengers and the Robots truly diverges (if you haven't killed
either one yet, of course).

Siding with Ironsides
---------------------

Take the Turbopump Bearings back to the ship and head down into the ship
itself. You will need to head into the Captain's Room in order to install
the bearings on the left. Do so and return to Captain Ironsides. After
talking to him you will get a "double share" - 500 Caps - for your trouble
but youaren't done yet. The Scavengers will launch another attack here! Go
ahead and help defend the ship! You can use the cannons again to great effect,
but just like the first time it is recommended to duck and hide by the
railings and use your sniper rifle (or other long-range weapon) to take the
Scavengers out as they show up. No matter how good you do though they will
breach the ship this time, so once you wipe them out down below on the streets
head inside the ship.

Down here be extra careful with who you target! It is highly recommended not
to use melee weapons, unarmed, or any type of weapon that could harm a robot
as you will fail the quest if you do. Quicksave before fighting, just to be
sure! Now, the Scavengers are coming in from the lower decks so get down there
and help the robots fight them off. Try to hold the stairs or narrow passageways
in the ship to easily kill them off but note there will be quite a few
Scavengers you will have to kill (over half a dozen). Once you have killed
off the Scavengers, return to Ironsides and let him know he is safe. As a
reward, he will give you the unique weapon "Broadsider", which fires literal
Cannonballs. Wow... How's that for absurd weaponry?

Captain Ironsides will then ask you to power up the nearby generator in the
western Royal Arms apartments to they can blast off. Seriously. Just... wow.
Why didn't he just ask you to build a whole new freakin' ship at the outset?
Head down to the streets now and follow the objective up the ruined apartments
to the top floor, where you can head outside to a circuit breaker (loot the
Mr. Handy here) and flip the switch to provide the U.S.S. Constitution power.
Go ahead and watch what happens next... FLY me to the MOON... or well... to the
tower to the south, in any event. Just... wow. The comments from Ironsides here
are fantastic. And with this, the mission is complete.

REWARD
(For helping the USS Constitution take its final voyage)
XP 531


(-NOTE-) After the ship has... relocated, the ship location will change to
"Weatherby Savings & Loan". Note that you can however, go south to
Faneuil Hall and find the tower the ship crashed into. Down on the
street you can also find a ruined shop where an elevator will take you
up to a second elevator leading straight back onto the deck of the
U.S.S. Constitution. Here you can talk to Captain Ironsides again who
will be quite pleased with himself and will name you an Honorary
Lieutenant, giving you a snazzy Lieutenant's Hat as a secondary
reward. Ahoy!


Siding with the Scavengers
--------------------------

If you wish to side with the Scavengers, you can take the Turbopump Bearings to
them, instead. They will sabotage the item and give it back to you, allowing
you to continue the mission like normal as they plan to attack once the ship's
defenses are down. Head back to the ship and go down into the Captain's Room in
order to install the bearings on the left. Do so and return to Captain
Ironsides. After talking to him you will get a "double share" - 500 Caps - for
your trouble and will be told to power up the nearby generator in the western
Royal Arms apartments to they can blast off. Head down to the streets now and
follow the objective up the ruined apartments to the top floor, where you can
head outside to a circuit breaker (loot the Mr. Handy here) and flip the switch
to provide the U.S.S. Constitution power.

Instead of powering up the rockets though, the sabotaged pump will flow the
rockets (or at least the west rocket) off the ship and take down some of its
defenses. The Scavengers will now charge and you will have made enemies of all
of the robots on the ship. You will need to enter the ship now just like the
first time you did (through the bank) and fight your way through the ship.
You will be joined by a number of Scavengers here as you fight your way up,
killing the (fairly weak) Protectrons and Turrets. Fight your way up to the
top deck and take out Captain Ironsides (which isn't hard with the 4-5
Scavengers helping you) and you will be told to go talk to Mandy.

Mandy is down on the street, so go talk to her and she will let you know that
the Scavengers have not only voted not to split equal shares with you, but to
kill you off as well. Oddly enough, once you are done talking with her, she
doesn't turn hostile but the surrounding Scavengers do. Bah, kill her off and
any other Scavengers in the area. There is no further reward at this point
unless you call looting corpses a reward, but the mission is officially
complete at this point. No regrets, right?

REWARD
(For helping the scavengers take over the USS Constitution)
XP 531



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Special Delivery >==O
``-.____________________________________________________[FO-39]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Massachusetts Surgical Journal
o Wasteland Survival Guide


Cabot House
-----------

It's your goal now to complete the quests you received at Bunker Hill, and
while these will eventually take you to the north-east and east, they start
out close enough to Bunker Hill. From Bunker Hill cross a bridge over the
river to the south to find Cabot House, where the boss of Edward Deegan
awaits. When you reach the house use the Intercom out front and say "I'm
expected" to gain access. Enter the house and talk to the rather eccentric
Jack Cabot. Watch his experiment go awry, play nice, and accept his
hospitality by following him downstairs, where he'll start jabbering about
crazy alien conspiracy theories. Weirdo. Don't be rude or you'll run Jack
off (heh), but you'll still be "welcomed to the family" by Edward, given
the "Cabot House Key" and assigned your task: you need to recover a missing
package north of the city. Seems simple enough, but one should be wary of
just how ol' Eddie says things, and by how vague he is. The "need to know
basis" thing also doesn't help set aside suspicion. Anyways, you need to
ask around the Parsons State Insane Asylum, which gives you plenty of
excuse to explore to the north. Before you go you can talk to Jack Cabot
and ask him about his father, his house, the insane asylum (pass a moderate
speech check to get more information about the asylum and his father) and
ancient aliens. Somebody watches too much "History" channel.

Radio Tower 3SM-U81
-------------------

Of course, as per the norm for this guide you'll exploring everything even
remotely considered "on the way" to Parsons State Insane Asylum... because
loot. Fast travel to Lake Quannapowitt to get started, then head south-east
to find Radio Tower 3SM-U81. You know the drill: find the Relay Tower Terminal
and use it to raise the satellites. This will get you three radio signals, the
"Automated Radio Alarm", the "Greenbriar Radio Signal" and the "Nautical
Radio Signal".

Mass Fusion Containment Shed
----------------------------

Tune into the "Automated Radio Alarm" and follow it south to find the Mass
Fusion Containment Shed area. This won't get you closer to Parsons State
Insane Asylum, but it will scratch off an area or two off the map, which is
always welcome. Find the building and turn north-west to locate a blue Wicked
Shipping truck, in the back of which you'll find some radioactive barrels
(hooray, RADS!) a Steamer Trunk, a container full of chems and an Explosive
Crate. Not a bad start.

Pop a Rad-X (or better yet, put on a Hazmat suit) then head on into the garage
of the building by heading past a red truck and dispatch some Ghouls and a
Glowing Radroach. Your goal is to make your way south-east to find some stairs
at the back of the garage, which lead to an elevated office, wherein you'll
the "Supervisor's Terminal" [Novice], which describes the very unhealthy work
environment at this facility. Use the terminal to open a sealed door below
you, beyond which you can find a machine with a Fusion Core in it and a
Toolbox [Novice]. Turn south-east and head through a gate and around some
radioactive barrels (this place will really make you wish you had a Hazmat
Suit!) to find a Steamer Trunk and its guardian, a leveled Feral Ghoul who
will crawl up through the floor and attack. Kill it, loot the trunk, then
return to the Fusion Core machine and turn north-east to find an assembly
line. Beyond some barrels near the assembly line you'll find a trapdoor
leading to the Reactor Level... the one place here that isn't irradiated,
surprisingly. On some yellow machines you'll find a Circuit Breaker, which
you can turn off to satisfy the "Automated Radio Alarm". Loot a Toolbox
[Novice], then leave.

Old Gullet Sinkhole
-------------------

From the Mass Fusion Containment Shed head south to find the Old Gullet
Sinkhole, which, as its name should imply to anybody who lives in areas
where sinkholes are common, is a giant... sunken... hole the ground. The
name kind of says it all, really. Sneak very carefully into the watery pit,
as a most fearsome foe - a Deathclaw - lurks in the hollow of a ruined
building. Defeat the menace and loot a Steamer Trunk behind an overturned
car. When you're ready to move on, head south-west into the water and swim -
or get sucked by the current, rather - down where the water is draining.

When you recover from you unscheduled little ride, jump out of the radioactive
water and make your way south-west to find a campsite. Kill the Radroaches
here and search the Cooking Station to find an issue of the Wasteland Survival
Guide. Once done, investigate a skeleton on a stone slab nearby to find
"Grandpa Savoldi's Hat", the relic you were sent after. Continue south into a
small room occupied by two Feral Ghouls and a Glowing one, then head upstairs
to enter a house that's chained from the inside. Loot a First Aid Box and an
Ammo Box then head upstairs to find a Safe [Novice] near a Mattress. Also be
sure to grab the "Sleepwalking Note" from the Chem Cooler nearby, which
presents itself as a more important item than it is. Loot a Footlocker then
head out the chained door. You can turn this quest back in to Joe Savoldi
when it's convenient to you. He'll give you a mediocre reward and let you
keep the hat, for what that's worth.

REWARD
(For finding out what happened to Grandpa Savoldi)
XP 98
Caps 200

Greenbriar Radio Signal
-----------------------

Return to Radio Tower 3SM-U81 and tune into the "Greenbriar Radio Signal".
Head north to find a road and follow it east, then south-east, past an
intersection and keep your eyes to the north. A guard rail will end as the
road turns uphill then resume at a Hubflower. Continue looking north-east
until the guard rail ends again at a cluster of trees and another Hubflower
bush. From here head north-east off the road and over a rock formation to
find a camp, complete with a table, a Cooking Station and a Cooler [Novice].
From the picnic table turn east to find some barrels, behind which, hidden
in the bushes, you'll find a trapdoor leading to a Bunker. Inside the bunker
you can find the Ham Radio from which the signal emanates, and some
containers (including two First Aid Boxes) to loot.

Nautical Radio Signal
---------------------

Leave the bunker and tune into the "Nautical Radio Signal", then continue
east to reach the river. Be very cautious here, as a Mirelurk Queen may lurk
along these shores. Follow the shore of the river south, then south-east to
find a beached boat, which you should board. Enter the door to the Fishing
Boat Cabin to find a Cooler [Novice] and the Ham Radio. Turn it off to put
this signal to rest.

From this boat you'll want to follow the river east. Along the way you may
see a settlement marker, which marks the location of "Breakheart Banks", but
pass on by it for now. You'll find an excuse to come back here real soon.
Between that area and the National Guard Training Yard there's surprisingly
little to see. You can find the Listening Post Bravo area south-east of
Greentop Nursery, but it's part of a later quest, and there's no need to
bother with it yet.

The Slog
--------

So, to repeat, follow the river east and you'll eventually find The Slog.
Lovely name. Talk to Wiseman, the leader of the Ghoul settlers here, and
he'll tell you about his dream, which you can help make a reality by
clearing out the Super Mutants at... Breakheart Banks. If you didn't
clear it, anyways. If you did, they'll point you somewhere else. But you
shouldn't have cleared it, so... off to Breakheart Banks! This starts the
quest "The Slog: Greenskins". Oh, yeah, you can also trade with Deirdre
here, but she has all of one Cap to barter with, so... no.

More importantly, if you cleared the Wilson Atomatoys Corporate HQ earlier
and obtained "Marlene's Holotape", search the small shack south of the white
brick building to find a Ghoul named Arlen Glass, busily trying to rebuild
a ruined Buttercup Toy. Talk to him and pass an easy speech check, then give
him his daughter's holotape. After a touching parent-to-parent scene, he'll
reward you for finding some voices from his past.

REWARD
(For bringing Arlen Marlene's Holotape)
XP 89
Caps 348
Item Buttercup Toy

If you talk to him again later, he'll offer to reward you for finding more
toy parts. You know the drill, he'll start at 150 Caps, but you can pass
three successive speech checks to get him up to 300 Caps and his old Wilson
Atomatoy's ID Card, which you shouldn't need anymore. If you're following
this guide, you should have already cleared the Wilson Atomatoys Factory near
Quincy, and hence should have recovered the "Giddyup Buttercup Toy Parts".
If not, refer to the "Exploring Quincy" section of the guide for a detailed
run-down of the Wilson Atomatoys Factory. Bring the parts back to Arlen and
you'll get the agreed upon reward. Huzzah!

REWARD
(For bringing Arlen a box of "Giddyup Buttercup Toy Parts")
XP 97
Caps 150 - 300

Breakheart Banks
----------------

Super Mutants lurk among the remains of a farmhouse. Most of them are weaker
varieties, so they should prove to be little trouble for you. Dispose of them
and their hounds, then loot the old farmhouse to find a Super Mutant Chest
Harness and a Steamer Trunk. Other than that, there's little else to do here.
If only there was a Workshop, what a fine settlement this would make. Alas.
Return back to Wiseman for your reward, which includes their allegiance along
with the standard Caps and XP. Score. Just be sure to talk to Preston to get
the full reward.

REWARD
(For killing the greenskins)
XP 390
Caps 93

Build up The Slog however you wish, then move on. Head east to find a shallow,
narrow river which can be crossed, catching only minimal RADS. Nearby you'll
see a highway running north south, which you can follow north until you spot
Parsons State Insane Asylum to the west. Head onto the grounds (the guards
would normally attack if you weren't working for Edward) and talk to Maria,
who is quick in telling you what she knows about the missing package.
Apparently some "assholes with guns" stole the package, and have decided
stick around after the theft.

Parsons Creamery
----------------

Travel north from the asylum to find Parsons Creamery, where the thieves
persist. Kill the three Raiders inside (one weak, one of moderate strength,
and one strong one) then loot the highest level Raider to find some "Mysterious
Serum". Must be what Cabot wants. Get into a good defensive position when you
have the serum, as several leveled Raiders will show up to contest your
counter-theft. Once they're dead, if you can leave to the eastern end of the
loft you'll find an Ammo Box, and on the northern roof there's a Wooden
Crate [Novice].

Fast-travel back to Cabot House and you'll witness a confrontation between
Jack Cabot and his mother. Apparently his sister is missing, and mother is
nagging him about finding her. Certainly this won't affect you, right? Nah.
Anyways, talk to Eddie and tell him what happened and he'll ask if you have
any of the serum. If you pass an easy speech check you can deny it and keep
with Mysterious Serum, which has some interesting properties, giving 50
Damage Resistance, drastically reducing your RADS and boosting your Strength
by five. Turning it back in will net you 50 Caps. Choose whatever you wish,
it doesn't really matter, then Edward will go off to deal with the Cabot
family crisis.

REWARD
(For finding out what happened to the shipment)
XP 260
Caps 100 or 150

Emogene Takes a Lover
---------------------

Edward will talk to Jack, relay the information you told him, then Edward will
task you with bringing home the impulsive young Emogene. This starts the quest
"Emogene Takes A Lover". He suggests starting in the Third Rail in
Goodneighbor, a place you should know well by now. Put your Charisma gear on
and return to Goodneighbor, then talk to Whitechapel Charlie in the Third Rail.
Charlie knows little, but he'll summon Magnolia, who will tell you that dear
Emogene may have fallen for the charisma of a preacher. She'll call over Ham,
and he'll provide more details, including the location of this seductive
preacher: Charles View Amphitheater.

Fast-travel to the Charles View Amphitheater, where the scammer cult run by
Brother James - or now Brother Thomas apparently - dwells. Talk to him and
he'll reveal the two of them are having some "relationship trouble", after
which you can pass a moderate speech check and bribe him with 500 Caps, or
you can pass one of two hard speech checks. Or, if you can't be bothered to
use diplomacy, kill him and anybody who stands in your way and take his
"Amphitheater Key" and head into the back office to find a locked door
[Advanced], beyond which you'll find Emogene.

When you meet her you should notice that she looks... alot like her mother.
Pass an easy speech check to call her out on this and she'll mention the
restorative effects of their serum, which prompts another easy speech check.
After this you'll get a third speech check to call her "Ungrateful". However
you end the conversation, Emogene will wander off on her own, saying she'll
be back on her own time. Since you can't just drag one of the privileged
Cabot children back home, her word will have to do.

Return to the Cabot House to find Jack and his mother crowding around a
radio, communicating with Edward, who seems to be having a spot of trouble.
After the radio dies, Jack and his mother will argue, and you'll be settled
upon as the solution. Apparently Raiders - who may be using an undiluted
form of the serum - are attacking Parsons State Insane Asylum, and you'll be
tasked with backing up Eddie. Pass an easy speech check to learn about the
serum, whose details you should have figured out by now. Maybe he's not wrong
about the whole ancient aliens thing? He'll also tell you about his father,
how he fits into everything, and why, exactly it's so important he remains
confined but alive. Jack will give you some final orders before leaving for
Parsons State Insane Asylum, starting the quest "The Secret of Cabot House".

REWARD
(For finding Emogene)
XP 195
Caps 201

Before you go anywhere, you might as well loot the Cabot House, as all the
previously sealed doors are now accessible, and nothing in here counts as
stealing. First head downstairs and loot Eddie's small room in the
north-western corner of the house to find a Fat Man, a Mini Nuke, a Steamer
Trunk and a floor Safe [Master] under the bed. Next head into Jack's
laboratory, go upstairs and through a doorway to the north, then enter the
first room to the east to find another Steamer Trunk. In the second (northern)
room to the east you'll find "Lorenzo Cabot's Journal". As interesting of a
read as that is, the Massachusetts Surgical Journal nearby has somewhat more
practical value. Finally, enter the northern-most of the three rooms to the
east to find Emogene's room, where a Terminal [Master] contains a long list
of entries, if you care to read them.


Did You Know?: In one of Emogene's journal entries she refers to "Robert".
-------------- This is almost certainly a reference to Robert House, the
founder of RobCo and later the would-be overlord of New Vegas.
He was capable of predicting - and in large part mitigating -
the nuclear apocalypse that otherwise would have completely
annihilated Las Vegas. It's nice to see a Fallout: New Vegas
reference in Fallout 4.




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< The Secret of Cabot House >==O
``-.____________________________________________________[FO-40]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Charisma Bobblehead
o Lorenzo's Artifact Gun
o Massachusetts Surgical Journal
o Zeta Gun


Parson State Administration
----------------------------

You can now follow Jack to the asylum if you want to hear him talk a bit during
the long, long trek, or you can just fast-travel there. Once both of you reach
the asylum Jack will comment on the efficacy of Edward's guards. Loot the
guards and the dead Raiders if you wish, then head into the asylum, where Jack
will investigate the quick route, only to find that it's been chained. Looks
like you have to take the long way.

Head north-east into a hallway and waste the Raiders here and in the room to
the north-west, where you can find a First Aid Box. Continue north-east up
some stairs and be wary, as you'll likely encounter your first Berserk Raider,
who have indeed been using the serum. This makes them stronger in melee and
more aggressive, but by now you should be able to win the range war against
them before they get too close and start throwing you around.

Clear the Raiders out at the top of the stairs and search a room [Advanced]
to the north-west, wherein you can find a wall Safe [Expert]. Loot and leave,
following Jack through a doorway to the south-west, through a room with
lockers in it, and into a room occupied by Radroaches and crates. Kill the
crates... or was it the Radroaches? Whatever, shoot which seems the most
threatening (kudos to everybody who shoots a crate because of this) then keep
chasing Jack down several flights of stairs and through and office, where
Jack will reunite with Eddie. After Jack shows a remarkable lack of sympathy
you'll be able question him about what the big deal with Lorenzo is. Before
you follow Jack any further, be sure to grab the Charisma Bobblehead off the
desk in here. Also be sure to check his terminal to find out more about
patients in the asylum, past and present (although mostly past).

Did You Know?: Patient N7N-JK, the ten year old Bobby Smith may well be the
-------------- infamous "Pint-Sized Slasher" from Fallout 3. Ten years old,
maniacal laughter, "multiplier homicide/stabbing" crimes?
It's quite plausible, at least.

When you're done snooping and looting, follow Jack back into the previous
office, then north-west down a hallway to reach the chained door leading back
to the lobby. He'll unlock the doors to the east leading to the garden where
numerous Raiders await, on the ground and on some scaffolding. Waste them,
then head up the scaffolding, through a hole in the wall, then through a door
leading to Parsons State Insane Asylum... the part where the actual crazies
dwelt.

Parsons State Insane Asylum
---------------------------

Make your way west, then turn north to find a room with several Raiders inside,
including another Berserker. Once they're dead, backtrack south and loot a
room [Advanced], where you'll find plenty of chems, beds, and five creepy
monkey dolls that will look at you in unison. Spooky. Return north to the
ruins of the cafeteria and head down a ramp to the east. Follow Jack west,
then south into a room with a few more Raiders in it. Fight your way east,
through a hole in the wall, the down a ventilation shaft to reach the
isolation chambers.

Loot them as you head west, one has a First Aid Box and some chems and another
has a Suitcase [Novice]. You may have to run over a Raider or two on your way
west, but that's not going to cause anybody to lose any sleep. Loot the last
room to the south to find a Syringer Rifle, then go down a hole in the floor to
the north. Head through an office and into a hallway to find a few more Raiders,
then loot the cell to the east to find some chems. Once done, head to the
western-most room to the south to find a floor Safe [Advanced], then finally
follow Jack down the elevator to reach the basement.

Parsons State Basement
----------------------

Once you reach the basement follow Jack south into a rough stone chamber, then
east through a doorway into a control room. Here Lorenzo will talk to Jack,
after which Jack will saddle you with the dangerous job of exterminating the
Raiders before Lorenzo escapes. Head north through a doorway and follow the
hallway beyond until you reach the interior containment area, where you'll need
to kill three more Raiders - including their leader, Lefty (who has several
doses of serum on him). After they're dead, Lorenzo and Jack will compete for
your attention, and your loyalty, and you'll have several options. You can
side with Lorenzo or you can side with Jack. The former will get you an endless
supply of Serum: virtual immortality, while the latter will get you a
unique weapon.

Freeing Lorenzo
---------------

Push the button near the door to Lorenzo's cell to let him out, after which
Jack will flee. Lorenzo will tell you to meet him at Cabot House, where he
wants to exterminate the family that's leeched off of him while keeping him
contains for so long. But first, search his cell for a Massachusetts Surgical
Journal. Once done, follow him to a sealed containment door, which he problems
blasts open. Now you need to just leave the asylum via a convenient elevator
which randomly decided to function. Oh well. Don't look a gift shortcut in
the mouth.

Return to Cabot House, or rather, near Cabot House, as the Sentry Bot outside
is now hostile. No sense in spawning next to an angry robot with big guns and
a bad attitude. Once you enter the house Jack will confront you, demanding
answers. If you say "I was right" Eddie will want to know more about this
Lorenzo business, and you'll get a chance to pass one of two moderate speech
checks to cause minor dissension. If you say "I was wrong" Eddie will stand
up for you and you'll get to pass one of two easy speech checks with Jack.
If you say "Don't know who to believe" Eddie, who got bested by some Raiders
(but recovered just in time to do no work!) will threaten you.

Whatever you say, Lorenzo will show up and distract everyone, after which he'll
attack. You can now follow through with Lorenzo's desires by killing the Cabot
family, provided you didn't make up with the Cabots by passing a speech check
(see below for that option). They're push-overs, Eddie being the only one
capable of putting up any real fight. Once they're done, Lorenzo will talk to
you and make good on his promise. He'll give you one serum, so long as you
don't sell, trade or store what he gave you. If you don't, you'll basically be
able to keep one serum in your inventory at all times, provided you don't mind
returning to Cabot House to get more. You can also loot Lorenzo for his
"Zeta Gun" and "Cabot's Lab Coat".

REWARD
(For killing the Cabot Family)
XP 390

On the other hand, if you freed Lorenzo, then made up with the Cabots at their
house afterwards, you'll have to fight Lorenzo when he shows up. He's can
sustain a lot of damage and blast you with telekinesis, but he typically does
relatively little damage. Once he falls, talk to Jack, who will properly reward
you for doing the right thing... eventually. He'll also tell you to come back
in a week, at which time he may have made use of his father's artifact. First,
however, loot Lorenzo for "Lorenzo's Suit", then return a week later to get
"Lorenzo's Artifact Gun".

REWARD
(For killing Lorenzo... eventually)
XP 390
Caps 510

Killing Lorenzo
---------------

If you want to side with Jack and stay loyal, just flip the four Circuit
Breakers to flood Lorenzo's cell with zeta radiation, whatever that is. After
he finally expires, enter his room and loot it for a Massachusetts Surgical
Journal, then loot Lorenzo for "Lorenzo's Suit", after which you'll need to
talk to Jack, who has his doubts. Poor guy. He'll reward you, then tell you
to meet him in a week. After a week has passed, he'll have tinkered with his
father's artifact enough to craft "Lorenzo's Artifact Gun" for you.

REWARD
(For killing Lorenzo)
XP 390
Caps 510

Whomever you sided with, you're now done messing with the Cabots, and a good
bit of the north-east has been explored, but more remains to be done.
Fast-travel back to The Slog and put on your adventuring hat once more.



___ _ _ _ _ _
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| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Exploring From Finch Farm to Nordhagen Beach >==O
``-.____________________________________________________[FO-41]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales #11
o Eddie Winter Holotape #6
o Explosives Bobblehead
o Live & Love
o Overdue Book x3
o Picket Fences
o Tesla Science
o Zao's Sword



Out of the Fire
---------------

From The Slog head south until you find a big, messy factory: Saugus Ironworks.
It's crawling with fire-loving freaks, who call themselves "Forged". As fun as
it may be to shoot them in the face, though, stay clear of this place and
continue south to find Finch Farm, where you'll find Abraham, the patriarch of
a small family that dwells here. Talk to him and he'll whine about his
degenerate son Jack, who stole a family heirloom and ran up to Saugus Ironworks
to join the Raiders there. Naturally, Abraham doesn't have a high opinion of
his son, but he does want the family sword back, and if you agree to help out
the quest "Out of the Fire" will start.

Saugus Ironworks
----------------

With this quest in hand (or in journal, rather) head back north to Saugus
Ironworks and dust off the Forged gathered around outside and on the roof.
They're not too much tougher than normal Raiders, although they do favor
wearing Cage Armor and Spiked Armor, and a few of them may have Flamers. Once
they're dead, search the south-western side of the factory to find a small
shack with a Tension Trigger on the door. Disarm it, and the flame trap
behind, then loot the shack to find an Ammo Box. Once done, head inside
Saugus Ironworks.

This ancient foundry, now glowing with new, nefarious life, is crawling with
Forged. By now these Raiders should be little more than pests, so exterminate
them as you head south along the ground floor. At the southern end of the
factory you'll find a metal ramp, which you should ascend, then head up two
flights of stairs. You'll pass by two bathrooms as you go, one of which has
another Tension Trigger wired to a rigged gun. At the top of the second flight
of stairs you'll find an elevated metal structure which houses a Terminal
[Advanced], which will open the nearby doors leading to the second half of
the factory. First, however, kill any Forged up here and head north through
the metal structure, looting as you go. In the northern-most room you'll find
a Terminal [Novice], which you can use to activate a nearby Protectron, if you
need some help with these Raiders. Once you're done in here you can head north
through some doors to find a ramp leading up - and around - the upper reaches
of the factory. Be cautious, though, as there's a Tripwire attached to a trio
of Frag Grenades suspened from the roof. Not the kind of bouquet you want
falling down on your head... not that you want any bouquets falling on
your head.

Return to the room with the Terminal [Advanced] to the south-east, hack the
terminal, open the doors, then head to the eastern side of the factory. Kill
whatever Forged dare stand against you then make your way down to the factory
floor and head to the northern end of the factory to find some stairs, which
will lead you to a table with two Ammo Boxes and a First Aid Box. After
pillaging those head back south and ascend a ruined walkway, which now serves
as a ramp leading to the metal walkway along the eastern side of the factory.
Venture north and you'll enter a small room with a First Aid Box on a metal
Cabinet, along with a Weapon Workbench and an Armor Workbench. You can also
find a Terminal which details the Forged failures and the draconic punishments
imposed on them.

Continue north and immediately outside of the shelter you'll find some stairs
leading to the roof of said shelter. From here you can follow the walkway
south, then west, down a ramp and to a concrete landing between the eastern
and western ends of the factory, where you can find several doses of Jet, if
you fancy some chems. Return back east, then north, and descend the stairs to
return back outside of the metal shelter. Head west, go up a ramp and pass by
a Power Armor Station to find a door to the east leading to the Saugus Blast
Furnace.

Saugus Blast Furnace
--------------------

Enter the Saugus Blast Furnace to find the leader of the Forged, a brute in
Power Armor named Slag, inducting Jake (Abraham's son) into the Forged. Given
the harsh requirements of the Forged, Jake's squeamishness about the task given
him doesn't seem to bode well for his future. After some banter you'll be given
a chance to make one of two (moderate) speech checks; convince Jake to do what
Slag wants, after which he - and the rest of the Forged - will turn on you,
or convince Jake keep his murder cherry intact, after which the Forged will
turn on you. Either way you'll need to kill Slag and several Forged, one of
whom possesses a Flamer. Slag occupies high ground, and despite his Power
Armor, isn't all that dangerous. Put the Forged down and Jake, if need be,
then loot Slag for the Shishkebab and the Sagus Roof Key. More interesting,
however, is the issue of Picket Fences on the floor next to a Steamer Trunk,
under which is an Ammo Box. The real prize, however, can be found on a console
nearby - the Explosives Bobblehead. Grab all that, then talk to Jake if he's
still alive and he'll ask you to take him home and help explain things to his
father. Well... you have to head back to Finch Farm anyways...

Head up a ramp to the north of where Slag was to find "Slag's Terminal"
[Novice], which discusses his dealings with the Gunners and some new gang
which apparently outfought them. Hmm... It also mentions Dunwich Borers,
which you'll be exploring in a bit. Now head south down a ramp from where
Slag was and turn east down another ramp to find a Dampening Rod Sleeve, from
which you can extract the Dampening Rod. You remember, Captain Zao, the
Chinese Ghoul in the Yangtze wanted you to recover this for him? Yeah, it
was a while ago, and it'll soon be time to resume that quest.

First, however, let's finish off this bit of business. Leave the Saugus Blast
Furnace and go upstairs to the roof. The roof is mostly uninteresting, being
populated by a handful of Forged. There is a structure on the western end of
the building with a Laser Tripwire rigged to another flame trap, but all in
all, little of value is being guarded. Pick your way down off the roof (it's
safe enough to do along the southern end of the building) then go meet Jake,
if he's still alive and accompany him back to Finch Farm. If Jake survived,
Abraham will threaten him, only to have mama Abigail show up and lay down
the law. It's not a patriarchy, folks, it's a matriarchy. If Jake is dead,
just talk to Abraham for your reward. Either way, you'll get Finch Farm as
a settlement you can develop.

REWARD
(For recovering Abraham's family sword)
Caps 150

Here There Be Monsters (Continued)
----------------------------------

After you're done playing with your new settlement, it's finally time to turn
your attention back to Captain Zao and his poor submarine. It's been a while,
but... well, that's just how things go. Fast-travel back to the Yangtze and
give Zao the Dampening Coil and he'll start talking about your next task: get
some fuel. In the crazy world of Fallout, this can be done by removing the
warhead from a missile on the Yangtze that failed to detonate. Unfortunately
you'll have to fight through the Ghoulish remnants of the crew to get it.
Why can't Zao do it, even though they won't attack him? Because reasons.
That's why.

Head down some stairs to the north, activate a "Bulkhead Terminal" and use
it to open the nearby door. In the room beyond you'll find two ghoulified
Crewmen on the floor below you, although they're on the weaker end of the ghoul
stratum. If you can hack a [Master] terminal you can head downstairs to find a
Bulkhead Terminal [Master], which will open the nearby door and allow you to
reach the warhead you need. Assuming you can't however, the long way will be
covered as well.

On the upper floor head north through a door to reach a small room where you
can find another Bulkhead Terminal [Expert]. If you can hack it an open the
nearby door, go down the stairs and go through another door to the north to
reach your destination. Assuming you can't even manage that, however, let's
keep exploring the rest of the sub. Around the corner from the [Expert]
terminal you'll find an lab to the east and a cafeteria to the north. Loot
the lab for its components, then enter the cafeteria, which, aside from some
ghoul Crewmen lurking around, isn't very interesting. Continue into the crew
quarters to the north and exterminate some more ghouls, then scrounge around
for some minor loot, including some random ammo in Footlockers, an open
footlocker with a Fusion Core in it, and a Nuka Cherry and a Nuka-Cola Quantum
near a bunk. Once done, head into an infirmary to the east and hack a Terminal
[Advanced] and open a nearby security door, behind which are plenty of chems.

Return to the barracks and head down some stairs to the north to reach the
lower deck. In the first room you reach (at the bottom of the stairs) you'll
find two doors, one to the east and one to the west, neither of which have
much of interest beyond them. Press on to the south to enter a smaller room,
then turn east to reach the armory, where you'll find a Terminal [Master]. If
you can hack this terminal... well, then you would have gone the short way,
right? Anyways, if you can manage it, open the door to the armory to find two
Frag Mines, two 10mm Pistols, a Stealth Boy, a Laser Rifle, three Frag
Greandes, two Ammo Boxes and a Duffle Bag.

Head back west and go through two doors to the south to find the First Mate,
which is now a Glowing One. Predictably there's massive radiation in here as
well, so you may want to pop some Rad-X before you head on in here. Kill the
First Mate and loot its remains to find the First Mate Password, then search
the western end of the room to find the ICBM you're looking for. Obtain the
Warhead then continue south to find a terminal, which will open the nearby
door... the same door that could have been opened from the other side by
hacking the [Master] terminal earlier.

Make your way back to Captain Zao and tell him the good news and he'll
instruct you to install the Dampening Coil first, then insert the Warhead.
Head back north through the door and interact with the Reactor Core (getting a
light dose of RADS for your trouble) and install the Dampening Coil, then the
Warhead, just as you were told. After the reactor starts back up, head back to
Captain Zao, who will reward you with whatever he promised you, as well as with
three Homing Beacons, which you can use to call down the Yangtze's remaining
ordinance.

REWARD
(For bringing the Yantze back to life)
XP 236
Caps 200
Items Pre-War Money x4
Zao's Sword
Homing Beacon x3


Reeb Marina
-----------

Time to get back to exploring the north-east. Fast-travel back to Finch Farms
and from there head south to find Reeb Marina, which is just east of the
Revere Satellite Array. When you reach the marina grounds, kill any Bloodbugs
infesting the place and loot the peripheral buildings for various tools and
junk. Once done, head into the large central building, where you'll be pestered
by a Mr. Handy, who mistakes you for somebody named Eugene. Apparently your
brother, Malcolm, has a surprise for you. Follow the robot into a room to the
east and you'll be given a gift meant for Eugene... unless the corpse on the
floor was Eugene. Strange. There's also a "Happy Birthday Sweet Roll" that
somehow survived the ravages of time. Must be all the nails.

After putting the bots down, pick up a copy of Tesla Science off the table,
then loot a Steamer Trunk. Make your way back west and check out "Eugene's
Terminal" to find out that the two brothers apparently decided to go the Cain
and Abel route after the bombs fell. Loot an Ammo Box, then head back to the
birthday surprise room, then east into another room with some boats and a
fork lift in it. Hack "Malcolm's Terminal" [Novice] to find out that
fratricidal maniacs think alike.

Gibson Point Pier
-----------------

Next stop is the Gibson Point Pier, to the north-east. By looking at your map
it might look like a safe, dry crossing to the island to the north-east, but
alas, the bridge isn't passable. Still, there's a bit to see and do here.
First, kill the Mirelurks burrowed around, then explore a diner where you'll
find a Laser Tripwire rigged to a gun, a First Aid Box and a floor Safe
[Advanced].

Revere Beach Station
--------------------

Follow the road back south-west until you find a road to the south, at which
point follow this second road through a ruined town, around a curve in the
road, continuing south until you find a bus in the middle of the road. From
this bus turn west around the edge of a factory, then run north along the
building's western side to find a collapsed tree, which you can take to reach
the roof. On the roof you'll find a Caps Stash and an Ammo Box, after those
are yours, drop through a hole in the roof and make your way south to find
some blue double doors and a chained door. Through the double doors you'll
find a garage where, near a Protectron Model Kit on a table near a Power Armor
Station and, up some stairs, you'll find an Explosives Box [Novice].

Loot the place, then exit out the chained door and make your way back around
the building, then head across the street to the east, passing through a
building or down an alley to reach the river side. Make your way north, over
some sandbags, and kill any Raiders in your way (including a brute in Power
Armor!)... Raiders who just happen to carry Book Return Tokens on them. Well
educated Raiders? Well, this bears investigating further. Between two sandbag
walls you'll find some stairs to the west, which lead to the Revere Beach
Station. First, however, head north of this metro station and enter a white
brick building, where you'll find a Book Return Machine, which has prizes far
superior to most. No wonder these Raiders carry around those tokens! For even
more substantial loot, however, ascend to the third floor to find a Steamer
Trunk [Master]. If that's too difficult for you, never fear, as a copy of
Live & Love sits on the cinderblock of a Cooking Station nearby. Grab these
goodies, then leave the building and enter the metro to the south.


o===============================o===============o=======o
| Item | Cost |Number |
o===============================o===============o=======o
| Fragmentation Grenade | 15 Tokens | 5 |
|-------------------------------|---------------|-------|
| Combat Knife | 20 Tokens | 1 |
|-------------------------------|---------------|-------|
| RadAway | 3 Tokens | 3 |
|-------------------------------|---------------|-------|
| 10mm | 50 Tokens | 1 |
|-------------------------------|---------------|-------|
| Fusion Core | 50 Tokens | 1 |
|-------------------------------|---------------|-------|
| Stimpak | 10 Tokens | 5 |
o===============================o===============o=======o


From the station entrance head south past some turnstiles, beyond which the
path splits. First head east to find a red chained door with a Frag Mine in
front of it. You know level design, this is clearly where you'll surface
after clearing the metro, so you might as well get rid of that pesky mine
now and avoid sore feet later. Backtrack to the west and go south through a
blue door to reach an office, where a few Radroaches lurk. Smash the bugs,
then head west to find a Terminal [Novice] you can hack to bring a dormant
Protectron back online, if you wish. Once that's all done, leave the office
and continue down a hallway to the west, killing some more Radroaches on the
wall as you go. Further west you'll find some bathrooms past some stairs,
where an Explosives Box [Novice] awaits... just be wary of the Tension Trigger
attached to a Makeshift Explosive on the side of the box. On the stalls to
the north you can find another Tension Trigger rigged to a gun. When you're
done making boom-booms in the bathroom, return east to the stairs and explore
a maintenance room to the north, which is also infested with Radroaches. Kill
them, loot a Tool Box [Novice], then finally head down the neglected stairs.

At the bottom of the stairs you'll find yourself in a large metro hub area.
South of the stairs you can find two Raiders lounging in a diner, while
alongside the tracks are two doors (one north, one south) near which are two
Terminals ([Novice] and [Advanced], respectively). If you hack the northern
one you can recruit another Protectron, while hacking the southern one will
give you access to the nearby door, beyond which you'll find some Jet and
a Duffle Bag.

Hack whatever you wish, then head down the tracks to the south, fighting off
any Raiders who may spot you through the ruined wall to the east. More
Raiders await down the tracks near some barricades in front of a cylindrical
train car. Gun them down and continue through the car to reach the tunnel
beyond, where significant Raider resistances awaits. Significant in numbers,
anyways, as half a dozen Raiders await their demise here, including their
leader, Cinder. Give the Raiders a taste of some death (moderately seasoned
with pain), then make your way south along their wooden constructs to find
a Steamer Trunk. Make its contents yours, then back track to the north and
enter a second train car, through which you must travel, killing the
Raiders within.

Once you make it through the train car you'll find yourself on the eastern
end of the metro station, where the last of the Raiders may lurk. Kill them,
then continue north along the tracks until you find some stairs leading into
a small room, where some Radroaches will try to ambush you. Exterminate them,
then loot the bodies of two Raiders who somehow ended up lower on the food
chain that Radroaches did. Return to the larger metro station and note two
chained doors to the east, one of which (the northern one) has a Grenade
Bouquet in front of it. Both lead to a small room with three leveled Ghouls,
which the Raiders wisely sealed off. Kill them, and a fourth will drop from
the ceiling, which must also be disposed of. After that, loot a Chem Cooler
[Novice], then head back into the larger metro area and go up soem stairs to
the north to reach the other end of the red, chained door that leads back to
the beginning of the metro.

Easy City Downs
---------------

Leave the metro and sneak your way south to find Easy City Downs, where some
robots (an Eyebot, four Mr. Handy robots and an Assaultron) are running a race,
being called by an announcer and eagerly watched by some Raiders and
Triggermen. If you make a commotion, you'll have to fight a mess of foes, and
the robots will be turned on you, as well. On the other hand, if you sneak
your way down south along the western buildings you'll find a white wooden
building, where the announcer, Eager Ernie, dwells. He's also got a compliment
of Triggermen nearby, and if spotted, he may sic the robots on you as well.
If you can enter the building undetected, however, you can access the Clubhouse
Terminal [Expert], which will give you several options to choose from regarding
the racing robots. You can stop the race, change their route, change the
targeting parameters (make them fight the Raiders and Triggermen), disable
combat inhibitors, activate reserve robots (adds another Assaultron, a Mr.
Handy and a Protectron to the race) and finally you can just set the robots
to blow up.

Deal with the robots and Raiders however you wish, including Eager Ernies,
who has Eager Ernie's Key and Eager Ernie's Password on him. Once done, loot
the bottom floor of the house the Triggermen were in, then clear the Raider
shacks in the middle of the race track. Most of them are fairly uninteresting
- there are plenty of tools and other junk to stock up on, should you have
need of such items. In a large shed that houses the robots you can find a
"Robot Control Terminal" with which you can also access the typical robot
options you could have accessed elsewhere, while in a more humble shack to
the north is a "Repair Shop Terminal", where you can manipulate both the
bots and the turrets. Use the Raider structures to cross above the race track
and to the upper floor of the house formerly occupied by Triggermen. Up on
the damaged second story you can find a Steamer Trunk full of goodies, a
"Master Control Terminal" (yet another way to access to the robot controls)
and, best of all, a copy of Tumblers Today on a square table next to a Couch.
Claim your loot, then leave the race track behind.

Nordhagen Beach
---------------

If you make your way south-east you'll find Nordhagen Beach, one of the last
remaining settlements not yet claimed in the wasteland. Anyways, you know the
drill - talk to one of the Settlers here and you'll get one of two radiant
quests: "Nordhagen Beach: Greenskins" or "Ghoul Problem at Nordhagen Beach".
The former will take you to Breakheart Banks, Faneuil Hall, Gwinnett Brewery,
Medford Memorial Hospital, Scrap Palace or Wilson Atomatoys Factory, while
the later will take you to either Bedford Station, Fiddler's Green Trailer
Estates, Mass Pike Tunnel East, National Guard Training Yard, Poseidon
Reservoir, Super-Duper Mart, Wicked Shipping Fleet Lockup or Suffolk County
Charter School. Most of these locations have already been explored, in which
case you just need to report your success. On the off-chance you get assigned
a location you haven't been to yet, you can either go out of your way to
complete it, or reload and postpone Nordhagen Beach until the walkthrough
takes you there. Radiant quests suck anyways.

East Boston Police Station
--------------------------

Return back up to Easy City Downs (ignore the road leading further south-east,
you'll explore down there later as part of the Brotherhood of Steel questline)
and from Easy City Downs head west into the ruins of East Boston, which is
fighting a losing battle with the Atlantic. Here you should find the East
Boston Preparatory School, where Zeller - the raider who crossed the mayor
of Bunker Hill - resides. Before you go messing with all that rubbish,
however, continue east to find the East Boston Police Station. The building
is in bad shape, but if you climb onto the ruins of the second floor and
search a desk you'll find Eddie Winter Holotape #6.

East Boston Preparatory School
------------------------------

Now make your way back to the East Boston Preparatory School. There are two
entrances to this building, some double doors on the front of the building
(south) or a single door at the back of the building (north). You're going
to have to end up going to the same place either way, so it doesn't make
much difference which you choose. When you enter some Raiders will hear you
and head off too their combat stations, which requires you to ascend up the
building a bit. For now, you can explore the first floor, which contains
little besides some junk and perhaps an odd Radraoch.

Surrounding the double doors on the southern side of the buidling you'll
find some stairs, which you'll have to ascend if you want to reach anything
fun in this place. Ascend two flights of stairs and go through some doorways
to the west (disarming some Can Chimes as you do!) to find the first Raider
strongpoint. Pick off any Raiders dumb enough to breath in your line of sight
(they'll wander around in waves, so if you stay out of sight you can easily
pick off around half a dozen of them here.)

Once the Raiders have been smote, you have several rooms you can turn your
attention to... but first, loot their bodies to find that they carry "Blood
Contracts". Seems "Judge Keller" has figured out one way to organize his
goons. Through a doorway to the north, before the barricades, you'll find a
bathroom. Aside from an Overdue Book on a toilet and a sneaky Raider who may
be waiting in ambush, there's not much of interest in here. If you then go
through a hole in the wall to the east you'll find a theater, where another
Raider lurks below you. Take him out, drop down and search the ground floor
for a pair of Ammo Boxes. You can then exit out a chained door to the south
to return to near the southern entrance to the building.

Well, that was redundant. Return upstairs to the barricades and enter any of
the doors to the south to reach some interconnected classrooms that share two
things in common; Raiders and Frag Mines. Make your way west into a chemistry
lab, where you can find a Mini Nuke perched atop a Beaker Stand. Loot, then
return back to the hallway and continue west to reach a T-intersection. Head
south first and enter a classroom to the west, where you'll likely find
several Raiders. Dispose of them, then search a tiny recording studio to the
south to find an Ammo Box, after which continue north through the classroom,
looting a Overdue Book of a desk, and another from a smaller desk on an
elevated platform. After that, make your way north into another classroom,
where you'll find a small closet with two more Ammo Boxes inside of it.

Make your way through a doorway to the east to return to the hallway again,
then continue north to find some stairs. Ascend them and dispatch any Raiders
guarding the stairs before you meet another wave of opposition in the hallway
to the south. Exterminate them, then head west into some rooms, where
make-shift prisons have been erected. Here wait the caravan survivors you
were sent to rescue, and each cell door can be easily picked, as they have
paltry [Novice] locks. If that's too much bother for you, though, you can
find some "Cell Keys" on a desk to the south, near a Terminal. Speaking of
which, the two Terminals in this room talk about several potential recruits
that Keller got his hands on. Anywho, free the prisoners, then leave the
prisons.

Make your way east, then south into an office, where you'll find Keller
lurking. Gun him down (he's surprisingly mundane, despite how ruthless he's
otherwise been made to seem) and kill any supporters he may have, then search
behind a makeshift wall to the east to find a Steamer Trunk full of goodies
and a First Aid Box. Once done, there's one last bit of loot to score. Exit
out via a doorway to the north and turn east, maneuvering around a hole in
the floor and into another room to the south. Search the table with the two
computers in the south-eastern corner of the room to find Astoundingly
Awesome Tales #11. Nice.

Leave East Boston Preparatory School and fast-travel back to Bunker Hill.
South of the school you could find Boston Airport, but you'll come here later
as part of the Brotherhood of Steel questline, so it can wait until later.
Talk to Kessler at Bunker Hill and the game will give you options to absorb
Bunker Hill under the Minutemen banner, but she ultimately declines. Seems
like you'll have to do more work to convince her. Oh well.

REWARD
(For killing Kessler and his Raiders)
XP 354
Caps 400




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Exploring From Finch Farm to the Museum of Witchcraft >==O
``-.____________________________________________________[FO-42]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales #3
o Grognak the Barbarian
o Kremvh's Tooth
o Sneak Bobblehead
o Tesla Science



Hub City Auto Wreckers
----------------------

There's still plenty of exploration ahead, and the start of the next section
occurs where the last section began: Finch Farm. Fast-travel back there and
cross the river to the east (you can go north to avoid getting your feet wet,
but it's safer to just suck it up and take some RADS). Once you're on the
eastern shore, follow the river north to find a fort made out of junk: Hub
City Auto Wreckers. This stronghold is home to a group of leveled Gunners,
led by their boss Captain Bridget, who possesses a Fat Man and isn't afraid
to use it. Stealth, caution and sniping is your best friend here.

If you followed the directions above, you should be approaching the fort from
the south, and thus you should spot a cylindrical metal subway car, inside of
which is a Laser Tripwire rigged to a Missile Launcher. Ouch. Disarm these
wicked traps and go through a doorway to the north-west to reach the interior
of the fort, where you'll have to fight your way through a number of Gunners,
most of which will be on high ground. Fight your way north-west over a
barricade, then turn north and continue past another barricade. Shortly
afterwards you'll need to turn north-west again and make your way past a truck
and into a small barn, where a Laser Tripwire is rigged to a flamer trap in
the doorway. Inside the barn you can take shelter from the Gunners if you need
a breather, as well as loot an Ammo Box and a Nuka Cola Vendine Machine (two
Nuka-Colas, two Nuka-Cola Quantums and a Nuka Cherry).

This loot is all well and good, but you still need to reach the highway to the
west of this junkyard compound. To do this leave the barn and head south,
ascend some stairs and turn north-east and run along some junk until you reach
a trailer. Inside you'll find the "Hub City Terminal", which you can use to
turn off the turrets, spotlights, and best of all, lower the crane. This last
option will create a ramp you can use to reach the highway. Do so and fight
your way north to Captain Bridget and her subordinate Gunners. Eradicate them
all, then search near her bed to find a Trunk full of goodies and a Terminal
which discusses some nearby locations and marks them on your map. Not that you
need such a convenience, what with this guide and all.

Dunwich Borers (Exterior)
-------------------------

Speaking of nearby locations, it's time to venture to one of the locations
mentioned on Captain Bridget's terminal. It was also mentioned when exploring
Saugus Ironworks, and generally contains some pretty awesome loot that any
wasteland explorer would love to get their hands on. From Hub City Auto
Wreckers head north-east to find Dunwich Borers, and like all Quarries in
Fallout 4, this one seems to be occupied by Raiders. Leveled Raiders, at that,
along with a few turrets for support. Destroy everything in your path, after
which you'll be treated to a game of stairs and lifts if you want to explore
the quarry. Fortunately, aside from the corpses you've left in your wake,
there's little reason to bother. Above the quarry to the north-west you can
find a Terminal that controls the turrets. More interestingly, however, if you
descend to the bottom of the quarry and head to the eastern end of the quarry
you'll find a ramp leading down to a door, which will take you to the
subterranean part of Dunwich Borers. Since everybody knows all the best loot
can be found underground, head through the door into the depths of Dunwich
Borers.

Dunwich Borers (Interior)
-------------------------

From the entrance head down a tunnel to the west and disarm a Tripwire rigged
to a gun and turn south. A short distance on you'll find a button that summons
an elevator to the east, which leads to a locked door. This will be where you
arrive after clearing the place, so you need not concern yourself with it now.
Instead, continue south to find a well-lit chamber where a pair of Raiders
lurk, protected by a turret. To the west you'll find the "Station 1 Terminal"
on a metal pillar, subtly marked with a big white "1". These will provide
handy landmark as you explore the place, but as for the terminal itself, it
contains little of interest, just pre-war chatter. Be wary of a Bathroom Scale
on the floor near the terminal, which is rigged to a Grenade Bouquet.

Kill the Raiders and destroy - or disable - the turret, then continue south,
then east to find a fork in the path. Take some stairs up to the east, then find
another staircase to the north, in front of which is another Tripwire rigged to
a Grenade Bouquet. At the top of these trapped stairs you'll find a locked door
[Novice], beyond which is a Duffle Bag and a Chem Box. Return downstairs and
descend a ramp near the metal stairs to the east. At the bottom of this ramp
you'll find a trio of Raiders who need to be put down. Indulge them, then turn
south-east to find some stairs near which is the "Station 2 Terminal".
Continue past the stairs and loot a Raider abode to find an Ammo box and a
Chem Cooler [Novice], then travel down a tunnel to the north, where you'll
find "Station 3 Terminal", at which a Raider should be typing away. Kill him,
then descend down the nearby stairs to reach the deeper depths of Dunwich
Borers.

Descend several flights of stairs until you reach the bottom of the quarry
shaft, where two more Raiders - including their leader, Bedlam - await. Make
these mines their tomb, then loot their camp to find an Ammo Box, a Steamer
Trunk and an Armor Workbench upon which rests Astoundingly Awesome Tales #3.
Not bad, but better loot awaits further on. First, investigate a piece of
machinery nearby to find Bedlam Terminal [Novice] which reveals what lurks in
the depths of the mine: Feral Ghouls. Make your way west to find the accessible
end of a chained door, beyond which the tunnel will turn north and you'll see
the body of some dead Feral Ghouls. So it begins.

Make your way down a ramp and be wary of Feral Ghouls playing dead. Do your
best to ferret them out and kill any others who hear the combat and show up to
investigate. Once done, loot a Footlocker in an abortive tunnel to the west,
then continue north up a ramp, stopping to toggle a Circuit Breaker if you're
afraid of the dark. If you turn on the lights, however, a host of Ghouls will
spawn in front of and behind you. Silly Ghouls. Ascend the ramp to the north,
then turn south at a forklift and go through a door to the west, at which point
you'll suffer a hallucination. Continue up to the west and the lights ahead
will abandon you. Unfortunately, the creepy forces here didn't predict your
mighty Pip-Boy!

Keep going west and pass another Circuit Breaker (you know the drill, light =
Ghouls) and the path will fork to the north and south. Start out by going north
(the southern fork is a dead end anyways) until you reach a metal platform. On
this you can turn on some lights, which of course will rouse some Ghouls
further on. Exterminate them, then search the room to the east to find the
"Station 4 Terminal". So far, so good, numerically! Activate the terminal and
play the "Dunwich - Tim Shoots" holotape loaded into the terminal. More
importantly, grab the coveted, long over-due Sneak Bobblehead from off a nearby
table. Delicious. As for other loot, you can score a Footlocker from atop a
wooden plaform nearby, and to the north-east is an Explosives Box.

Speaking of the north-east, at the north-eastern end of the room you'll find a
tunnel that leads down into a small chamber, where you'll get another vision as
you approach. Seems like the miners found something down here. When the vision
ends, you'll be confronted by four named, leveled Ghouls... the remains of the
foremen. Kill them and loot the body of the Ghoul named Tim Shoots, who
possesses the "Dunwich - Management" holotape. Give it a read if you wish, then
note the chamber where the shrine was located in your hallucination. Instead,
there's now a watery (and highly irradiated) pit. If you're brave, pop some
Rad-X and swim down the hole, then into a chamber to the north, where you can
find an altar with two Mini-Nukes and the unique melee weapon, Kremvh's Tooth
on it. Abscond with these treasures, then swim back to the surface.

A unique weapon, the Sneak Bobblehead and a skill magazine. Not a bad location.
Now all that remains is to make your escape! Return back south-west, then
south to the fork, at which point you should backtrack down the hallway to
the Circuit Breaker, at which point turn south to see a ramp for you to ascend.
Do so, and keep your eyes to the east and west as you ascend. To the west
you'll find some lurking Feral Ghouls, while to the east you'll find some
stairs which lead to the pillar with the "Station 5" numeral on it, but alas,
no terminal. There is a Circuit Breaker nearby, however, if you want to turn
it on and summon some Ghouls. At the top of the ramp you'll find more lurking
Ghouls and another Circuit Breaker. Do whatever you wish, light-wise, then
loot a Cooler, a Suitcase and a Chem Box [Novice].

Once that's done, make your way up a ramp to the west, then climb some stairs
to find a relatively narrow tunnel running east. Kill any Ghouls already out
and about, then head east to find another Circuit Breaker, where you must again
choose between photons and Ghouls. At the eastern end of the tunnel you'll find
some stairs, and in a small cubby nearby rests and Explosives Box with a
Tension Trigger on its side, which in turn is rigged to a Grenade Bouquet. Turn
on another Circuit Break and... nothing. Huh. Oh well. Go up some stairs to
find a dead Raider, on whom you'll find the Dunwich Borers key, which is
convenient, because there's a locked door nearby which will take you back near
the surface. Make your way back into the light, but don't stray too far, as
there's another place worth exploring nearby.

Hugo's Hole
-----------

Climb out of the quarry and kill whatever Raiders might have come back since
you entered the mines. Make your way north-east past a structure outside and
you'll find some large concrete blocks. On the southern side of this cube of
cubes are many signs warning of dangers, and they're not joking. The radiation
beyond is intense, even with Rad-X. Not only is the radiation beyond troubling,
but there's several Tripwires rigged to explosives and turret at the end of the
hallway you'll have to pass through, which might keep you from donning a Hazmat
suit. However you get through the tunnel you'll find a shelter belonging to...
who else? Hugo. Loot a Hazmat Suit off a table, then take the note "Dunwich -
Hugo's Struggle" off a table near a bed. Finally, loot a Steamer Trunk [Expert]
and leave Hugo's Hole.

Coastal Cottage
---------------

Next stop is to the north or Hugo's Hole, where you'll find the Coastal
Cottage. Here a Raider is being pestered by some Mirelurks. Step in and declare
both sides losers, then go into a red barn to find a Workshop, which will allow
you to claim this settlement. As far as settlements go, this one is rather...
lame. A small barn, a large, utterly ravished white house, a bunch of trees in
the back and a sheer cliff limit your building options. Do what you can with
the place (building concrete foundations around the house will let you ignore
the place and build over it) then turn your attention to the north-west to see
your next destination in the distance.

To the north-west you should see a highway, particularly a part of the highway
with a windmill tower on top of it. Make your way over the hills until you are
underneath the highway, then look for a yellow structure with a lift on it.
First loot a Tool Chest [Novice], then ride the lift up to reach the highway.
Once here, climb some stairs and use some vehicles to cross the broken highway
to a higher section. Be wary as you go, however, as on the elevated section of
highway is posted a Gunner Brigadier along with a compliment of deadly robots,
including a Sentry Bot and an Assaultron. Dispatch them, then loot a shelter
to find a Large Toolbox [Novice]. Skanty loot to be found here, but it' still
an interesting encounter, anyways.

Mahkra Fishpacking
------------------

Return to the Coastal Cottage and from here turn your attention to the
north-east to find a bridge crossing some water, leading to an island-bound
factory. Head up to the factory to discover Mahkra Fishpacking, which is
occupied by Raiders. Very, very dead Raiders. Ignore the front entrance to
the factory for now (white double doors near some huge red doors) and instead
search a blue metal structure near the entrance to find a Bottlecap Mine near
a Chem Cooler. To the south-east you'll find a red truck, inside of which is
a Toolbox and an Ammo Box, and north-east of here you can find a concrete
building, the doors to which are locked [Advanced]. If you circle to the
north-eastern side of the building, however, you'll find a dead Raider who
apparently tried to make face-love with a window... and succeeded! On their
body is the Mahkra Facilities Key, which bypasses the aforementioned lock and
give you access to the building, wherein you can find an Explosives Box.

Backtrack to the front of the factory and from the front doors head north-west
to find some stairs leading to the roof. Once on the roof head to the northern
corner and look out to the north-west to find a Glowing One hanging out on a
raft in the waters below. You can kill the critter, if you wish, and in the
shallow waters near the Glowing One are other Ghouls, although this is all
rather extraneous and not very rewarding, unless one of the Ghouls happens
to be legendary.

After taking potshots at some Ghouls, head to the eastern end of the L-shaped
factory to find a trapdoor on the roof leading down into the factory. The
factory floor is full of mutilated Raiders, and there are very few things of
interest on this level besides the corpses. As for loot you can find a Cooler,
a Toolbox [Novice] and an Ammo Box [Novice]. Once you're out of the elevated
structures and out in the factory proper you can find a few traps, namely a
Frag Mine in the back of the truck, a Tripwire rigged to a Makeshift Explosive
between some metal pillars, and a Tripwire attached to a Grenade Bouquet
in a bathroom.

When you've grown bored of the empty factory, press a button near a shipping
truck to summon an elevator, then ride the elevator down to the underground
portion of the factory. When the elevator stops, head north to get off the
elevator, then turn west until you run out of west, at which point turn south
to find a ramp... and some Synths. Guess the Institute wanted some fish? Kill
any Synths in sight - there will probably be two on the ramp - then turn east
and go past a raised section of a conveyor belt, then head south along a metal
walkway that runs along the ramp. Exterminate any Synths you find and turn
east when you must and cross a makeshift bridge constructed out of wooden
beams and enter a chamber beyond.

At the eastern end of this room you'll find another dead Raider with another
Makhra Facilities Key, which opens another locked [Advanced] door nearby,
beyond which is an Ammo Box and an Explosives Box. Once you're done looting
return to the previous room and head into a tunnel to the north (grabbing a
First Aid Box on the wall near a door nearby). Head down some stairs and
you'll eventually find a a hole in the wall to the north, and a door to the
east. In the room to the east you'll find a Chemistry Station and a Tool Chest
[Novice]. Loot, then return back west to the tunnels and keep heading north
until you find a First Aid Box at the end of the tunnel. To the east you can
find a metal walkway that leads out into another section of the factory. You
can now backtrack to the earlier part of the underground factory and head
down a ramp, or you can just drop off the walkway here... you're not missing
out on much.

However you manage it, once you're down in the factory below the walkway turn
south and head into a smaller chamber, where you can find a slumbering
Protectron. More interestingly is the First Aid Box on the exterior wall of a
metal shack, a Toolbox [Novice], a Cooler and a Terminal [Novice] which
controls the Protectron. Return to the larger factory room to the north and
proceed to the northern end of the room to find a Terminal on the wall with
some useless pre-war chatter. There's also a First Aid Box in a shack nearby.
Once you're done messing around with that, turn west and head around (but not
up) some stairs and search the western end of the factory floor to find a copy
of Tesla Science on a table near a mattress, then loot a nearby Safe [Expert].
Loot, then head upstairs (be wary of a Tripwire along the way!) and kill a
Synth Leader, who guards a Steamer Trunk. Finally head through a chained door
to the south and ride the elavtor to the surface to find another four Synths
have shown up to impede your egress. Three more await you outside of the
factory.

Once you're out of the factory follow the coast south, where you should find
a diner built on a promontory. Loot a Nuka-Cola Machine to find three bottles
of Nuka-Cola and a Nuka Cherry, then search behind the counter to find a floor
Safe [Expert]. Further down the coast you'll find a Mirelurk Queen, just
wandering around out in the open. She'll respawn frequently, too, if hunting
big game catches your fancy. Shortly beyond the Mirelurk Queen you should
find the Museum of Witchcraft, your next destination.

Museum of Witchcraft
--------------------

The front door is locked, so you'll need to circle around to the south-western
side of the building to find a cellar door near a fence. Descend down into the
depths and loot a Tool Box [Novice] to the east before continuing north through
a doorway to see some chunks of a dead Gunner fall through a hole in the
ceiling above you. Gross. Travel to the eastern end of the basement and you'll
find some more dead Gunners. Whatever is mauling these poor bloodthirsty
mercenaries lurks upstairs. You'd have to be crazy to go up and confront
whatever was chewing these hardened mercenaries up.

With that in mind, turn south and head upstairs (after looting an Explosives
Box [Novice] under the stairs) and loot a Tool Box and a First Aid Box, then
go through a door to find a dead Gunner with a Missile Launcher, which
apparently did him no good against whatever preyed on him and his fellows.
Nearby you'll find a display of... well, what good pilgrims used to do to
witches. Gotta protect them youngin's from imaginary threats. Carefully sneak
over to the west to find a Deathclaw, the beast that apparently masticated
the Gunners here. Why did a Deathclaw make its way all the out here to chew
on these poor Gunners? A mystery that remains to be solved.

Put the fearsome foe down then head to the southern end of the building to
find a table with an issue of Grognak the Barbarian on top of it. Follow the
wall west and loot a Toolbox, then turn north to find a Steamer Trunk.
Continue north and enter a bathroom to find a bunch of Deathclaw Eggs, mostly
ruined save for one Pristine Deathclaw Egg. Ah. That explains why the Deathclaw
was here. Poor thing. Loot the corpse of Sergeant Lee and find Sergeant Lee's
Holotape on the floor and give it a listen, which starts the quest "Devil's
Due". Grab the Pristine Deathclaw Egg and contemplate your next move: you can
either finish the delivery of the egg to Diamond City, or you can take the egg
back to its mama.

Lynn Woods
----------

Whichever outcome you want, backtrack to the south and go through some doors
to reach the entrance of the museum, where you'll find a chained door leading
back outside and the "Museum Visitor's Terminal". Once back outside fast-travel
back to Parsons State Insane Asylum and travel north-west to find Lynn Woods.
In the area around the map marker you'll find a Raider Camp dominated by a
large tower. Kill the handful of Raiders around the camp, then climb the tower
(disarm a Tripwire in front of the stairs). Once you reach the top a good
number of Raiders will spawn in the camp below. If you flip a Circuit Breaker
it'll result in two Deathclaws showing up to the fray, which will cause the
Raiders to have a bad day. Of course, then you'll have to deal with some
Deathclaws, so pick your poison. Once all the foes are gone, loot the shacks
near the house to find a Steamer Trunk [Master], a First Aid Box and an
Explosives Box. There's also a mattress with a copy of the Wasteland Survival
Guide on top of it, which is by far the best loot in this area.

That was a fun diversion, but more Deathclaw mayhem awaits. Continue north-west
and follow the quest marker to find the Deathclaw nest, where a Deathclaw
awaits. If you want to do the good thing by reuniting this vicious predator
back with its egg, which will likely grow up into another terror of the
Commonwealth and kill untold people, then approach the nest and return the
egg. The Deathclaw will cover the nest (hooray, teamwork!) and remain neutral.
Looks like you've done good by this monster. Of course, you can always kill
the Deathclaw and head over to Diamond City with the egg, or return the egg,
then steal it back (which provokes the Deathclaw). Whatever you do, be sure
to grab the Deathclaw Guantlet stuck into the ground here, as they're quite
rare. If you value money more than appeasing a monster, make your way to
Diamond City and talk to Wellingham, who will offer to pay you for the egg.
If you didn't return the egg to the Deathclaw earlier, you can haggle for
more money (up to 500 Caps), otherwise you'll get around 100 Caps. However
you managed to offload the egg, this quest is done, but there's still plenty
more to see and kill in the north-east.

REWARD
(For offloading the Deathclaw Egg)
XP 472
Caps 100, or 200 - 500




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Exploring Salem >==O
``-.____________________________________________________[FO-43]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Barter Bobblehead
o Guns and Bullets
o Massachusetts Surgical Journal
o Overdue Book x3
o Reba
o Reba II
o Tales of a Junktown Jerky Vendor
o Wasteland Survival Guide



Sandy Coves Convalescent Home
-----------------------------

Back to the task of exploring the north-east! Fast-travel to the Museum of
Witchcraft and travel north-east to find the Sandy Coves Convalescent Home.
Before you head inside you can head south-east to find some shacks with
various containers in them, including a Safe [Expert] in the one nearer the
water. A third shack can be found on the shore west of Sandy Coves, where a
random encounter may occur. Once those have been explored, head inside the
Convalescent Home.

Inside, approach the front desk to be questioned by the Mr. Handy that's still
busy working as if the world never ended. Say what you will (you can pass a
Speech check to get Gladys's Room Key) then search the nearby Terminal [Novice]
and read the "Lost Safe Key Reminders" entry to find out where all the old
folks hid their safe keys. Sure enough, to the west you'll find six locked
safes that all require keys, although the only contain a few chems each.
Select the entry [ > Security Door Control] to open the door to the west,
beyond which you'll find two First Aid Boxes, a Syringer Rifle and a
Massachusetts Surgical Journal. That's really the best loot you'll find in
this place, but if you don't mind a scavenger hunt, you can still score some
more mundane goodies. Check out the junk in the Book Return Machine back to
the east, then turn north and pick the locked door [Novice] to a bathroom,
beyond which you'll find two Stimpaks, some Jet and a First Aid Box. Once
done, head down a hallway to the north.


o===============================o===============o=======o
| Item | Cost |Number |
o===============================o===============o=======o
| Sugar Bombs | 28 Tokens | 4 |
|-------------------------------|---------------|-------|
| Toy Car | 10 Tokens | 1 |
|-------------------------------|---------------|-------|
| Clean Dog Bowl | 4 Tokens | 2 |
|-------------------------------|---------------|-------|
| Toy Alien | 10 Tokens | 1 |
|-------------------------------|---------------|-------|
| Kickball | 2 Tokens | 5 |
|-------------------------------|---------------|-------|
| Chalk | 4 Tokens | 4 |
o===============================o===============o=======o


Head into the first room to the east and loot a Footlocker near the bed,
then grab Mortimer's Key on a shelf along the eastern wall. In the second
room to the east you'll find a hole in the wall to the north, which leads
to another room, which you can exit to return to the hallway to get around
some rubble blocking the way. Continue north a short distance and the hallway
will fork. Turn east and go into the room to the north and search under some
fertilizer to find Margaret's Safe Key. In the bathroom of this room you can
also find an Overdue Book and a First Aid Box.

Make your way back into the hallway again and continue west to find more rooms
to the north. The first room you'll come across has collapsed, but the rubble
forms a ramp to a room upstairs. Ascend the ramp and turn west to find three
cat bowls on the ground, under the middle one you'll find Catherine's Key.
Return down the ramp and continue down the hallway to the west and enter the
next room to the north to find Edward's Key on a desk near a Typewriter.
There's also an Overdue Book on the Dresser nearby, while a second one can be
found on the floor near the bed.

Return to the hallway yet again, then venture further west and ascend some
stairs to the north. Once upstairs head down a hallway to the east (watch the
hole in the floor!) and enter Gladys's Room [Novice]. Gladys must have been...
some kind of a patriot judging by the decorations in her room. She was also a
nut, given the Frag Grenades on the floor near the bed. There's also a Tunk
full of goodies worth plundering. Leave the room and head down the hallway to
the east, but ignore the rooms to the north and south and instead head down a
hallway to the south. Maneuver around the hole in the floor and enter a room
to the east, where you can find Ethel's Safe Key on a Surgical Trail on the
ground, under a Paintbrush. Next make your way through two holes in the wall
to the south to reach another room and search the bed to find Randall's Safe
Key behind a pillow.

When you return to the hallway again, continue down the hallway and you'll
hear some more visitors arrive. Unfortunately the new guests happen to be
Synths, and they don't play well with the existing robots. They won't be very
fond of you if they find you, either. Kill them and return back down to the
lobby, now that you have all the keys, and open the safes behind the counter.

Rook Family House
-----------------

Leave the Convalescent Home and continue following the coast north-east.
Nearby is the map marker for Salem, but you'll get a fine excuse to explore
it shortly. Instead, kill any Mirelurks you happen to come across until you
see an unassuming house on a hill. As you approach, a man named Barney Rook
will yell at you about some Mirelurks before opening a gate. Head through the
gate, into the hatch and use a metal trapdoor under some stairs to reach the
Basement, where Barney will be waiting. He'll school you on Mirelurks,
introduce his gun, Reba, and talk about the many hats he wears as the only
apparent survivor of the Salem Volunteer Militia. After this he'll whine
about Mirelurks, who you've apparently roused, and will instruct you to
reactivate some turrets. Haggle for a reward and he'll promise to give you
Reba's younger sister, and who can turn down a unique weapon? For a more
immediate reward, search a desk to the south to find a copy of Guns and Bullets,
just waiting to pass on its murderous knowledge to you. Yum.

At the very least, this provides you with a better excuse to explore Salem,
around which the turrets have been erected. Anywho, time for a scavenger hunt!
From the Rook Family House head south to find a brick building with some wooden
ramps leading to the roof. Climb up to the roof and kill any Mirelurks up here,
then jump over the ruined wall of a white brick building. From here head up
some stairs to the south-west to find a Terminal with a Bottlecap Mine nearby.
Grab the mine, then interact with the Terminal, enter the password and power up
the turret. One down, four to go. Head back downstairs and go through a hole in
the wall to the south-east, then turn south-west to find the second Terminal
and turret.

After the second terminal is up and running, jump off the roof near the turret
and behold a church to the south-west. Circle around the church to the entrance,
then head across the street to find turret and Terminal number three. Once done,
head into the church, head up to the podium, and go up some stairs at the back
of the church to reach the church tower, upon which you'll find the fourth
terminal. Leave the church and head north around the church to find some
stalls, wherein you can find a bit of unimpressive loot. Cross the street to
find the green front of an otherwise white brick building, whereupon you can
find the final turret. Climb some stairs along the side of the building to
reach the Terminal, stopping only to loot a Fat Man on a shelf nearby. You can
also find a Safe [Master] behind the counter downstairs.

Once you've activated the fifth turret, return to Barney, who is almost a
little too happy... but it's hard to fault a man for enjoying the comfort of
extra defenses when giant crabs are trying to kill you. He'll give you Barney's
Key as a reward, with which you can open the blue door nearby and obtain
Reba II, the gun he promised you. Be sure to grab the issue of Guns and Bullets
before you leave, thoroughly loot the place, then murder Barney if you're a
sociopath and claim the original Reba. There's not much of a point, however,
as Reba doesn't have a legendary property, like Reba II does.

REWARD
(For reactivating Salem's defenses)
XP 413
Item Barney's Key


Crater House
------------

Well, Salem is secure, it's time to move on. Follow the coast south from
Salem and eventually you'll come across the Crater House map marker. The house
part is debatable, but the crater is apparent enough, this radioactive crater
is occupied by Children of Atom, who will further irradiate you with their
Gamma Guns. A Hazmat suit will make this fight trivial, but as long as you're
careful or willing to pop some RadAway you'll be fine. Murder the cultists,
then search their shacks for some scanty loot. In a shack to the south-east
you can find a Trunk full of goodies and a Terminal [Novice] that talks about
some tower nearby, which the crazy cultists seems a little too interested in.
Probably should check that out, especially the bit about "heretics shall be
made to participate in the Great Division". In the south-western shack you can
find an Ammo Box and a Safe [Expert]. To get the best loot in this place you'll
need to head to the ground level and enter a shack on the north-western edge of
the crater, just outside of the water. In this shack you'll find a table, with
a copy of the Wasteland Survival Guide on top. Score.

Kingsport Lighthouse
--------------------

Leave the crater and continue following the coast south and you should shortly
see the tower in the distance the cultists talked about on their terminal.
Approach to discover the Kingsport Lighthouse map marker, an area which
consists of a house on a hill near the lighthouse. The house is occupied by
some more Atom cultists who will do their best to introduce you to Atom using
their Gamma Gun. Exterminate them, then head into the tower, where more
Children of Atom can be found. Ascend the tower and exterminate every humanoid
you find until you reach the top, where a Glowing One feasts on the corpse of
one of the cult's unfortunate victims. Undo the latch and extinguish the
Glowing One, then loot a Steamer Trunk and pick a Mini-Nuke off the ground
before heading down to the bottom of the tower and activating a Workshop. If
you've been following the guide, there's only one more settlement left to
claim. Fortunately, Kingsport Lighthouse is a fairly generous location, aside
from the useless cliffs and the house, there's still enough room to build and
plenty of settlement size to play around with.

Longneck Lukowski's Cannery
---------------------------

Develop your new settlement as you wish, then get back on the trail. The
trail of what, you might ask? Of completionism, that's what! Follow the coast
west until you find Longneck Lukowski's Cannery, which may have been marked
for you during a random encounter with a poor settler whose tummy was
suffering after purchasing some grub from this place. Maybe he just had a
weak stomach? In any event, it's worth exploring, if for no better reason
than because... well, it's there.

Before you head inside, circle around to the eastern end of the building to
find some stairs up to the roof, then head up another flight of stairs to
reach a locked room [Novice] atop the roof. Pick the lock to find some crafting
components and Nuka-Cola beyond, as well as a Safe [Expert]. Once this place is
looted, simply walk off the roof to the west and head inside via some blue
double-doors.

Inside the factory you'll find a lady in a Vault suit named Trader Rylee
arguing with Theodore Collins. After they're done, talk to Theodore first,
as Rylee will storm out of the factory. Ask him about "People getting sick?"
and he'll try to talk down the grossness of his meat. Keep pressing him on
the issue and he'll admit that some Mole Rats are the cause of the problem,
a problem you can help solve. Offer to do so and he'll give you 50 Caps up
front and the quest "Mystery Meat" will start.

Warning: Do not talk to Trader Rylee before talking to Theodore Collins, as it
-------- will cause the dialogue option to start this quest to not appear. You
can still clear the place out and trigger the quest later, but... well,
why not just do things the right way?

Before you wander off in search of filthy Mole Rats, leave the factory and talk
to Trader Rylee, who will tell you how Theodore got this factory running a while
back, and has been distributing the stuff to various traders. Unfortunately, the
crap has been making people sick, and she'll complain about Theodore some more
before pushing her wares on you. Ask her about her Vault suit and she'll mark
Vault 81 on your map (who comes all the way out here before going to Diamond
City, though?). At this point you can ask her to work for you, which she'll do
if you merely ask her. It's worth doing if you have a Trading Emporium built at
a settlement, as she's a top-notch trader.

After you're done dealing with Rylee head back inside the factory and get to
exploring the factory floor. There's a good bit of junk you can pocket, but for
the good stuff head up some stairs south of the conveyor belts, then turn west,
then north up another two flights of stairs until you find some double doors.
Enter the elevated shelter beyond to find a Terminal [Novice] which unlocks a
nearby Security Door, beyond which you'll find... a random gun. More interesting
loot can be found if you continue west, then south until the structure
terminates near a desk. On the desk you'll find an copy of Tales of a Junktown
Jerky Vendor and the Barter Bobblehead atop a ruined terminal. There's also a
Steamer Trunk nearby, as if the loot within can compare. This should be - if
you're following this guide - the final Bobblehead in the game.


Trophy: ...They're Action Figures
---------------------------------


Leave this elevated structure and make your way to the southern end of the
building (go up some stairs or walk across the conveyor belt) to find an
elevator leading down into the bowels of the structure, from whence the Mole
Rat infestation emanates. Ride the elevator down and you'll hear an
announcement over the loudspeaker: Theodore screwed you. What a jerk! Oh well,
now you have no choice but to fight your way through all the Mole Rats to get
back to Theodore. Get off the elevator and continue west to find a Terminal,
where Theodore has kept some logs. Seems Mole Rats were more of a boon than a
burden to him, and the real problem he's been facing (aside from unreliable
pre-war tech) was... Ghouls. Eww... Use the terminal to open some nearby doors,
beyond which is a yellow gate, and beyond that are some Ghouls playing dead.

Clear out the Ghouls in this first room, then head through a hole in the wall
to the west, where more Ghouls lurk. Exterminate them, then cross some pipes to
the south and continue west. Follow the linear tunnel until you reach another
watery chamber, whereupon you should do yourself a favor and use V.A.T.S. to
clear out any Ghouls hiding in the water. Once done, proceed to the north, into
a hallway and shortly thereafter into a small chamber with some stairs leading
down into water. Ghoul-filled water. Kill the shufflers, pop some Rad-X, and
enter the water, turning north into a large pipe that'll shortly fork. Kill the
Ghouls in the dead-end to the north and further down the pipe to the east, then
head down a passage to the south to reach another flooded chamber where more
Ghouls lurk. Kill them, but be weary, as a Glowing One lurks on the ledge above
and will work its way downstairs to reach you. Once they're all dead ascend
the stairs out of the water and breath a sigh of relief. Glowing Ones are
always the bosses of Ghoul packs, so that should mean you're done, right?

Not so much. Make your way east and loot a Duffle Bag, then turn south down
a winding passage that deposits you at the top of some stairs leading down to
another watery chamber where more Ghouls are soaking. Teach the Ghouls - which
includes another Glowing One - a lesson about skinny-dipping in other people's
water, then wade through the foul water to the south to find... more tunnels!
Go up some stairs and you'll reach an elevated makeshift walkway connecting to
a metal walkway. The north-western path leads to a turret busily guarding a
dead-end, while the eastern path leads to a small room with some machinery
containing a Fusion Core, just be wary of the Frag Mine nearby.

Navigate your way through a room full of machinery, then onto a large walkway
leading sound. You can disarm a Laser Tripwire connected to a Makeshift
Explosive to the east, but it just leads to an earlier part of the basement,
which you don't need to re-explore. Continue south and disable another Laser
Tripwire, beyond which are two more explosives to navigate. After these
obstacles you'll reach some stairs, loot an Ammo Box to the east, then head
up the stairs to reach a chamber where you can score a First Aid Box [Novice]
and a Duffle Bag on a metal shelf. Loot, then head upstairs and deactivate a
turret to reach a room where you'll find the disgusting - but not unexpected -
proof of what meat has really been going into Theodore's product. Loot an Ammo
Box on a cabinet, then go through a chained door to the north.

Theodore will speak to you when you reach the factory again and will decide
that you must die for learning his secret. To facilitate this, he's hiding out
where the Bobblehead was earlier, you just need to ascend the factory steps and
kill him. Unfortunately, the coward has collapsed the stairs that lead up
there, so you'll have to climb up the conveyor belt, then run north along
another conveyor belt on the western side of the factory. Drop down onto the
intact part of the walkway below and proceed to where Theodore is hiding. Kill
him, and any of his robots that get in the way to end the quest. Be sure to
grab the Longneck Lukowski Key off of him, then leave the factory.

REWARD
(For solving the mystery of the meat)
XP 236

Lynn Pier Parking
-----------------

From the factory head south-west to find Lynn Pier Parking, which is not a
terribly interesting location. You can often find some bug or another crawling
around outside, but otherwise, it's not very interesting. It does, however,
serve as a good launching point for the next - and final - bout of exploration
in the north-east.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Exploring Nahant >==O
``-.____________________________________________________[FO-44]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Eddie Winter Holotape 5
o U.S. Covert Operations Manual
o Wasteland Survival Guide 5


From Lynn Pier Parking head south, then south-east across a causeway to reach
a barge full of military vehicles, construction vehicles and a shipping crate.
There's also a leveled Assaultron here, and if it's an Assaultron Dominator,
you could be in for quite a fight. Once the bots are dead, explore the
south-eastern end of the barge to find an APC, inside of which there's an Ammo
Box and a Wooden Crate. Next, maneuver around a forklift and between some
shipping crates to find a blue shipping crate at the end of the barge, inside
of which you'll find a suit of Power Armor behind a Security Gate [Advanced].
There's also an Ammo Box here.

Store your newfound Power Armor if you must, but return here when done. From
the barge head south-west to return to the road connecting Nahant to the
mainland and turn east to find a diner. This place isn't very interesting in
itself, although there is a Power Armor Station nearby, and if you climb on
top of a truck be nearby you can find a collapsed metal tower that will take
you to the roof, where you can find a gun near a mattress.

Croup Manor
-----------

Continue east along the shore to find Croup Manor, the last settlement in the
game. It's a fairly simple location, as far as settlements go, just kill the
Ghouls loitering around outside, then head into the manor and go upstairs,
where two leveled Ghouls lurk. Kill them and unlock a white door [Novice] to
find an already open safe. To the east is a Desk [Novice] which holds the
"Croup Bedroom Key". Make your way up to the third floor and go through
another locked door [Advanced] to find the biggest and baddest of the Ghouls
here - a leveled Glowing One. Yikes. Kill it and loot a Dresser to find the
"Croup Basement Key". Descend down to the basement [Master] and head on inside
to find three more leveled Ghouls. Once they've been pacified, look around to
find the body of Theodore Croup, who was rewarded by his feral family with
death for trying to teach them how to be proper Croup socialites again. Oh
well. Loot the area to find a Steamer Trunk and a Safe [Advanced]. Once you've
explored the basement and killed all the Ghouls in and around the manor,
activate the Workshop along the western end of the building to claim this
place as a settlement.

Nahant Chapel
-------------

From Croup Manor head downhill to the south to find a road running east
through the middle of Nahant, which you should follow as well. Be wary as
you go, though, as a random encounter can occur here. Deal with whatever
random nonsense the game throws at you and eventually you'll spot a church -
Nahant Chapel - alongside the road. Behind the chapel you might just encounter
a Mirelurk Queen, which is always fun. Put the beast down, then head into the
chapel and make your way to the second floor to find a Steamer Trunk waiting
to be looted. You can also find another Steamer Trunk in a house across the
street (south-west) from the Nahant Chapel.

Nahant Oceanological Society
----------------------------

Leave Nahant Chapel and follow the road south-east to find Nahant Oceanological
Society, which is divided into two structures. Head into the typical-looking
house and in the first room to find a Research Terminal [Novice] which contains
some pre-war correspondence on it. Make your way east through some doors and
into a larger room, from which you can turn north to find a bathroom, in which
is a First Aid Box [Novice] and a Mirror you can loot. Loot and leave, then
head east through some white double doors to reach another room, where you can
find a copy of the Wasteland Survival Guide on a desk in the corner. Score.
Return to the previous room and go upstairs to find an office full of
components to loot. Go through a door [Expert] beyond which is a Steamer
Trunk, a Duffle Bag and a wall Safe [Advanced] behind a desk. Once that's
looted, drop down a hole in the floor to the south, then go through a while
door to the east to reach the back of the building. From here continue
south-east to find the red door [Novice] of a shack, inside of which you can
find some components and an Ammo Box.

Nahant Oceanological Research Lab
---------------------------------

Return to the front of the building and make your way south-west to reach
the Nahant Oceanological Research Lab. Near the door you'll find a Steamer
Trunk [Master], across from which is a ramp leading down to the partially
flooded bottom floor, where a Mr. Handy will be engaged by a Mirelurk. Kill
the crab, then loot some shelves to find an Ammo Box and a Toolbox. Another
Ammo Box can be found on some nearby Cabinets. To the west is a Research
Terminal which confirms that humanity didn't really need nuclear bombs to
turn the world into an irradiated hell-hole. It also contains a note about
the keys to this place, which may have been left on a boat. How did any of
these boats survive so long? Pretty sure no vessel would remain sea-worthy
for 200 years. Oh well, loot a wall Safe [Expert] nearby if you can, then
find a First Aid Box [Novice] to the south-west, as well as an Ammo Box
on the shelves nearby.

There's one last thing you can do here, although whether you need to bother
is rather dubious. Leave the Nahant Oceanological Research Lab and head down
a slope to the east to reach the sea. A number of Mirelurks are nesting here,
and you'll have to deal with them and their hatchlings. Off in the distance
to the south-east you can see a capsized boat fighting a losing battle against
the water. Make your way there and kill any crabbies that decide to challenge
you. In the cabin of the ship you'll find a Toolbox, inside of which is Casey's
Key, which opens the locked [Expert] door to the upstairs office in the Nahant
Oceanological Society house.

Nahant Sheriff's Department
---------------------------

Whew! Almost done now, just a few more places to visit. Travel west along the
southern shore of Nahant across the entire island until you discover two areas
pretty much on top of each other: Nahant Sheriff's Department and Nahant Wharf.
In the Nahant Sheriff's Department you can find a random encounter on the
bottom floor, and on the top floor you'll find the "Nahant Sheriff Evidence
Terminal". Use the terminal to access the "Winter Holotape Logs", then turn
east to find Eddie Winter Holotape 5 on a short Filing Cabinet.

Libertalia
----------

Continue south past the dockside warehouses to reach Nahant Wharf, where, if
you look south into the sea you should see many boats linked together by
walkways, which together forms a lengthy, Raider-filled stronghold culminating
at the large, capsized ship, the Libertalia. This ship is your goal, you'll
just have to fight through the Raiders on the linked ships to get there.

Start out by crossing a narrow pontoon bridge to the south to reach the first
barge, which is occupied by several Raiders. In the house to the east you'll
find a cage door [Expert], behind which are two Ammo Boxes, a Chem Box, a
Wooden Crate and a Safe [Advanced]. There's also a First Aid Box in a small
room to the south-east. Once all that's yours, loot the western shack to find
a Safe [Advanced], return outside and go up some stairs to the west, which
will eventually take you onto a walkway that leads - eventually - to a small
red boat. Loot the cabin to find a Wooden Crate, then the roof of said cabin
to find an Ammo Box.

Continue on until the path splits, at which point ignore the south-western
bridge and travel south-east. Loot a First Aid Box along the way before
eventually reaching another small boat, on which you can find a Toolbox, a
Wooden Crate and a Safe [Expert] in the cabin and an Ammo Box on a chair on
top of the ship. Loot, then backtrack to where the path split and follow the
south-western path onto a half-sunken ship. Loot the cabin to find a First Aid
Box, a Duffle Bag and a Tool Case, then plunder a Wooden Crate on the roof
before heading south onto another ship. The cabin here is locked behind a red
door [Advanced], behind which lurks a Chem Box, a Toolbox and a Wooden Crate.

Next make your way west onto a larger ship where more Raiders lurk. Kill them
and loot the bottom floor of the interior to find a Duffle Bag. Go up a metal
flight of stairs and enter the second floor of the boat's interior to find a
Wooden Crate, then go up some more stairs (looting a Wooden Crate under the
first set of wooden stairs you ascend) to find a third Wooden Crate and a Safe
[Advanced] on the roof. Return downstairs to the second level of the boat and
make your way to the southern end of the ship. From here if you turn south-east
you'll find a small tower you can jump into, which contains a Safe [Advanced]
and a Terminal [Advanced], the latter of which you can use to open the former,
manipulate the turrets ahead, and turn off annoying spotlights. Good stuff.

Jump back onto the large boat and follow a wooden walkway south-west over a
smaller white boat. Drop down onto it and loot the cabin to score a Duffle Bag
and a Wooden Crate, then continue south-west onto another boat, whose cabin
hides a First Aid Box. Go up some stairs, then down a plank and across a
floating wooden walkway to the south-east to reach another capsized ship.
Search the flooded cabin to find a Wooden Crate, then continue south across a
walkway until it splits, at which point continue south-east until it splits...
again!

At this second fork, if you go south-west you'll reach not-quite-dry-land near
Nordhagen Beach, but that's not where you want to go right now, so head east
instead and follow the winding walkway to reach a solid docking structure to
which the Libertalia is still moored. Cross to a barge to the north, loot a
wooden crate and deal with a turret, then continue north, north-east along a
ridiculously narrow walkway. Lazy Raiders! When you reach a small pontoon turn
south-east and enter a Raider shack to find two Ammo Boxes and a Wooden Crate.

Next stop is a trash-covered barge to the east. The cabin here contains an Ammo
Box and a First Aid Box, but to continue on you'll need to climb some stairs,
get on a lift, and press a button to carry yourself to the Libertalia. Or you
could just swim, although that's less dignified, don't you think? Kill the
Raiders on the exterior of the Libertalia that present themselves, then head
south-west to find a Toolbox, a Chem Box and a Wooden Crate. Once sated,
backtrack and climb some wooden stairs to the next level, clear it, then
continue south-west up to the third level.

From the stairs leading up to this floor, head around another flight of stairs
going up and go north-west. Ignore a metal structure you can enter and instead
go around it to reach some wooden railing. At this point turn south-east, then
north-west onto a jutting platform which ends with a chair and table, upon
which you'll find a U.S. Covert Operations Manual. Return back into the
structure to the south-east until you reach some rooms, in one of which is a
Safe [Advanced]. Backtrack to the south-western end of this level and head up
the stairs you ignored earlier to reach the fourth floor. Here you can find an
Ammo Box and a Wooden Crate to the south, and another wooden crate across the
level to the north-east, and a whole lot of liquor in the middle. Grab what you
will, then head through a door to the south-east to reach the Captain's Cabin.

Captain's Cabin
---------------

From the entrance to this area head up some stairs to the south to find the
unique shotgun Le Fusil Terribles on a Wooden Crate. Nice. Head east into a
small room with a Safe [Novice] and "Wire's Terminal" [Novice], which discusses
the fall from grace of a band of Minutemen. Continue up past where the Le
Fusil Terribles was and plunder a First Aid Box before turning a corner and
looting a Tool Case [Novice] on a shelf. Once done, climb a nearby ladder to
reach the top of the boat, where the leader of these Raiders - wearing Power
Armor - dwells. Kill them, and their lackeys, then loot a Steamer Trunk in a
green structure to the north-west. And with that, you're done exploring the
north-east. It's finally time to continue with the main story.

Did You Know?: In Fallout 3 there was a unique shotgun called "The Terrible
-------------- Shotgun". The Le Fusil Terribles translated into "The Terrible
Rifle", but since the weapon type is a shotgun... yeah, it's
one of the very few weapons to make its way from Fallout 3 to
Fallout 4.




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O==< Getting A Clue >==O
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Getting a Clue
--------------

Go ahead and head back to Diamond City to meet Nick at his office. Ellie
will greet him once you walk in. You can talk to Ellie afterward. Ask for
your payment to receive the money you were promised earlier (however much
you agreed upon in your negotiations) along with a bonus: a Faded Trenchcoat
and a Worn Fedora. You can dress up just like Nick now if you so wished.
Go ahead and sit down at Nick's Desk and tell him your story. Pick whatever
options you wish here: you will eventually ask about potential enemies. When
you can, describe your attacker (the man who killed your spouse) to learn of
a possible match: Kellogg. Nick has a file on him and says he actually has a
house in town. Sounds like a lead! Go ahead and leave the office with Nick.

REWARD
(For tracking down Nick for Ellie)
Caps 100 - 200
Item Worn Fedora
Faded Trenchcoat

On your way to the house, Nick will confide to you that this modus operandi
seems exactly like Kellogg. Follow him as he leads you to Kellogg's house,
which is locked [Master]. If at this stage in the game you somehow still
can't pick these grades of lock (for shame!) you still have other options.
Nick will point out the lift to the Mayor's Office and ask you to go see
about getting a key...

Go ahead and travel to the Mayor's Office via the lift. If you want to pass
a speech check, go ahead and save and put on Charisma gear if you need to.
When you get up there, you can see Piper hassling the secretary about the
couriers the Mayor has been seeing. You can pass a speech check with Piper
here to see what she is up to, which is good XP, after which she'll leave.
Afterwards talk to Geneva and ask about locked-up houses and she'll tell
you that Kellogg's house has been seized. You can pass a hard check to get
the key (or a moderate one, if you play the "my baby's been stolen!" card),
or you can bribe her for 250 Caps.

If diplomacy isn't you thing, however, there are two more way to get the key,
and both involve theft. If you wish, wait until night and the only people to
bother you up here will be a security guard who is pacing around. What you
need to do is sneak and make sure you are hidden, then you can steal from the
secretary's desk (it is a [Novice] lock) and inside you will find "Kellogg's
House Key". Very nice. You have another option as well. Past the secretary's
desk is a room with the Mayor's computer terminal. You can again sneak, make
sure you are hidden, and then hack the [Novice] terminal. Once you get in
you can see his emails and notes, as well as unlock the safe to the left.
Optionally you can also just pick the safe yourself if you can get through
the [Advanced] lock. Either way, a second copy of the "Kellogg's House Key"
is in the safe.

Once you have the key, head back to Nick and use it to open the door. The
place is pretty small, but loot whatever you can. You'll need to find a button
in here, which is underneath the desk, so go ahead and push it to open up a
nearby room that you can enter. Go ahead and loot the many great items here.
In particular note the cigar on the table: "San Francisco Sunlight". Pick it
up and continue to loot the place. After awhile, Nick will want to talk with
you, so talk with him and suggest that Dogmeat might be able to help. Nick
agrees and will ask if you want his help or not. You can choose to tell him
to "Come with me" to recruit him as a companion. It's a good idea to bring
him along with you for now so you can raise his disposition as a companion
in the upcoming quests, perhaps unlocking his companion quest "Long Time
Coming".

All that is left now is to head out of the house and give Dogmeat the scent.
He will be off on the trail, officially completing this (rather short) quest
and starting the next main story quest, "Reunions". If you didn't have Dogmeat
with you at the time, he'll be waiting outside for you when you leave... but
that can wait for a bit. If you remember from a few minutes ago, Ellie
suggested that Nick take on a new partner, which officially allowed you to
start messing around with Nick's cases, whether he likes it or not! Now's as
good a time as any to do these.

The Disappearing Act
--------------------

Return to the Valentine Detective Agency and search a desk in the corner for
the "Earl Sterling Case File". Ellie and Nick will both comment on the case
at this time and shortly afterwards the quest will appear. Your first objective
is to find a key to Earl Sterling's House. The first, and simplest option is to
just pick the door to Earl Sterling's House, as it is a [Novice] lock and won't
pose a great challenge. Still, the Dugout Inn is worth visiting for
information, if nothing else. The person who reported the disappearance,
Vadim Bobrov of the Dugout Inn, should be your first contact so lets head over
to the Dugout Inn. Be sure to change into your Charisma gear for this quest as
well as some speech checks lie ahead.

At the Dugout Inn, don't talk to Vadim if you plan to pick Earl's House door,
but if you don't care about the minor [Novice] pick XP you can talk to him
about Earl's disappearance to learn a bit about him and gain "Earl Sterling's
House Key". There are also two people here you should really talk to: Vadim's
brother Yefim and Scarlett, as both of them have a moderate speech check for
you to pass. They each also mention the Mega Surgery Center and how Earl
wanted to get a new face, thinking that would help him out with his women
problems.

After passing those two speech check, leave the bar and head to Earl's House
nearby. Once you are in you can loot anything, but the best thing here is the
Duffle Bag upstairs. What you are looking for is a clue as to what happened
to Earl, which you can find if you check on the lower floor by the couch,
where you will find a folder and the "Surgery Receipt". If you happen to
have Nick with you, he will find it himself after talking for awhile and
will call you over. It seems Yefim and Scarlett were right.

Head to the Mega Surgery Center and talk to Doctor Sun, who is always outside.
Stay in your Charisma gear and save during the conversation, as there are
several speech checks you can pass here. First ask him about the receipt (a
moderate speech check) to learn that he doesn't think the work was ever done.
Ask about Doctor Crocker next (another moderate speech check) and he'll reply
he is likely in the cellar. Finally, you can choose to tell Dr. Sun you need
in the cellar. You don't ned to do this as you can pick our way in, but if
you want to you can either pass one of two moderate speech checks or just
bribe him with 100 Caps. Barring all of that, you can just choose to pick
the [Advanced] lock on the cellar.

The cellar is in the corner of this medicine shop. You can check the
bloodstain nearby to get your protagonist to muse about the obvious, after
which go ahead and enter the cellar. Once you do you will see what happened
right away... Crocker has botched the operation and subsequently butchered
the patient! Oh wow... go ahead and quicksave again, then talk to Crocker
and you will have several options. You can either choose one of the moderate
speech checks to arrest him or have him end this peacefully, or you could
just take him out violently. The speech checks are the way to go (for the XP),
but no matter what you pick Crocker decides to "fix things" himself and
makes his problems go away.

Dr. Sun comes down shortly afterwards to see what happened. You can chat
with him a bit and then he'll tell you he will contact security to inform
them. Your job is now essentially done. Note that you can loot the bodies
here and obtain duplicate keys (another copy of "Earl Sterling's House Key"
and the "Surgery Cellar Key"). Leave the cellar now and go report back to
Ellie to finish the quest and gain your 200 Cap reward.

REWARD
(For finding out what happened to Earl Sterling)
XP 325
Caps 202



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O==< Reunions >==O
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***IMPORTANT ITEMS IN THIS AREA***

o Energy Weapons Bobblehead
o Guns and Bullets
o Kellogg's Outfit
o Kellogg's Pistol
o RobCo Fun
o U.S. Covert Operations Manual


With that bit of business done in Diamond City, it's time to find Dogmeat
outside of Kellogg's House. Get him to sniff the cigar, then follow him out
of Diamond City. This officially ends "Getting A Clue" and begins "Reunions".

REWARD
(For getting a clue)
XP 286

The Cigar Trail
---------------

Dogmeat will lead you south-west to an over-turned chair near a pond where a
certain cigar can be found. Interact with it to "provide a clue" and Dogmeat
will continue, heading west. Keep following him along some railroad tracks,
disposing of some Mole Rats along the way, and eventually he'll lead you down
some stairs and show you the scene of a battle. Here you'll find two bodies
you can loot as well as a broken turret. The "clue" you are looking for here
is the "bloodied bandages", which is by the door leading up the nearby stairs
to the north. Pick them up and Dogmeat will be on the trail again.

Continue up the stairs with Dogmeat and follow him along more railroad tracks.
Kill a group of Feral Mongrels as you go, then further on dispatch a Stunted
Yao Guai. Eventually you'll reach a Waystation (south of Oberland Station,
you've been here before). Dogmeat will lead you into a metal building and
down some stairs. Disarm the Can Chimes at the bottom, then continue into a
tunnel and follow Dogmeat to another chair with a bottle of Gwinnett Stout
nearby, which is the next clue you need.

Catch up with Dogmeat now as he heads south, south-west out of the tunnel
area and onto a bridge. Here you will be ambushed by Ghouls, so be ready to
kill them as they reveal themselves. Past the bridge Dogmeat will turn west
(you are by Forest Grove Marsh by the way - the Ghoul town, which figures...).
Follow Dogmeat as he will eventually lead you to a destroyed Assaultron. Talk
to the cyborg for info, learning that it was also tracking Kellogg and you
are on the right track. Loot the place and continue on.

Follow Dogmeat as he continues west, then up a road to the north. He'll
eventually head off-road and uphill to the north-west, then west. When you
reach a fence, grab some more "Bloodied Bandages", but you can also search
the nearby sign for a clue. It appears that your mercenary has hidden in Ft.
Hagen. Dogmeat will soon stop at a blocked-up door, barking fiercely. Talk
to him to confirm this is your destination and he will now leave, if he's
not your legitimate companion. Since you should have Nick with you, bid Dogmeat
adieu (if you have Nick as a companion), as his job in tracking Kellogg is over.

Now... to find a way in. Head around the building (follow the walls to the back
side) and you'll see a ramp heading up to the roof. Be careful here, as you
will come across turrets set up to stop us. Take them out tactically with
hit-and-run VATS hits until they are destroyed (Nick makes a great distraction,
by the way). Head up to the roof and continue following the path, taking down
the turrets you find until you come to a hatch in the roof that lets you enter
Ft. Hagen itself properly.

Fort Hagen
----------

As soon as you enter, go into sneak mode and be ready to fight. You are going
to face several Synth enemies here. There are also turrets in this area, to
the west and the northeast room, so be careful of them and get ready to take
them out as well. After taking out all the Synth enemies and turrets you can
explore a bit. There is a bathroom back near where you entered that has a
[Novice] lock for some health items. There is also an Ammo Box near a turret
with a [Novice] lock. The most important thing here however is the copy of
Guns And Bullets in the corner break room room. It is on the corner of the
table, so be sure to grab it. Can't complain about that!

Once you are done looting, you need to head to the west to find the stairs
downwards (it was guarded by a turret). Head down and you will see a
Protectron being charged with a locked terminal nearby (it is a [Novice]
terminal).


(-NOTE-) Nick Valentine is very handy with with hacking... as you may have
suspected of the Synth Detective. He can unlock any terminal for you
that isn't a [Master] Terminal, but you won't get any XP if you rely
on Nick.


Go ahead and activate the Protectron for some help down in this area. He will
start to head east and will get in a fight with some Synths. Be sure to beat
him there if you want the extra XP from killing them yourself. Our goal once
again is to take out every enemy on the floor and then we'll go over what
goodies there are to find. You should warn you though: there is a mine on the
way to the south-west (by the big red pipe). You will have to make your way
around to the south-west (and west) to continue through this area. Watch out
for a turret as you go (it will be on your right as you enter a new room).
Past that is a hole in the wall you can follow to come upon more Synths.

This room is actually noteworthy, for enemies and loot. It is a long room with
a mine nearby that you should enter VATS with and target to destroy. You'll
have to kill the leveled Synth behind the pillar as well as the Laser Turret
behind him. After this battle you should have cleared out all of the enemies
on the floor, which means it is time to raid the place! This long room has
an Army Trunk with a ton of ammo you can grab. There is also an [Advanced]
Terminal in the middle of the room, which is used to control the turret. It
also unlocks the Army Door nearby, so be sure to use it or have Nick do it
if you can't. Once the door is opened, you can enter it for some goodies as
well as a [Novice] ammo box locked inside. Not too bad!

After that, unlock the chained door nearby and activate the elevator. Do not
take the elevator quite yet (you will in a second), but go through the chained
door and on the right in the room with the radio is a [Novice] locked suitcase
you can open. Now feel free to explore this floor. Note-able things here
include the Chemistry Station in the south-east corner and the bathroom in the
middle of the area with a First Aid Box. There is also a bunch of workstation
cubby areas in the north-east corner that you should visit. In one of them you
can find a Bobby Pin box and an [Advanced] safe with some decent stuff.

Now, if you noticed earlier, you have a path choice here: take the elevator or
keep going down the stairs by the Protectron Charging Station. This is a false
choice though: you have to take the elevator, but there's some goodies to be
found down the stairs so head down them first. On the way down the stairs
you'll come across a [Novice] locked toolbox, but at the end of the path
you'll reach a chained door and a Commonwealth Exit. Now, if you want to
you can leave this area and end up back outside, but just to the north is a
"save room" with a bunch of good stuff and a Chemistry Station. That is if
you haven't found it already for playing around outside.

Head back to the elevator and take it down now. Once you exit you can unlock
the door on the left which leads back to the stair area you were just at (a
nice shortcut). Down the hallway is a Machine Gun Turret. If you can, snipe
it and stay in stealth for that critical bonus. If you take it out, there's a
good chance some Synths will come to investigate. There are two of them back
there, so kill whoever shows up (you may not get two of them - you may only
get one). As you head down the hallway though, watch out for an electric trap
on the right wall that will send out several shocks to the area. Back up and
wait it out. As you continue, note that the left side of this area has an Armor
and Weapon Crafting benches so use them if you wish. Head forward and head
down the stairs you'll find.

We'll actually get a call from Kellogg at this point. He nows what you are here
for. Heh. Watch out for the electric trap after opening the door (back away
and wait it out). This small intersection coming up has a bunch of good stuff,
such as Pulse Grenades , a first aid kit, and a [Novice] ammo lock. The right
path is very dark, but only has some lockers. Go loot as you wish and head down
the stairs, taking out the turret at the bottom of the stairs. You are now
going to load into the "Fort Hagen Command Center", which is our final
destination.

Fort Hagen Command Center
-------------------------

At the start of this area note that there are three Synths down the hallway.
Go ahead and sneak/snipe them if you can. One is melee and near the start while
two are way further down the hallway and will shoot at you. Use Nick as a decoy
and snipe them down if you can, or just rush up to them for much better
accuracy and heal up afterward.

Continue down the hallway and follow the corner (the doors to the left and
straight ahead are locked... we'll get to these later). The first door after
the corner to the left has some bunks in it. Check out the boxes under the
bed in here for various goodies and note that there is an [Expert] locked
terminal in here. Once you can get into the terminal, you can turn off the
turrets in the area (a good idea), but note that the "Remote Door" options
doesn't do anything. Kind-of a bummer, but you'll see why in a bit.

Past the terminal on the right is a locer room. There is a [Novice] locked
door here that you can pick and various junk and goodies. Continue on down
the hallway and note the stairs on the left. There is a bathroom past the
stairs, but there's nothing worthwhile down there so head down the stairs
and kill the two Synth enemies you find. The room on the left here has an
office full of junk. The room on the right is some sort of machinery room,
but there is a [Novice] locked Toolbox in the back if you wish.

Continue on the hallway and the next point of interest is the double doors
on the right. There's a first aid kit in here and a ton of medication (look
on the shelves). Past that take the right-hand side and go down into the
ultra-narrow maintenance hallway. There is a toolbox in the back that has a
key item: the "Fort Hagen Armory Password". They tried to hide it on us, but
failed! Heh. Head back and now enter the door on the left to a cafeteria area.
Lots of junk, but in the back between the two fridges is the "Energy Weapons
Bobblehead". Very nice!

Picking this up causes two Synths to come attack us, but you have a little
bit before they get here: head to the back here and pick the [Novice]
Explosives Box you find (the yellow box), the go out and deal with the Synth
that attack you (one is leveled).

Continue on and there are two more Synths coming up. Take them out and
Kellogg will continue to ask us to leave as you keep advancing, which means
you are on the right track. You will come up to a terminal here that will
use the "Fort Hagen Armory Password" that you found. This opens up the armory,
which needless to say has a ton of goodies! Inside are also two lock-picking
opportunities: both the Security Gate [Novice] and the Toolbox [Novice] can
be picked. The gate in particular has a Fatman inside, along with a ton of
ammo and some random guns.

Outside the armory is a bedroom (Kellogg's, supposedly). Inside you can check
to the right of the bed for the U.S. Covert Operations Manual. There is also
a [Novice] terminal that can control turrets that you shouldn't need thanks
to the earlier terminal Nick (or you) hacked. The door here leads to the
bathroom, which you should check the mirror of and the [Novice] locked First
Aid Boxfor items.

Continue onward, noting that the door on the right has a First Aid Box in the
back and, behind another door in the washer room, you can find a Bobby Pin Box
on the shelf. They are really giving us a lot of items (which you know what
that means). You will soon come to a larger room that has a red ammo box in
the middle (with a [Novice] lock) and a med kit on the right. Kellogg will
tell his Synths to stand down at this point and ask to talk, opening the door
here. As you can tell, this is a great time to save, as a boss fight is
coming up.


(-NOTE-) Despite wanting to talk, don't bother putting on your Charisma Gear.
Stay ready for battle!!


Killing Kellogg
---------------

It should be noted that there are two ways of doing this fight: the diplomatic
method and the, well... "easy way". Perhaps you should call the easy way the
"explosive way" because the easy way is taking that Fatman you found a little
bit ago and using it to decimate Kellogg as soon as you enter the room up
ahead and he shows up. No talking, no nothing, just shove a Mini Nuke down
his throat and call it a day.


(-NOTE-) You can use your Fatman to blow up Kellogg and yourself for an easy
way to get the "Touchdown" trophy. Very much worth doing just for the
trophy and then reload.



Trophy: Touchdown
-----------------



Perhaps you are a bit more chivalrous and wish to talk to Kellogg. Go ahead
and approach him to talk. You can ask him some questions and learn where Shaun
is taken, but you don't actually learn where he is. Kellogg isn't about to
share either and no matter what you do this is going to end in bloodshed...
Time to take on one of our son's kidnappers. Kellogg isn't too strong on his
own, which probably why he's got so much Synth backup. Once the fight starts
the Synths will attack right away. If you have a powerful weapon and are sure
you can take some hits, use VATS on Kellogg right away to greatly wound him,
otherwise killing off the two Synth enemies isn't a bad idea.

For his part, Kellogg is going to use his Stealth Boys to become invisible
and will then try to get away from you while shooting at you. His shots are
quite powerful, so be sure to heal if you get hurt too much or use some chems
to boost your damage resistance or any other stat you wish (just be sure to
keep that health up!). Despite using a Stealth Boy, you can still kind-of tell
where Kellogg is due to the distortion it causes, so you can shoot at him and
target him in VATS again. If you used all your AP up right away, you can head
to the upper left (like the video shows) for a break to get out of the fire
and recharge your AP before joining the fight again (Nick makes a great
distraction!). When he is low on health, Kellogg will start to chuck grenades
around the room, so be especially careful of those and get out of the way,
preferably while still damaging him (bonus points if you can shoot any of them
in mid-air using VATS!). Take out the synths and stay on Kellogg, putting an
end to the "Legendary Mercenary".

After you are done be sure to loot him for the "Kellogg's Terminal Password"
item, which is why you did not need to talk to him to begin with necessarily.
Also take note of the note below, which may just cause you a re-start but
with any luck it won't. Of course there are a ton of goodies in this area.
The right wall (from where you came in at) has an Army Box that you can loot
for very good items, and there is all sorts of first aid and items in the
middle area (near the terminal you are supposed to log into). There is also
a copy of Robco Fun on the ground behind the terminal, which isn't a skill
book but "Includes the Pip-Fall Holotape game", giving us a new game to
play on our Pipboy!

Go ahead and use the computer terminal now and you will learn about the
institute and kellogg's jobs, telling us just as much as if you had talked
to Kellogg. Also be sure to open the doors from the terminal to make an easy
way out for ourselves. Once you are done with the computer, go ahead and
discuss your findings with Nick, who unfortunately doesn't have a lot to
tell us of the place that made him. Grrr... he will recommend you "discuss
our findings with Piper" back in Diamond City, which is our next objective.
Go ahead and take the side doors to the nearby elevator and ride it up.

You have to open the door with the terminal nearby after riding the elevator
up, but after you do that look up after going outside... holy shit, that
thing is a Brotherhood of Steel airship!? That is amazing.

Witnessing this airship gives you the quest "Reveille" or "Shadow of Steel",
depending on your progress with the Brotherhood of Steel questline. If
you've been following this guide, you should get the "Shadow of Steel" quest,
which directs you to listen to "Military Frequency AF95", which is the same
broadcast that originally led you to Paladin Danse and company. It can wait
for later, however. No sense in dealing with any of the factions anymore
until you have to. You can now fast-travel back to Diamond City to go see
Piper. Leads aren't going to find themselves, you know! But first... why not
explore the areas around Fort Hagen, while you're here and all?


(-NOTE-) From this point forward in the story, you will start to see the
Brotherhood's presence in the Commonwealth manifest itself. They're
not at all subtle about it, and will occasionally swoop down in
Vertibirds to attack various areas.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Exploring Fort Hagen and Natick >==O
``-.____________________________________________________[FO-47]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales
o Eddie Winter Holotape 4
o Live & Love
o Massachusetts Surgical Journal
o Overdue Book x2


Fort Hagen Filling Station
--------------------------

To start the exploring, head north from Ft. Hagen to find the Fort Hagen
Filling Station, which is set up exactly like the Red Rocket Truck Stop.
Inside you'll find some junk you can collect, but otherwise, the place isn't
very interesting. If you continue north you can find a random encounter in
some ruins.

Relay Tower 0BB-915
-------------------

Continue north-west to find Relay Tower 0BB-915, extend the dishes, and you'll
pick up a "Distress Signal" a "Raider Radio Signal" and the "Civil Alert Radio
System Broadcast". Time to start tracking these down!

Fort Hagen Satellite Array
--------------------------

Tune into the "Civil Alert Radio System Broadcast and follow it south-west
from Relay Tower 0BB-915 to discover the Fort Hagen Satellite Array area. This
location really doesn't have much to talk about. You can likely find Yao Gaui
in the area (which you can kill easily by standing on the concrete bunker
structures) but you can also head to the south satellite array and search the
south-western portion of it to find the "Military Bunker" (on the floor).
Inside you can find a [Novice] locked Ammo Box and a [Novice] locked wooden
crate. Better than nothing, right? Also be sure to turn off the Ham Radio here
to give it a break from broadcasting useless information. 210 years buddy,
you've done your job.

Fiddler's Green Trailer Estates
-------------------------------

Return to Relay Tower 0BB-915 and tune into the "Distress Signal", which you
should follow south-east (past the Fort Hagen Filling Station) to find
Fiddler's Green Trailer Estates. The words "Trailer" and "Estates" do not
belong in the same sentence. Anywho, this area has a few secrets to uncover,
believe it or not. Secrets at the trailer park! One is hidden fairly well,
actually. First things first though: there are a number of Ghouls living here
so go ahead and take them all out one by
one.

Once the Ghouls are dead, check out that north trailer to find a steamer trunk
inside (the big stash of goodies for this area - which is probably why the
Glowing One was nearby). The trailer south of this one has a [Novice] locked
Toolbox and a rather useless terminal. Continue to the south and the trailer
her has the "The New Squirrel - Tape 2" holotape. hold off on playing it for
now, as there are two more (1 & 3) to be found and you really want to listen
to them in order.

Just to the east is the "main office" and a swimming pool (swanky!). You can
actually find an [Expert] locked Safe at the bottom of the pool. Nearby just
to the east is a trailer with three frag mines surrounding it (disarm them)
and a [Master] locked door. Someone doesn't want you in here! There is a key
for this door you can find, but pick it if you can for the XP. Inside you can
find an Ammo Box, a Duffel Bag, a a set of leveled Power Armor that is mostly
complete. Quite nice! If you don't want to lug this thing around with you, be
sure to drop it off at one of your settlements and come back here!

From the power armor trailer, check the trailer just to the south to find "The
New Squirrel - Tape 3" and on a table nearby the "Live & Love" skill magazine.
This particular one gives you "Permanently gain +25% XP from persuading women",
which is a nice little bonus.

Head into the middle office building now. The front has "The New Squirrel -
Tape 1" on a desk, which gives you the complete set now. Go ahead and listen to
them for some good old-fashioned indoctrination. In the back you can find the
"Leasing Office Terminal" [Novice]. Hacking this can let you open the nearby
[Novice] safe as well, or you could just pick it for the XP. Inside the safe is
the "Fiddler's Green Trailer Key", which you can use for the [Master] locked
door if you didn't get to that earlier (awful nice for them to give you a
back-up key).

OK, there is one more secret to this area, and part of that secret lies with a
radio signal. If you visited "Relay Tower 0BB-915" earlier and raised the
dishes, you should have noticed a "Distress Signal". This signal leads you to
this location, where a man is trapped in a bunker and is asking for help. The
key here is actually finding the bunker, but if you investigate just to the
west of the pool, by the trees, you will notice the bunker built into the
ground.

Head inside to find a [Novice] locked Toolbox, an [Advanced] locked Safe and
(of course) a dead settler. You just couldn't make it in time, huh? Well, not
like you could have helped him anyways. Turn off the Ham Radio if you want to
make the radio signal disappear and you are officially done with this area.
Now it's time to head south-west back to Fort Hagen, and from there continue
south to find the Greater Mass Blood Clinic.

Greater Mass Blood Clinic
-------------------------

Well, this place has one heck of a name, right?! The first thing to do here
is wipe out the native bug population, which is mostly Bloodbugs and
Bloatflies. They infest this broken-down clinic so enter it and wipe them out
from the first and second floor. While you are doing that, you may as well
make your way up to the roof to find an Ammo Box you can loot.

Once the area is secure (it isn't fully yet, but you'll get there), head down
to the second floor where you can find a locked lab door and some offices.
Search the offices here to find the "Blood Clinic Key" on a desk. After that,
go to the locked lab door nearby and hack the [Advanced] Lab Terminal (if you
absolutely can't hack an [Advanced] Terminal, there is a key further on - just
read ahead for it) and enter the small lab. It may be small, but there are a
lot of goodies inside, including a copy of Massachusetts Surgical Journal and
a Safe [xxx] is a safe in here you can unlock with the Blood Clinic Key you
got earlier as well as a [Novice] Analysis Lab Terminal you can hack (that has
some text and can also unlock the safe). There are also plenty of drugs and
Blood Packs in here, along with a Chemistry Station you can use if you want.

Next up you have to go to the west side of the building where you can unlock
the door you find with the Blood Clinic Key. This leads to a couple of rooms
and the basement area. First head to the room on the lift to find a First Aid
Box and some medicine up in the cabinet above it. There is also an "Exam Room
Terminal" here that is [Novice] locked. You can actually read the entries in
here for the "Blood Clinic Password" (which can open the lab up above and is
very likely not needed at all). Next, head into the right room and go
downstairs. You will find some more bug enemies here down in the room up
ahead, so take them out (use the door as a death zone) and then loot the room
afterward. Note that one of the corners has radioactive barrels. Follow this
path back to the backroom however to find the blood pack storage area that
has a ton of blood packs and other various drugs. A ton. There is also a
Steamer Trunk and in one of the fridges a [Novice] locked chem box.

You are done with the Blood Clinic now, but not quite done with the area.
To the south of this location you can find an unmarked set of warehouses.
Besides some good tools (and tons of Wonderglue) here you can also find a
partial-set of Power Armor in one of them. Not bad! Take it back to one of
your settlements if you don't want to use it now. Once you're done with that,
make your way west to find the Boston Mayoral Shelter.

Boston Mayoral Shelter
----------------------

Outside of this location you can see the door was pulled down off the shelter.
Heh. You can inspect the shelter if you wish, but the door is locked. Instead,
head up to the command center nearby and loot the Explosives Box, then use the
console you find here to remotely open the door down below. Head back and now
you can enter the shelter properly.

Head inwards and as you head down keep your eyes open on the right to find a
cubby with a stealth boy near a skeleton. The path split you find doesn't
matter: both paths lead to the same area down below. Continue on and past the
doorway you will need to take out a Laser Turret up ahead behind a security
door. Take it out and check out the terminal nearby (a [Novice] locked one) for
the turret control. Not that you need it, right? Grab the nearby First Aid Box
on the shelf and continue inward, finding an elevator that you should take to
continue on.

Here there is a gas leak in the room you end up in (shoot it for some fireworks
if you want) and note the room to the right. This leads to a pipe area that
runs throughout this area, but just note it exists for now and head forward
further into the room. You will need to take out another couple of Laser
Turrets along with some Synth enemies that show up from down below. Once the
enemies are dead, find the nearby [Novice] Toolbox you can pick as well as the
nearby [Expert] terminal you can (and should) hack. Hacking this terminal
opens the nearby security door and allows you to nab the Rad-X and RadAway
items in the room, as well as an Ammo Box and a Duffel Bag.

Continue down the stairs you find to a living area, where the path will split
a bit. Head right to the kitchen area where you can find a door to a storeroom.
Inside you can find a [Novice] locked explosives box and, in the corner nearby,
a suitcase with the "Boston Mayoral Shelter Safe Key". What a mouthful. Head
back to the living area and east, going through the room you find and down the
stairs. In front of you open the door for a First Aid Box in the bathroom, then
head right to find a utility room and, beyond that straight ahead, a bedroom.
In here you can find the Mayoral Safe (which you can use that key on for a
number of goodies), a steamer trunk, and to the right of the bed on a
nightstand a copy of the Astoundingly Awesome Tales, which gives you the
ability to regenerate 1 point of health per minute. One per minute? Well...
better than nothing.

Outside this room is an [Advanced] locked door. Go ahead and pick it and
inside you will find another bathroom for a first-aid kit and the "Boston
Shelter - Mayor's Goodbye" holotape. A bit sad. Head east now, past the
bathroom we looted earlier to the bedroom beyond it. In here you can find an
Overdue Book and a "Mr. Gutsy Model Kit" on the table between the beds. Next
door on a table you can find the "Boston Shelter - Guard Update" holotape.
You can also find the "Boston Mayoral Shelter Bathroom Key" in the right
cabinet in here, although if you picked it earlier it isn't quite needed.
There is also a [Master] locked terminal here that will reward you for
unlocking it by unlocking a nearby security door, leading to plenty of
radiation medicine, Stimpaks, two Ammo Boxes and an Explosives Box.

Continue down the hallway (ignore the bathroom on the right) and unlock the
[Novice] Toolbox you find. Head down the stairs now and kill off the Synths
you find down below (they patrol a bit... you may have fought them already up
above). You can find a Camera and Teddy Bear by the pipes down here (Bethesda
is having fun again, it seems), but continue down to a locker room/gym area.
This area is stocked with various sports stuff you can take if you want, but
be sure to check out the right-side of the gym for a mechanical room. Inside
you can find a Fusion Core and the "Boston Shelter - Where are you?" holotape
on a chair. You can also find a Mini Nuke in the upper cabinet behind the chair.

Save now and then go explore the hole in the wall just to the left. This leads
up to dead-end, but a Deathclaw will actually drop down and attack! Take him
out! Note there is a Fat Man nearby you can pick up and use if you wish, but
take him out however you can (there isn't a lot of room to hide in here, so
stay healed up and use your most powerful weapons). There is a [Novice] locked
ammo box in here as well.

You are pretty much done with this area. Remember the pipe room from before?
The one you skipped earlier? You will be using it to leave. From the gym exit,
hand a right and up the stairs open the hatch you find. The right path is a
dead end, so head left and take the pipes to a split (you may have to fight
some more Synths in the pipes here). At the split, the right path is once
again a dead end but has a Bottlecap Mine you can pick up. Follow the pipes
now back up to the elevator and take it up. On your way up you will have to
fight a group of three more Synths, so be ready for them and leave the
Mayoral Shelter behind. From here it's time to make you way south-east to
reach the north-western end of Lake Cochituate, where the Poseidon Reservoir
building sits.

Poseidon Reservoir
------------------

As you approach this area, be wary of the many Ghouls walking (or laying)
outside of it. Try to find one from a ways away though and shoot him so you
can pick them off as they run at you (which is always fun in my opinion!).
The north side of the building has the stairwell leading up to the roof that
you can climb to find more Ghouls and a room up on the top with a Chem Box.
You can also follow the right path through the double doors up here to wind
around to a dead Raider you can loot.

The only other thing you should outside is head to the south side of the
building where you will find a large pipe dipping into the water. This pipe
hides a secret! You can dive into the water near the pipe and get through a
large hole in it to travel up inside it to an area by the reservoir building
where you can find a "Robot Model Kit Parts" on a table (with a Bottlecap
Mine). Grab them and head around to the main entrance and enter the
reservoir now.

As you may have guessed, there are a ton of Ghouls inside. If you have a
strong silenced weapon you can pick them off one by one fairly easily, or you
could just get their attention and kill them off as they come up the ramp and
from the room nearby. You can also shoot the oil down below to spark a big
fire, if you wanted. Once you are clear, check the room on the right here
first to find a [Novice] locked First Aid Box and a terminal that is unlocked.
Use the terminal to open the security doors down below (you can't pick them)
and then head UP the stairs here. This upper path is a dead-end, so we may as
well explore it really quick for the various junk before heading down to the
lower floor. Grab the junk up here and head down the stairs to the lower floor.

The room in front of you has a room on the right with a bathroom scale you can
disarm. There is a leveled weapon in the corner and a weapon's bench in here
too. The room we came down from is mostly junk, but loot it anyway for the
Toolbox and Toolcase, then head south to the double mag-locked doors you opened
earlier. Duck into the right bathroom here for a First Aid Box and then kill
the Ghouls you find up ahead (which will very likely include a Glowing One so
be careful and take him out first if you can). The room they are guarding has
a Steamer Trunk and a [Master] Safe inside (yikes, hopefully you can pick
it!), as well as a Chemistry Station. Loot away!

Once done, exit the Reservoir and make your way south-west, up the hill a bit
to the nearby landmark. Watch for Raiders as you approach and you'll soon find
the Roadside Pines Motel.

Roadside Pines Motel
--------------------

There is a group of Raiders occupying this motel, but just a handful of them
really. If you can, try to kill the one up on the roof as he (or she) likely
has a Missile Launcher or fat man. Also be careful of any Raiders in power
armor here. Kill them off using the walls and doors as cover so you can
explore this area.

Once the area is Raider-free, you can use the Chemistry/Cooking Stations out
front if you wish. Note the Ammo Box to the left of the Chemistry Station.
Off to the left, in the ruined corner of the building is the motel office.
You can find a [Novice] safe on the floor and in the corner outside the office
you can find some power armor (which is... a bit random). Wear it or store it,
up to you, but let's finish looting this place as there isn't much left here.
Check the pool next but be careful as there is a makeshift bomb in the corner,
near the Ammo Box. Once you have disarmed that, check behind the motel to
find a Fusion Core in the back.

And that's it for the Roadside Pines Motel. Short and sweet! Next up head
southeast to the lake icon to find "Lake Cochituate". This lake is huge, but
approach it for the discovery XP and location, then head south. You will
discover the ruins of Natick here, marked as "Natick Banks" on the map.

Natick Banks
------------

Natick has mines scattered around the ruined town, so be careful as you
explore. There are also quite a few Deathclaws here (you may face as many as
three Deathclaws while finding the items below) so be ready!

Natick is in ruins and has no buildings you can zone into. There are also no
real awesome items here (so don't expect any skill books or bobbleheads), but
there are a number of items we can find. Let's go through the note-able ones
below.

The first shop you likely run into as you approach town is the coffee shop on
the left, which you should check the second floor of to find a steamer trunk
(hanging off a ledge). There is a diner in town (further south on the right)
that you can find a [Novice] locked chem box on the second floor. South of
the diner is a bookstore area (in utter ruins) that has an Ammo Box under the
counter. Head west to the church now and head up to the second floor (after
you loot the meat bags). Near the stairs leading up to the steeple you can
find a [Novice] Lockbox. Head back down and head south from the church and
explore the second floor of the house you find. You will find a [Novice]
terminal up here (with some sad log entries) and an [Expert] safe on the
nearby wall. Fun!

That's about it for note-worthy things in the town. However, there is another
map marker here, the "Natick Police Department" just to the east of where you
are (east of the church). You likely even saw the location pop up, but go
check it out now.

Natick Police Department
------------------------

This location, like the town itself, has no area you will zone into (which is
a bit odd for a Police Department as most of them have you load into even a
small area). In fact, the police department is falling into the lake! Heh.
Head inside and note that there is a book return console here you can use if
you wish. Here's what you can get out of it:


o===============================o===============o=======o
| Item | Cost |Number |
o===============================o===============o=======o
| Kickball | 2 Tokens | 2 |
|-------------------------------|---------------|-------|
| Basketball | 4 Tokens | 1 |
|-------------------------------|---------------|-------|
| Pencil | 2 Tokens | 2 |
|-------------------------------|---------------|-------|
| Toy Rocketship | 14 Tokens | 3 |
|-------------------------------|---------------|-------|
| Pen | 2 Tokens | 3 |
|-------------------------------|---------------|-------|
| Pencil | 2 Tokens | 3 |
o===============================o===============o=======o


There's nothing else of interest in this front area, so head down hallway to
the north and duck into the first destroyed room on the left. Check the
lockers here for the "Eddie Winter Holotape 4" key item, which is part of the
quest "Long Time Coming" for Nick Valentine. The right side of this hallway
has three cells. The first two cells both have a [Novice] lock, but the third
(unlocked) cell has the only item with an Overdue Book. You can also head up
to the second floor thanks to some stairs nearby for various junk in cubicles
but you can also find the "Natick Police Evidence Terminal". You can use this
to find locations for the other Eddie Winter Holotapes if you wish (although
this on only points you to the "Coast Guard Pier", but worth looking at).

You are now done with Natick Banks and Natick Police Department locations.
There's only one more location that we need to get now to complete our
exploration, but it is going to mean going for a swim. The location we are
headed to is to the southeast, across the lake. It is a radiation icon by the
way, so head to the lake (pop some Rad-X) and go for a swim to the south-east,
heading towards the radiation icon once you see it and soon you will be at
the "Mass Fusion Disposal Site".

Mass Fusion Disposal Site
-------------------------

This location is inhabited by a group of Super Mutants, so before you explore
you'll need to take them out. There is a northern area with stairs leading up a
tree that likely has a Super Mutant on guard duty and a southern shack that
likely has a couple more Super Mutants hanging out nearby, along with one more
Super Mutant wandering around. Take them all out, watching out for the melee
users (use the northern tree for cover). Once you've taken the enemies out,
check the northern tree area (on the ground) to find a Steamer Trunk and an
Ammo Box. There's also some "Super Mutant Wrist Wraps" (for Strong, your Super
Mutant companion). Head up the stairs here as well to find an Ammo Box at the
top. After that, check the southern shack to find three Ammo Boxes (one is
under the metal desk, to the left) and a First Aid Box.

That's it for this area and for this exploration section in general. There are
other nearby areas to the east and south, but you'll get a find excuse to
explore them soon enough. With that in mind, let's go talk to Piper in Diamond
City and get back on the hunt!



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Dangerous Minds >==O
``-.____________________________________________________[FO-48]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Robco Fun


Fast-travel back to Diamond City and head into Piper's place, "Publick
Occurrences" and talk with Piper. She will tell you a bit about her research
but ultimately doesn't have an answer for us. The idea of using Kellogg's
brain isn't off the table though, surprisingly, and you should have his
"Cybernetic Brain Augmenter". Just... gross... go ahead and choose who to
take with you (no sense in dropping off Nick now if you've already raised
Piper's disposition) and with that choice, you are officially done with this
quest. The next main story quest, "Dangerous Minds", starts automatically at
this point.

REWARD
(For finding Kellogg)
XP 325


Trophy: Reunions
----------------


Goodneighbor
------------

Fast-travel to Goodneighbor and enter The Memory Den, where Nick will talk to
Irma (old acquaintances it seems), but you'll soon be told to head downstairs
for Doctor Amari. Go ahead and do so. Once you get down to the basement, Doctor
Amari will greet us. Go talk to here and explain what you need. She will be
shocked to say the least, but go ahead and give her the brain piece you do
have, then follow up that with wondering if Nick is compatible or not. Doctor
Amari will then try to extract the memories with Nick but, they are encoded.

It seems like we've hit another roadblock, but ask if there's anything you can
do and Amari will come up with a way to bypass the encryption using two
synchronized brains. Very science-fiction but eh, you will be told to get into
the pod to continue. Right now is actually a great time to loot the area, as
there are of loot here that is free for the taking. This includes a copy of
Robco Fun on the left, which comes with a holotape of Grognak the Barbarian,
another game you can play on our Pipboy.


(-NOTE-) The actual holotape you can play in your Pipboy is "Grognak & The
Ruby Ruins" - to make it different than the comics of Grognak the
Barbarian). Grognak & The Ruby Ruins gives off a very big "Dragon
Warrior" vibe and can be a RPG game in and of itself. Playing games
within games, what Fallout 4 is all about! Or it's about wasting a
ton of time, exploring, and collecting every bit of junk you come
across. One of those two...


When you are ready, go ahead and enter the pod. You will start the memory dive
soon. Once you gain control, what you need to do is follow the purple brain
synapses up to the first "memory". All of these memories are essentially the
same: you can hit "X" on anyone in the memory for Kellogg's thoughts on the
subject (it is always Kellogg's thoughts, which makes sense considering the
source). Once you are done getting Kellogg's thoughts on things though, just
wait around and let the memory play out for a bit of story.

The first memory is the start of the NCR as Kellogg is a young boy in a rough
home. Go figure, right? You can click on the door for his thoughts on dad and
of course the people for Kellogg's thoughts on them (including himself). Once
that is done continue up the memory synapses to see Kellogg's first "family
life". Note the baby to the right and go ahead and watch/commentate as you
wish. The third memory comes up after this one, but it is a bit different.
No real memory commentary here, as Kellogg is obviously taking his vengeance
out on some poor fool. Continue on to the fourth memory now and you'll see
what Kellogg's new life is like. You can commentate on the bar, the
wastelanders, and of course Kellogg. Keep on going once this one is done for
my favorite memory: Kellogg's first encounter with the Institute, which is
awesome and worth watching through to the end.

Once that scene is done, continue on to the sixth memory in the sequence,
which should look awfully familiar. This one has the most commentary of them
all, as you can do Kellogg, the Institute Scientists, the Cryopod, you (the
"Backup Subject") and your wife/son (the "Primary Subject"). You'll get to
watch a scene you already know from a new perspective... Okay, one last
memory. Continue on and you'll see Kellogg in Diamond City with... Shaun!
He is a lot bigger than when you last saw him. No choice but to watch this
one out, but go ahead and do so and you'll see exactly WHY the Institute is
so hard to find. You also get a lead from watching this segment: a rogue
scientist has escaped named Brian Virgil, escaping somewhere in The
Glowing Sea.

With that, you are out of memories, but at least you have a lead. Inspect
the TV to leave the pod once you are ready. Doctor Amari will talk to us a
bit as you get out (Nick is already upstairs) and re-affirms that you are
looking for Mr. Virgil, but the Glowing Sea is highly irradiated. The solution
according to her is either a Radiation Suit and chems or a suit of Power
Armor... as if any "choice" where Power Armor is an option is even really a
choice. After talking with Amari, this quest will officially be completed and
after a few moments the next main story quest, "The Glowing Sea", will be
unlocked. Head upstairs and talk to Nick who will have a disturbing break of
character. Decide whether you want to risk bringing him along or not, but
before you go anywhere, there's two more quests you can do now for your
robotic companions...

REWARD
(For finding
XP 354


Trophy: Dangerous Minds
-----------------------


Emergent Behavior
-----------------

If you travelled with Curie for any length of time, she'd have asked you to
help her become human. An absurd idea on the surface, but after seeing what
Amari can do with brains, maybe it's not impossible after all? After Curie
gives you the quest "Emergent Behavior", go bring Curie to Goodneighbor and
talk to Amari, who will agree to help after Curie makes her case. Or rather,
agree to a compromise: use a Synth, instead. Of course, you'll have to go get
a new body for Curie, but fortunately, Amari has an aswer for that as well,
but you'll need to wait a day while Amari makes the arrangments. Wait a day
for the "caretaker" to show up and you'll find that it's none other than Glory,
your friend from the Railroad. Pass one of two thoroughly unnecessary moderate
speech checks to get some XP out of this, or just say "Make a decision" and
Curie will get her new body. You can talk to Glory afterwards and succeed at
an easy speech check, but she's still bitter about the whole thing.

REWARD
(For helping Curie become human... almost)
XP 354

Long Time Coming
----------------

You've been travelling with Nick Valentine for a while now, and he's been
rather generous in helping you out, so why not help him out? After you've
traveled with Nick Valentine for an extended amount of time, doing things
that he likes and whatnot (hack computers!) Nick will stop you and make a
personal request, telling you of a man named Eddie Winter, a mobster who
turned himself into a Ghoul before the war (quite a price to pay, but with
immortality as the reward...) Eddie has also apparently locked himself up,
leaving his freedom to a set of holotapes which Nick wishes to collect so he
can bring him to justice.

Now that you've unlocked this quest, it's time to worry about these holotapes,
all of which you should arleady have if you've followed the rest of the
walkthrough. You will also get the "Eddie Winter Case Notes", which if you
read will say that the best lead is at the "Cambridge Police evidence terminal"
and that the possible remaining locations are the "Commonwealth Police
departments" and "BADTFL HQ". Nick will also gives you the optional objective
of "Access Cambridge Evidence Terminal" to find where more of the tapes are
(not that that is needed since you have this guide!). Still, here's a list of
all the holotape locations, in case you may have missed a few:


--> Eddie Winter Holotape 0
Location: BADTFL Regional Office (northeast of Bunker Hill).
Description: You can find this tape in the basement of this area (this
area
houses Raiders, so be careful), near the cells. Check on
top of
a filing cabinet behind the nearby desk and computer.

--> Eddie Winter Holotape 1
Location: Your inventory!
Description: This one is a freebie: Nick gives it to you once you agree
to
start the quest with him.

--> Eddie Winter Holotape 2
Location: Malden Center (north of Goodneighbor, in the ruins of Malden).
Description: In the Malden Center area you can find an un-marked police
station that is quite destroyed. Head upstairs and into the
corner office (near the computer) to find the holotape.
There's some goodies nearby as well.

--> Eddie Winter Holotape 3
Location: Quincy Police Station (southeast corner of the map, just past
the
"Quincy Ruins" landmark).
Description: Once again a ruined police station, but this one has a door
you
can enter called "Quincy Police Lock Up" that you need to
enter.
This leads to the cell area, but check out the last locker
down
here to find the holotape. Lots of goodies to be found
nearby
as well.

--> Eddie Winter Holotape 4
Location: Natick Police Department (south of Sanctuary, west side of
map).
Description: Another ruined police station. This one is about to fall
down,
but stay on the upper level and head into the middle upper
room
on the left. Check the closed locker in here (near the
first aid
kits) to find the tape.

--> Eddie Winter Holotape 5
Location: Nahant Sherrif's Department (in the northeast part of the
map).
Description: Yet another ruined police station! Very few of these things
aren't, it seems. Here head up to the second floor and head
to
the back room on the left. Look for the tape on top of a
small
filing cabinet.

--> Eddie Winter Holotape 6
Location: East Boston Police Station (northeast of Goodneighbor).
Description: Head to the top of this (surprise!) ruined police station
and
look for the corner office with a desk and skeleton in it.
Search the desk and you'll find the holotape.

--> Eddie Winter Holotape 7
Location: South Boston Police Department (southeast of Diamond City).
Description: Finally, a police station you have to enter! This one has
some
feral dogs up on the second floor. Take them out and check
the
corner office to the north as the holotape is on the desk.

--> Eddie Winter Holotape 8
Location: Police Precinct 8 (just east of Diamond City, north of the
Boston Public Library).
Description: This tape is found inside one of the cells in the area, on
a
small table.

--> Eddie Winter Holotape 9
Location: Coast Guard Pier (south / southwest of Diamond City).
Description: This area is likely guarded by Super Mutants so be ready.
Inside the ruined main building look for the holotape on
top
of a safe.


Once you have all the tapes take them to Nick and he will join you as you
embark upon the final step of this quest. As Nick mentions, you have to return
to Andrew Station, which is south-east of Diamond City. You will have to fight
off the quite a few Raiders here in and around the subway station, but the area
has already been covered, and general exploration of it doesn't bear
mentioning again.


(-NOTE-) Nick will join you as a temporary companion if you are traveling with
someone else, which lets you take on two followers for a time.


Make your way through the subway until you reach the boxing ring, at which
point continue into some tunnels to the east and return to the sealed door
in a side tunnel. Now that you have all of the holotapes, this door will be
accessible. Go ahead and enter it. Talk to Winter however you wish and once
you are done, Nick will confront him, which is... just glorious. Get your
weapon out as they talk and be ready to fight. Once they are done talking
Eddie Winter will turn hostile. Take him out with Nick (he is really nothing
special). Once he is dead (Nick will love this action), be sure to loot him
and find his dropped gun for the unique weapon "Eddie's Peace", which ups
limb damage by 50%. Loot the room while you are at it for jewelry and cigar
boxes. Follow Nick afterwards, fighting your way up to the surface.

Nick will stop leading you out on the road nearby and tell you the rest of his
story. From here you have some dialog choices but Nick will wish to remain
together, spreading justice across the wasteland. There is a good chance that
Nick will also "Idolize" you after this quest comes to a close, which will
grant you his companion perk "Close to Metal", which gives you another guess
whenever you are hacking terminals and reduces terminal lock-out time by 50%.
Nice. Anyways, enough pandering to your robot pals, time to get on with the
main quest again.

REWARD
(For ending Eddie's crime spree)
XP 531


___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< The Glowing Sea >==O
``-.____________________________________________________[FO-49]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales
o Tesla Science
o U.S. Covert Operations Manual


Quite honestly, having a suit of Power Armor and 10+ Fusion Cores is the way
to go before starting this quest. The more Fusion Cores the better of course,
but 10+ will get us through this quest. You are going to have an exploration
section after this mission that you may need more Fusion Cores. By now,
however, this shouldn't be an issue anymore. If you're following along with
the guide you should have over one hundred Fusion Cores, which is frankly
enough to play the entire game in Power Armor. Not that you'd need to, of
course. Technically, it is possible to do this quest with a Hazmat Suit as
well. You just need to be much more careful as you travel as your damage
resistance in virtually non-existent.

Once you are prepared for the trip (Power Armor/Hazmat Suit, Rad-X, RadAway,
cleared inventory space, saved game) Fast Travel to the "Mass Pike Interchange"
location, where you are going to start our journey from. You will be going
south-west quite a a ways, but start out by going south, following the
interstate above you for a while. As you head south, near the small white
structure (a mausoleum) there is a Mirelurk King lurking nearby and a
Mirelurk Egg oddly placed on an altar. Weird. From here, head south to reach
the "Electrical Hobbyist's Club".

Electrical Hobbyist's Club
--------------------------

This is a very fun area. Note that there is some radiation here, so take some
Rad-X and head to the back where you will find a door. Head in and be careful
of the Laser Trip Wires on the right. There are two of them. This place is
full of traps, so be wary. Head forward to an open room and watch the floor on
the right for a bathroom scale (near the table) and disarm it and the Tesla Arc
on the table. There is also a Frag Mine further in you can disarm. This room
leads to a hallway with Laser Tripwires. You can take each of them out one at
a time for some XP and to not have the turret here shoot at us. Note that there
is a [Master] lock on the east side, but it just leads out to the wastes.
Instead, head down into the cellar here.

Once you are in the cellar, disarm the tripwire on the stairs (it shoots a
missile which is crazy!). There is an Assaultron down here as well, so take it
out after disarming the wire. There is yet another bathroom scale down here
that needs disarmed. After clearing out this first room, check the toolbox on
the north side for an Overdue Book (nice!). There is also a Bobby Pin Box on
the north-west table. Continue to the back of the room now and look for another
trip wire in the doorway and disarm the laser trip wire on the shelf (these
trigger a bomb and a turret: you can take it out anyways). The table here is
quite note-able as it has a total of three Holotapes: the "Hobby Club Message
MAR15", "Hobby Club Message MAR28" and the "Hobby Club Message APR21". You can
also check out the terminal here, but you have little use for it at this point.
The tapes are worth listening to... wonder if he ever did leave?

Continue following the freeway south and eventually you will find a pair of
houses, where a random encounter may occur. Deal with whatever you find here,
loot the houses, then continue to head south. As soon as you go south a ways
you will note that your objective changes, going from south to south-west, the
far southwest corner of the map, to be precise. This is the mark that you are
officially approaching the "Glowing Sea".

We are going to stop off at several locations along the way to our objective...
but not everywhere. After this mission, you will finish exploring the Glowing
Sea, so stick with us. This is also the point where you should put on your
Hazmat Suit and/or your Power Armor. Walking around uses up Fusion Cores, but
fast-traveling does not. The Glowing Sea is a bit rougher than most things
you've been through until now, as you will often see Deathclaws out here,
which as you know can be very tough. There is the chance of Legendary
Deathclaws as well, which are just even tougher. Other than that, you are
mainly looking at Radscorpions or Feral Ghouls and other radioactive pests.

Federal Supply Cache 84NE
-------------------------

Head west/south-west quite a distance, skirting a lake and being careful of
enemies along the way. Eventually you will come to the location and discover
the "Federal Supply Cache 84NE". First of all there are some inactive Machine
Gun Turrets on the outside that you can kill easily so go ahead and do so.
Head inside now and loot the various goodies in this small army outpost. Note
that there are two Protectron Units here. You can actually activate them by
using a nearby circuit breaker, but they turn hostile (easy XP as they are
under-leveled). This circuit breaker also turns on the lights and turrets.
Inside this outpost is also an [Expert] terminal that opens the security door
nearby that leads to some goodies and a Weapon Crafting station.

Abandoned Shack
---------------

Continue on traveling south/southwest until you discover the "Abandoned
Shack" as you continue. Head inside and check the suitcase here "Bill's
Suitcase" to find the "Installation K-21B Key" and the "Evacuation Plan".
With the key in hand, you can open the nearby hatch and enter the
installation properly.


(-NOTE-) You will want to go in here without Power Armor. For reasons.
Don't worry, your Power Armor isn't going to walk away without
you. Especially if you take the Fusion Core out of it.


Installation K-21B
------------------

Head on in and you'll see this installation is... done for. Skeleton at the
first guard post. Not a good sign. Check the desk here though for the
"Employee 011985TP Personal Log" for a good re-cap and head on into the big
room beyond. In here there are a few Synth enemies below you, but for how big
this place is there aren't very many enemies at all.

Head down the stairs on the left to the second floor and then around to the
stairs to the first floor (loot whatever you wish along the way). The good
stuff is really down ont he first floor. First of all there is a
circuit-breaker down here that you need to use to power up the nearby
elevator. Check to the left of the big terminal/computer here to find a
[Novice] terminal and an [Advanced] safe down and to the right. You can use
this terminal to activate the elevator and shut down the two Protectrons (a
bit unnecessary, but oh well). The two big prizes down here are the U.S. Covert
Operations Manual to the left of the terminal and the Power Armor in the
corner. Might as well take it back home, then return for your suit of Power
Armor. You can now easily take the elevator up to the world map, which drops
us off just outside of the "Abandoned Shack", which is properly re-named
"Federal Surveillance Center K-21B" on the map now.

Forgotten Church
----------------

If you look you should see that you are on the far west boundary of the map...
and yet there there is a church icon to the west. This is your next
destination, but be wary, as it's highly likely you'll encounter a Deathclaw
on your way there. Head west over rough terrain and soon you will discover the
location as the "Forgotten Church". Probably was forgotten because it's
half-buried in radioactive sludge. You can, however, get inside thanks to a
hole on the roof. Follow the ramp downward and as a reward for going down here
you will find a Steamer Trunk. That is it... a bit disappointing, Head back
(or Fast Travel) to the "Installation K-21B location after you've got this
Forgotten Church on the map.

Cave
----

We are going a bit out of our way now for this next location on the map, but
not by much. Head east (slightly south-east) and make your way to the cave-icon
on the map. Along the way watch out for Deathclaws and Radscorpions. This cave
is next to a destroyed Red Rocket building that has a [Master] locked Safe in
it by the way (unlock it if you can or come back later). The cave-icon turns
into the "Cave" location as soon as you find it (such a clever name!) and is
thoroughly un-noteworthy. You can head through it to see for yourself if you
wish, but it is a rather short underground romp.

Capsized Factory
----------------

Up next it's time to head south-west (closer to your objective), aiming for
the factory-looking icon on the map: the "Capsized Factory". However as you
approach it (from the north) you can hang left and head inside the broken wall.
This path leads to a catwalk above the factory floor. Now, down here are a
ton of Ghouls, but you can get in some kills from up here. Just be ready for
them to run up the stairs en-mass once you start shooting and save your VATS
for when you really need it. If you are going the "Hazmat Suit" route, this
is a hard fight so be sure to quicksave at least, especially after the initial
Ghoul-slaughter is over with. Head down the stairs and note the room to the
south, inside of which is a Glowing one that'll come down from the ceiling
and another Ghoul who will crawl out from the right. Take them out as they
emerge to help kill them faster, then loot the two rooms down here for some
rad medicine and an [Advanced] Safe. Follow the other set of stairs up to
another hallway for some more goodies and an exit to this factory.

Atlantic Offices
----------------

Onward on our path of discovery and searching for Vergil! Our next stop is
nearby, just to the west. Head over there to find the "Atlantic Offices", yet
another location that has been utterly devastated by the nuclear fallout.
There are Ghouls in this location as well, just so you're prepared. Head down
and kill the normal Ghouls you find and check the room on the left for a hole
in the floor guarded by some Laser Tripwires. Disarm them and fall down,
killing three more Ghouls and coming across an elevator.

Take the elevator and kill the leveled Ghoul when you disembark, after which
you can find a door with a [Novice] lock and an [Advanced] Safe by searching
around, but you will eventually make your wat to the rooftop which has the big
"prize" for this area: a Fusion Core. Well, that will help with the Power Armor
at least. You will need to jump down from the roof to leave, just do it where
there isn't a big fall and you'll be fine.

Decayed Reactor Site
--------------------

From the Atlantic Offices you need to continue south-west. Youare heading to
the circle-icon on the map, which is a bit of a trek so be ready for all sorts
of monsters on the way and save before going. After a good trek, you will
eventually come across this map location to discover the "Decayed Reactor
Site". Like many of our locations, there isn't much to this area. There is a
small office area that claims the reactor is about to have a meltdown (which,
as you know, isn't really a concern at this point - the surrounding
environment really can't get more irradiated...). The small office area
doesn't have much in it, but there are also the two circular reactor areas
outside. The nearby one has a great chance of having a Deathclaw sleeping in
it by the way, so be ready if you want to go explore it. There is actually a
"Child of Atom" dead in the middle, with a Gamma Gun, but that is the best
thing in either of these circle areas, which is a poor prize for fighting
a Deathclaw.

Crater of Atom
--------------

We are getting close to the end of our journey, promise. Vergil has really
gone out of his way to not be found... but not far enough to deter a devoted
parent. From the Decayed Reactor Site, head south-east, towards the objective.
As you get closer you'll see the landmark is a nuclear symbol and, as you
approach it (which may take some climbing to do), you will see... a
settlement!? You have come across the "Crater of Atom", where the Children
of Atom worship the glow. If you've played Fallout 3, you may be familiar
with these kooks, but here they are at the center of a detonation and
apparently they aren't affected... which is more than curious.

As you explore this small area, you will be talked to by the Mother (who is
located to the south in the large wooden shack, who will greet you and ask
what you are doing here. She doses have a speech check by the way, so save
and prepare for that if you wish. Ask her about Vergil (which you may need
to do twice and there is a chance for that speech check) and she will tell
you that Vergil has indeed traded with them and is located in a cave far to
the south-west. Before you leave this area though, head up to the second
floor of Mother's House for the skill book Astoundingly Awesome Tales. This
particular issue allows you to "Do +5% damage against Ghouls", which is
quite nice.

Decrepit Factory
----------------

And so, our objective gets pushed even further south, past the map bounds.
Boundaries are meant to be broken though, right!? There is one location
between our destination and the Crater though, so go ahead and continue to
the south-west and aim for the factory icon. It isn't too far away, to be
honest. Once you get there you will uncover the "Decrepit Factory", which
has little of interest aside from the map marker itself. You can search
around to find some chems and some minor loot, but this factory is
essentially buried underground and is just good for the XP for discovering
it.

There is now nothing between us and our goal. Head south, south-west towards
the cave icon, being wary of baddies along the way. The big thing to note
here is that there is very likely a Deathclaw lurking outside of the cave
(it may be sleeping). Take it out and keep heading to your marker and you will
discover the "Rocky Cave", which is our destination. Go ahead and enter.

Rocky Cave
----------

In here you will want to put on your Charisma gear and quicksave. Head inward
and disarm all the Can Chimes. Don't hurt the turrets here, as they are
friendly. Head inside and you'll meet Virgil who is actually a Super Mutant
(well... given this radiation, he'd either have to be a mutie or a zombie to
survive). You will have to first convince Vergil you are not from the Institute
and then convince him to help you. There are two speech checks to try here when
it comes to why you want to get into the Institute, but eventually Virgil will
agree to help us if you help him (which you should agree to: he really isn't
asking for much).

Virgil will quiz us on how people get into the Institute and will be surprised
you know as much as you do. Virgil will then share the true missing info
though: the Institute's advanced hunter units, the Courser, has the key to
entering the Institute via a special chip he has. Virgil directs us to the
C.I.T. and tells you how your Pip-Boy can be used to locate one, although he
severely doubts you can take one out. He doesn't know you very well.

And with that, the mission is officially complete. After the mission is done,
wait a few seconds and the next main mission, "Hunter/Hunted" begins. Before
you leave, be sure to search Virgil's small cave for some "Super Mutant
Bracers" (for Strong, although you will have to steal them) and the
Tesla Science skill magazine. Very nice! Before messing around with a
Courser, however, it's time to explore the rest of The Glowing Sea.

REWARD
(For tracking down Virgil)
XP 455




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Exploring The Glowing Sea >==O
``-.____________________________________________________[FO-50]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Astoundingly Awesome Tales"
o Big Guns Bobblehead



(-NOTE-) Like "The Glowing Sea" mission, it is highly advised to explore
this section with a suit of Power Armor on. This will help
tremendously as there are many nasty beasts (read "Deathclaws")
in the wastes down here that would be very difficult to defeat
without proper defensive attire. Make sure to bring enough
Fusion Cores with you as well!


You have a number of ways and paths you can take to explore this area, but
let's start off by going to one of the cooler items right away. This requires
us to Fast Travel to the "Capsized Factory" which should already be on your
map (from "The Glowing Sea" main mission), where your journey will start. From
the factory, head south-east and you will see a number of icons pop up on the
compass. Among these are a church to the east, an airplane, and a cave. You
want to head for the cave first, so put in emphasis on the south and continue
toward the cave landmark. On the way you will see a destroyed "Super Duper
Mart", which isn't marked on your map. There are in fact two ways to enter
this building: by the elevator on the top of the building or by the parking
garage entrance (down the stairs from the roof). It is actually best to enter
in through the "Parking Garage", so go ahead and do so.

Super Duper Mart
----------------

As you may have guessed, there are indeed a few Ghouls in this parking garage
as you get past the boxes stacked to our right. You can use VATS to find them
to the right and take them out from a distance (there are only a few). There
are some Ammo Boxes scattered around (check the back of the army truck) and a
[Master] locked door here hiding a Steamer Trunk, First Aid Box and other
goodies. Open it if you can and then check out the bus in the south-east
corner. You can enter it and you will see that it drops down to a lower
level (this is the area that the elevator actually would have taken us to).

Save before you drop down as there is a Deathclaw down here. This is actually
quite a picturesque place for a fight: an eerie parking garage with ankle-deep
water. Still, you can get in a few sneak attacks on him to greatly help your
chances of winning. Take him out and then check the north-west room to find
another Steamer Trunk. From here you can head up the ramp on the right, follow
the ramp and find the elevator. Take it up to the roof and we'll be done with
this location and back outside, ready to proceed.

Cave
----

We should be quite close to the cave marker now, so keep heading south,
south-east to find the "Cave" location. Yes, it is named exactly like the other
cave location to the north that you discovered earlier. However, this cave
location is far and away much better, as you can explore its tunnels to find a
suit of "Raider Power II" Power Armor. What's more is that this is nearly a
fully-complete suit. Even if you don't like the jury-rigged appearance of the
armor, the frame can still be used as a base for other, better suits of armor.
If you are already wearing Power Armor, return one of them back to one of your
settlements.

Skylanes Flight 1665
--------------------

From here, go ahead and head south-east, towards the airplane icon on the map.
It won't take long before you discover the "Skylanes Flight 1665" location.
This is unfortunately the spot where a passenger jet crashed following the
nuclear war, and the plane is ripped apart into pieces. The main piece of the
plane is note-worthy though as it has some stairs leading up to the cockpit
where you can find the "Flight Data Recorder". You can listen to it to hear
a bit of the flight right as the plane got tore apart.

Other than that, you can wander around the wreckage and check suitcases for
loot. To the right of the cockpit stairs is a seating area with a circuit
breaker (for some emergency lights) and a Steamer Trunk, but other than that
there isn't much note-worthy here. Let's continue to the south, south-west
now, towards the factory icon you'll see on the compass. Once you get there,
you will discover the "O'Neill Family Manufacturing" location.

O'Neill Family Manufacturing
----------------------------

On first glance, this building appears to have no clear way to get inside:
it has a magnetic-locked door and no terminal. There is also a ramp leading
up to the roof, but no way to drop in. The ramp is a red-herring though: the
real way to get inside is to take the hole in the ground just to the north of
this structure.

Head down this hole and you'll come to some stairs. Head down and check out
the room to the left for a First Aid Box, then hang a right and enter the back
room, killing the Ghoul you'll find. Now, on the table here is a rather odd
item: a "Sentry Bot Model Kit" that you have to build. This transforms the kit
into the "Sentry Bot Model", which is a unique item. After that, use the
terminal here to unlock the door up above. You can also view some invoices
here for some chuckles. Head back out of the factory via the way you entered
and return south to the structure, wher the door is now open. Inside you'll
find four Ghouls waiting for you, two of which are leveled, including a
Glowing One. Once the Ghouls are dead you'll find a Steamer Trunk, a reward
for all your troubles.

Sentinel Site
-------------

Time to hunt down one more remaining location to the south. Keep heading off
to the south and be careful along the way. You will soon see a huge
pyramid-like structure and discover the "Sentinel Site". Thankfully the front
door is wide open, so let's head inside "Sentinel Site Prescott".

Once inside you'll hear hear an alarm going in the distance. Open the security
door and enter the facility, which you are currently at the top of. If you can,
go ahead and use VATS to target any enemies down below, and if you've got good
aim, you may be able trim down the ranks of some Ghouls waiting below.

After killing whatever you can, head down the left path and use the button to
the right of the magnetic door. This opens the door, so head down the stairs
and take a right at the door, checking the red desk here for the Astoundingly
Awesome Tales skill magazine. This one bestows a perk which causes you to
"Gain +5 Radiation Resistance" permanently, which is quite nice. Nearby is
the "Sentinel Site Blast Door Override" holotape as well. Now, head to the
terminal nearby and it will not respond to your command to open the blast
doors. Defiant door! Load up the holotape you just got (which is something
you don't usually have to do, but now you know!) and you can override the
door command.

This opens the "Alpha Pod" which you can use the terminal in for some flavor
text. Eject the tape and continue on though, heading down the stairs to
another door you can open with a button. In this area there is another
terminal. You can open up the blast doors here to the "Beta Pod" for another
terminal with more flavor text. Continue down the nearby stairs and check
underneath them for a [Novice] locked box, then continue on to a room with
yet another terminal. Note that beyond this one is the non-working elevator,
but you can find a wooden box inside the container nearby.

Head to the terminal and use your tape to open up the blast doors, leading
to the wide-open area down below. There are Ghouls here if you haven't killed
them all already, but overall this area has a bunch of nothing. Take a right
and go down the stairs, then continue forward ignoring the left and right.
You will get jumped by Molerats here, including a few leveled versions. Take
them out and head down the tunnels, but get a fast-shooting weapon ready as
there will be a Ghoul attack. Continue down the tunnels until you come to a
path split. Head right first to a sleeping area that has a [Novice] lock and
a First Aid Box. You can also check the bathroom mirror as well for healing
items and perhaps the odd Bobby Pin.

The left path goes to a hallway. Follow it and be ready for another Ghoul
attack as they come right out of the concrete. Take them out as they show up
and be quick as there are three of them. Continue to a door leading to the
previous tunnel. Note that you can go right here to a second sleeping area
with a Ghoul and a First Aid Box. Continue down the main tunnel now until you
reach another path split. The left room here has three Ghouls inside and
nothing else, so kill them for the XP and head right, which leads further down.
You will eventually come to a large crate elevator with a Glowing One lurking
around. Sneak attack him and take him out. The "prize" for going down this
tunnel is a Steamer Trunk, so loot it and take the elevator up which leads us
back into the Glowing Sea, ending our adventure in this area.

Vertibird Wreckage
------------------

You are now done exploring the south, it's now time to hit the north. To make
this easy, fast-travel to the Cave you got the Power Armor in (the one just
north of Skylanes Flight 1665, not the higher one). From here we are traveling
north-east. Head towards the other plane icon up here to find the "Vertibird
Wreckage". It is fun to look at, but there isn't anything you can do with it
and nothing around here to loot.

Relay Tower 0DB-521
-------------------

Next up is the tower icon to the east a little ways. This is the "Relay Tower
0DB-521". Of course what you want to do here is to turn the satellites on and
extend their range, so interact with the Relay Tower Terminal here and send the
satellites up. This will make a couple of new radio signals appear, including
the "Skylanes 1665 Mayday" signal (which is probably 200 years too late) and
an "Unintelligible Radio Signal". This signal is actually tied to our next
destination...

Unintelligible Radio Signal
---------------------------

From here, head north-west to the church icon on the map. It isn't that far
away. Once you get there check out the holes in the roof to see this place is
just packed with Ghouls... and serves as your own personal shooting gallery.
There is also some oil spilt down below, so as you shoot the church floor will
light up, killing a bunch of them outright (which is awesome). Kill whoever you
can but do not jump down there. Instead, head to the steeple and jump up to the
top of it from the roof's apex. You will find a staircase here leading down, so
head down and kill whatever you can until you reach the level which gives you
access to the balconies. sweep the Ghouls off the balconies and make your way
west to find a small room with more stairs going down and a lock Safe [Master],
which can be unlocked with the "Church Safe Key" on the ground near some
crates. There is also a Ham Radio nearby that, if you turn off, turns off the
"Unintelligible Radio Signal". So much for that. Head down the stairs slowly
as there are undoubtedly many Ghouls on the way down. Fight your way to the
bottom and make sure everything is dead, then cross the church to the bus at
the end where you can find the "Prize" here: a Steamer Trunk and a ton of
pre-war money in a suitcase.

Edge of the Glowing Sea/Vault 95 (Exterior)
-------------------------------------------

We are nearly done with discovering locations, but there's much more fighting
to do. From the church, head north-east to the "Vault" icon on the map. If you
are approaching from the south you may find yourself doing some climbing, but
this is still ideal as you get the high ground over the new location,
"Vault 95", which lets us get in some sneak attacks against the
vault-guardians: some Gunners and their toy robots.

You can likely kill a few before the realize you are there, but your only
worry from this vantage point is the two Assaultron units they have (which
should be prioritized as they can climb up and reach us, something the humans
can't seem to figure out). Wipe them out and then nothing will stop you from
entering this vault. Before you do that though, make a quick run north
(slightly north-west) to the mountain/wave icon to get the "Edge of the
Glowing Sea" icon on your map. It is just a Fast Travel mark and is meant to
show you were the radiation starts really picking up. Head back to the Vault
now and let's explore it.


(-NOTE-) If you have travelled with Cait and earned her affection, she'll have
told you about her drug problem, and that Vault 95 has the means to
detox her. If you want to complete her quest "Benign Intervention"
you might as well bring her along.


Vault 95
--------

Right away you can tell this area is going to be rough. You'll start out with
two Laser Tripwires right at the start. Go ahead and disarm them and note the
[Advanced] door to the right. Pick it if you can and use the terminal here to
shut off the turrets in the upcoming area. After that head to the corner and
sneak up and disarm all three of the Can Chimes. Now, in this area you'll have
a fight on our hands... three Gunners, two turrets up on the wall (not if you
turned them off of course),an Assaultron and a Mr. Gutsy. Quite a welcoming
party! If you have a sniper rifle handy, head back as far as you can and
start sniping. You should be able to kill off the humans fairly easily by
doing this, but be ready for the more-hardy robots to come find us. If you
have a companion, they can really help here by providing a distraction and
letting us sneak attack more.

Once you've cleared this initial area you have quite a few path options to
take. Let us start by going right and disarming the four "Grenade Bouquets"
in the hallway (hanging from the ceiling). Head down the stairs and you'll
see the path is split again (a fake split: most of these rooms end up linked
together). The right room has nothing of interest, so go left and kill the
Gunner, then check out the [Novice] terminal here. It has orders from before
the war, which is... really messed up. Stupid Government... exit the door and
note the door in front of us (another room with nothing), then head right a
bit down the passage facing north. Kill the turret you see here and head in
through the right door. This path is a dead end but houses some sleeping
quarters with three Gunners. Go in with sneak attacks to do the most damage
(some of them are asleep) and take them all out.

The big prize of this entire vault here is in this sleeping area: the
"Big Guns Bobblehead", which is very nice if you love big guns! There is an
open terminal in here with what happened in the vault (which is again very
messed up) as well as a [Novice] locked Ammo Box and a Duffle Bag. Head back
to the previous room where the turret was and open the nearby [Novice] door.
This is a preserved vault room with some Jet, some Pre-War Money and a Bobby
Pin Box.

Head back into the main hallway and continue west. You will see the "Drug Room"
on the right, where you can loot a lot of chems if you wish. There's not much
left here except bathrooms and such, so explore a bit and loot what you can
(which is mainly drugs and medicine). Be sure to check the mirrors in the
bathroom as well. Head back to the main floor once you are done looting.

Okay, there are three more directions to explore (although you definitely got
the best item here already). Head up the stairs now and check the side room
for an ammo box, then continue on and kill the gunner in the next room. You'll
end up heading further up to the Overseer's room... where it appears the vault
members used to hold their meetings. Up here you will find the "Overseer
Terminal", which lets you unlock the "Facilities Wing" (Otherwise it is a
[Master] locked terminal down below - the door on the left). Unlock it if you
wish (or leave it locked if you want the hacking XP) and head down to the left
door/left path from the main floor.

Head down and silently kill the Gunner in the hallway, then murder three more
Gunners in the big room nearby. Loot what you wish here and head south through
the hole in the wall to a computer room. Everything is destroyed here, and the
door here leads to the hallway you were in, but you will find stairs leading
upwards though. Head up and get ready for another sneak attack. Past the door
here are three more Gunners, who have some decent cover in this room, so
getting off a sneak attack may be tricky. Once they are dead, continue on to a
hallway with a couple of turrets and take them out. You will notice there are
two rooms up here. The right room is the "Clinic" but there's not much in
there (some meds).

The left room has the leader of these Gunners inside, a Gunner Commander.
Open the door and take your shots at him, then retreat back and let him come
out to you, if necessary (the room he is in has a turret and you should deal
with it later). In the narrow catwalk, your companion can keep the Commander
busy while you get in easy shots or, if you have no companion, this at least
lets us not deal with the turret and you can retreat back a bit as needed.
Either way take him out. Explore the room he was in and take out the turret
if you haven't already. The big prize in here is the Trunk in the back,
which has some good items in it.

There is also a "Clean Room Terminal" in here, which Cait will stand
suggestively in front of. Talk to her and she'll wonder if she should go
through with the detox. Pass an easy speech check to convince her and she'll
sit in the chair, after which you need only activate the "Clean Room Terminal"
and select the entry "[Initiate Toxin Purge]". Cait will be cured of her
addictions through a painful-sound procedure, then you'll need to talk to
her again to see how she's doing. Cue the mushy thank-yous and this quest
ends.

REWARD
(For helping Cait get clean)
XP 236

With that you only have one more path to search: the lower level. Head down
and loot the place as you can find a First Aid Box and a cooking station
(which is worth using: there is some meat in a pot nearby). There are two
doors in this lower area, one to the west and one to the north. It doesn't
matter which path you take, but for the sake of consistency let's go west
first. Follow this path and take out the two Gunners you find while the
electricity sparks around. You will encounter various Gunners as you go on
(three more, total) as you make our way to a set of stairs. As you head up,
crack the [Advanced] locked door for various goodies (a First Aid Box) and
continue up and you'll find that this path re-connects you to the lower floor.
A giant loop. You are now done clearing out Vault 95. Time to head out and
finish clearing this area out of explore-able locations. At least you got
a Bobblehead out of it!

Somerville Place
----------------

From Vault 95, head east to the farm icon on the map. You will discover the
location "Somerville Place", which is inhabited by a Settler and his two kids
(or well, someone's two kids...). Go ahead and talk to him and he'll tell you
of his troubles and... you know the drill. Another radiant quest. You may get
the quest "Somerville Place: Greenskins" which requires you to kill some Super
Mutants at a place call Scrap Palace. This is ideal, but you can also get the
quest "Raider Troubles at Somerville Place", which will task you with clearing
out the Raiders at Hyde Park, which you should already have done.

Scrap Palace
------------

Whether you need to kill the "greenskins" at Scrap Palace or not that's your
next destination. Scrap Palace is to the north of here (slightly to the
north-west). Make your way up there but note that you may encounter a leveled
Raider by a statue as you travel. Dartwings also love to hang out in the houses
to the north (there is a Trunk up there as well). Continue on north/north-west
and you will soon be approaching the Scrap Palace.

Once you hae killed everything it is time to loot! The first note-worthy item
is the "Super Mutant Leg Guard" by the Weapon Bench outside (inside the shack),
which Strong can equip if you have him. The rest of the major goodies are
inside the barn area. Head up the steps and pick the [Novice] lock. This leads
to a Steamer Trunk (good stuff), some "Super Mutant Shoulder Rags" (again,
for Strong) and finally an [Expert] Safe.

To complete the quest, you have to head back to Somerville Place and report
your success to the Settler. He will be very thankful, ending the quest and
unlocking Somerville Place as a Settlement. You are now free to build up this
settlement as you see fit. Very nice!

REWARD
(For bringing Somerville Place into the fold)
XP
Caps 99

Robotics Pioneer Park
---------------------

One final place to explore before you wrap up this section. Just to the north
of the Scrap Palace is a cool little place called the "Robotics Pioneer Park".
Now there are various Ghouls littering this place, but head for the house on
the south-east (there are two houses... do not go to the west one yet) and
enter.

Here you will find four Protectron Units just charging... a Nurse unit, a
Police Officer unit, a Fireman unit and a Utility unit. You can use the [Novice]
terminal here to power them all up and send them out to clean up the park
(which is quite awesome). Now, the house to the west has a Deathclaw inside
(snacking on a Brahmin) but go get his attention and bring him back to the
Protectron units you just powered up. They will tear him apart, but help them
out anyways as you don't want your robot buddies getting too hurt do you? Once
he is dead, you can explore the area he was at for a Steamer Trunk.




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Hunter/Hunted and the Molecular Level (Part 1) >==O
``-.____________________________________________________[FO-51]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Massachusetts Surgical Journal
o Overdue Book



(-NOTE-) To make this quest beyond easy (almost broken, really), go talk to
Mama Murphy back at the Settlement and get a vision from her. It
doesn't make much sense as she spouts off a code, but it'll come
in handy later all the same.


Hot And Cold
------------

Now that we've found Vergil in the Glowing Sea, you'll be tasked with finding
an Institute Courser and taking him out for his headware. Heh, this should be
fun. To start this quest, you need to head to the "C.I.T. Ruins", which is
along the southern end of Cambridge, near the river. You can easily reach it
by fast traveling to the Campus Law Offices and heading south. Once you get
to the "C.I.T. Ruins" you will find the "Courser Signal" on your radio. Go
ahead and tune to it and you will be given a signal strength check every
few seconds... this signal strength is how you are going to find the Courser,
as it gets higher as you get closer to him (so you are essentially playing
a game of hot and cold).

Thankfully with this guide, there is no guessing for you! What you want to do
is head east, past the building (although it is tempting to go north-east, go
east) and follow the signal east (slightly north-east) from there until you
run into an obvious Raider Camp. You're going to have to shoot our way through
this camp, so sneak up and head to the door on the right and open it. From
there, silently kill as many Raiders as you can as you head east, but watch
for the Machine Gun Turret on the left and Frag Grenades on the ground as you
go. Also note that their is a walkway higher up in the air (an air bridge)
that has Raiders on it, which you can reach by heading into an Office Building
to the north (the door is near the turret). The Office Building may have a
stray Raider inside, but it's really just a hub that connects this Raider
camp to another camp north of the Office Building. If things go loud, just
kill everyone down below and ignore the Raiders higher up. Continue to the
east and go up the guard stairs (not down to the gate on the right) and jump
over the wall to reach the road to the east.

We are nearly there after the Raider camp... your signal strength should be
getting higher and higher as you go east and soon you'll discover "Greentech
Genetics", which is out destination. It's very hard to miss this building
because of its overwhelming... green-nes. The entrance is on the eastern
side of the building, so go around to it and enter.

Greentech Genetics
------------------

This is a Gunner-held base of operations, but by the looks of things they
aren't exactly in control right now. Bodies everywhere... the Courser has been
here. Go ahead and loot the place and go up the stairs through the nearby
doorway. You'll hear radio chatter as you approach an outdoor lobby. The
Gunners are here waiting for us with Machine Gun Turrets in place to the
right and left (they reveal after a few moments). Not good. This will sound
weird, but jump down to the bottom portion of this lobby and check the
south-east corner for a terminal you can use to shut down the turrets with.
That will help quite a bit. Grab the First Aid Box nearby and shoot your
way back up, as three Gunners show up to try and stop you.

Head to the hallway they were guarding and note the left path is just a dead
end as you need to head right to continue. There is an office area on the
left as you go (various junk), but beware of upper level guards coming down
to attack as you round the corner up ahead. Kill them off and head to the
doorway up here on the left (you should be getting a note about the Courser
arriving on the third floor right about now). In this office there is a Chem
Cooler with a [Novice] lock, so pick it if you wish and then continue up to
the third floor yourself (We are going to be chasing the Courser for awhile!).

Up here, not the room ahead of you and to the right are both bathrooms, and
they each have a guard inside so take out each guard and loot what you can.
The stairs and hallway up here are both blocked, which leaves us with the
room on the right down the hallway as our only way forward. This room has
two Gunners in it, so take them out as you go, but once you do stop and look
around! In the middle of the room on the table is the Massachusetts Surgical
Journal, which is sadly the best bit of loot you'll find here.

Continue on now and past these offices you will run into another Gunner down
the hallway. Take him out and note the supply closet nearby (which has a
Toolbox) and further down the hallway on the right are more offices (with
various junk). Head up the ramp you find and you'll hear fighting further in
(the Courser must be making this easier on us). Sneak across the bridge here
and disarm the two Cryo Grenades they have put down. You want to get off the
bridge and further in quickly though, as you can be attacked from above out
here (take out whoever you can). Head out into the hallway past this room and
note that the door straight in front of you has a [Novice] lock. There are
goodies inside, so pick it and head in. Now, in here you should locate the
Explosives Box on the right and disarm it once you do. Tricky! Loot the room
now and you'll also happen to find a [Novice] locked Toolbox in here. Loot it
all and continue down the hallway to a room with a ramp leading up to the
fourth floor.

Up here on the fourth floor there are four Gunners waiting for us, so be
careful and stay by the ramp, killing whoever comes for you if you are being
loud, or just sneak killing whoever you can get away with. There are a few
pathways here, but to continue head to the south-east corner by the ramp (but
above it) and head north. This leads to a hallway with a room on the right
that you should explore to find a Stealth Boy (very nice!), a Missile and
some Buffout. The next room on the right has an Ammo Box in the back. The
terminal up ahead is a [Novice] locked terminal that can shut down the turrets
up ahead (and the left path leads back to the ramp: make sure you looted this
area). Continue past the ramp and you'll hear more fighting up ahead. Head
right to a hallway now and you'll find three Gunners you can take out. There
are offices on the left (with various junk) but the right hole in the wall
leads to some stairs. Before you go up though, look on the nearby table for
an Overdue Book. The Gunners also mention something about the Courser being
after "the girl"? Weird...

Head up the the next floor now. Straight is a dead end, so disarm the laser
tripwire on the left and the Grenade Bouquet hanging from the ceiling, then
continue up. There is a door coming up on our left which is where you need
to go but head straight to find a corpse by a locked [Novice] Explosives Box.
Now, back in that room you are supposed to go to is a Laser Tripwire in the
distance and, past that and to the right (likely hidden behind the junk) is
a Gunner. Try to sneak attack him if you can and take him out, then go disarm
the Laser Tripwire. In the left corner is a [Novice] terminal you can hack
that controls a ton of things: the turrets, the laser, and the spotlight.
Turn the spotlight and turrets off. The door to the west has an [Advanced]
lock if you can pick it which leads to some first aid and another [Novice]
terminal. This one controls all the things the other one did, but it can
also unlock the [Expert] safe in this room.

Head to the main (central) door and save now, then get ready for a fight.
There are three Gunners waiting for you in this room (which also means a
sneak attack is virtually non-existent here) so enter and shoot them down.
They may run up the stairs on either side, so be ready for that as well.
Also, note the turret to the left on the lower floor (which you should have
turned off). Once the area is clear, check the bottom north-west door for a
[Novice] locked toolbox and then enter the elevator here and take it up to
the next area.

We will find ourselves in a room with two wide spotlights, scanning the area.
Note that it really doesn't matter if you get "caught" by them or not: nothing
happens if you do, but you can sneak by them if you want (you can also shoot
them down, if they annoy you). The terminal in the middle of this area though
has a [Master] lock on it, but if you've invested in hacking you can hack it
to be let into that middle room for two Fusion Cores. Continue on past the
light room to another terminal near a door on the left. This one is an
[Advanced] terminal that you can hack to open the door and find some various
drugs and a fusion core. Continue heading up and you'll hear the Courser up
ahead asking for the password. Heh. You are nearly there, but before the door
up ahead note the funky-looking terminals on the left and right by the
magnetically locked doors. Both of these terminals are [Novice] locked. The
one on the right has an Ammo Box and a First Aid Box while the one on the
left has a [Novice] locked Toolbox (whee!). Head through the door and note
the stairs on the right and the center. Take the right stairs to that ledge
up there, which gives you a Caps Stash and then jump down and explore the
bathrooms on the left as you wish, then take the center stairs up. You should
save at this point as the next thing that happens in the Courser fight.

Combating the Courser
---------------------

We've finally caught up with the Courser, the Institute's most powerful
fighting unit. Now, before you go in it should be noted that there are
essentially three ways to handle this fight. One is through dialog, but only
if you talked to Mama Murphy ahead of time. If you've talked to Mama Murphy
ahead of time, this is going to be a very simple encounter. All you need to
do is walk up to the Courser (who is namedZ2-47) and pick the "Reset Code"
dialog option. And... enjoy the show. Wasn't that easy! Laputan Machine,
Sticks and Stones.

If you haven't got that code from Mama Murphy you are bound to fight.
There is absolutely no point in talking to the Courser at all. Instead,
head into the room where the Courser is tormenting Gunners and make your
way north, bypassing the Courser and heading up some stairs. Here you can
find a Fat Man sitting on top of a Trunk full of goodies. Making it a bit
too easy, eh Bethesda? Well, if they are going to put it there, you might
as well make us of it, if you need to. Pick up the Fatman and shoot it at
the Courser (we can't get a direct shot, but just to the left). Note that
by doing this you are killing the three Gunner Hostages, but there is
literally no point to not killing them as they don't do anything if left
alive (in fact, you will get XP from killing them... so yeah!). The Courser
will use a Stealth Boy and move around, likely coming to the right to try
and attack us so you can get a second shot on him once it is viable.

After those two shots, the Courser will be all but dead. Still, you will need
to track him down and finish him. Look for the feint outline of his body and
where his laser shots are coming from and take him out. He is nearly dead and
you haven't been touched, so this is an extremely easy fight. He will be dead
soon. Of course, if you don't want to kill the Gunners you will have a
straight-up fight on your hands. As soon as the battle begins, the Courser is
going to use a Stealth Boy which means no VATS for us so you'll have to track
him down from his body outline and laser shots and attack him that way. Keep
your health up and attack. His Stealth Boy does wear off over time, so once
you do get a chance, you can use VATS to help take him out. Grenades of various
sorts are very helpful here, but if you didn't want to use the Fatman, you
likely won't want to use Grenades unless you get the Courser away from the
hostages (which you can do by circling around him: he likes to keep his
distance from us, so beware of that. Again, just keep your health up and
keep laying into him with whatever weapon is your strongest (shotguns are
fantastic here) and he will fall soon enough.

Once you have killed the Courser, loot his body for the Courser Chip, which
officially ends the "Hunter/Hunted" quest. After a few moments, the next main
quest "The Molecular Level" will start. Let's finish up this area though.
After killing the Courser you can choose to kill the Gunners if you want
(free XP) and a nearby shutter will open up. Talk to the woman here (named
"K1-98") and she will ask for help. She will tell you the nearby Toolbox under
the stairs has the key to the terminal nearby. The terminal in question is a
[Master] terminal if you want to hack it, otherwise check the toolbox for the
"Greentech Genetics Password" and open the door (be sure you turn on the
elevator as well while you are here). Talk to "Jenny" as she tells you that
she is a Synth and thanks us for helping her, and that she does not need our
help anymore. Well... Okay. Before you leave though, be sure to check the
stairs in here for the "Trunk" if you haven't yet. Also note that you can
head up the stairs, use the terminal, and head outside from here. There is
an Ammo Box out here. You can also Fast Travel from out here easily (or just
take the elevator down to the main exit). Either way, this quest is done
and you are moving onto "The Molecular Level".

REWARD
(For hunting down a hunter)
XP 455


Trophy: Hunter/Hunted
---------------------


The Molecular Level
-------------------

Now that you have the Courser Chip, you'll need to get in analyzed. Go ahead
and fast-travel to Goodneighbor and visit the Amari, who unfortunately can't
help us. Well... darn. She does suggest that The Railroad will have the ability
to decode the chip though, and asks us to get their help. Good thing you're a
member of the Railroad, right? Right? In fact, you're on good terms with just
about everybody in the Commonwealth right now. Fast-travel to the Railroad HQ
and you'll see them all gathered around while Dez briefs everybody on the
arrival of the Brotherhood of Steel. They did kind of go out of their way to
make an impression, didn't they? Dez, in her infinite wisdom, declares the
Brotherhood of Steel an enemy of the Railroad... Because if you can't beat a
bunch of nerds and their teleporting murderbots, you should pick a fight with
people who have a flying fortress, tons of Power Armor, and plenty heavy
energy weapons.

Once she's done ensuring the Railroad's demise, she'll take you over to Tinker
Tom and ask for the chip. Hand it over and Tinker Tom will... well, Tinker with
it, making a big show of doing hackery stuff. Once he's done playing around
with it you'll get your chip back and be directed back to Virgil. Go ahead and
fast-travel to his Rocky Cave. He will be a bit surprised to see you but tell
him you got the chip decoded and he will end up giving you the "Signal
Interceptor Plans", with which you can build your own swanky Interceptor.

Now... the quest splits from here, and the walkthrough will do so shortly
after. You are told to "Get Help to Build the Signal Interceptor", but are
given some options here, but who are you going to get the help from? You have
four options: the Railroad, the Minutemen, the Brotherhood of Steel, or you
can just build the thing yourself. Of course, "yourself" isn't exactly a
faction, but there is a fourth side you can support, and for that, it doesn't
matter how you get into The Institute, just so long as you get there. For the
Minutemen and the Railroad, you need merely talk to the head figure of the
faction (Preston for the Minutemen, even though you're technically the
"General"). If you've been following this guide and have done all the faction
quests available up until this point, you should get their help immediately
from either Sturges or Tinker Tom. The Brotherhood, however, will require
more work, and you'll have to advance their questline a good bit to get aid
from their scientist. Given that, the next step for the guide is to advance
the Brotherhood of Steel questline until you can get there help, whether you
care to get their help or not. There's good loot and XP to be had plus... well,
c'mon. You want to see that airship up close, dont you?




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Shadow of Steel/Tour of Duty >==O
``-.____________________________________________________[FO-52]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Guns and Bullets



(-NOTE-) This section assumes you've followed the guide up until this point
and have thus completed the quest "Fire Support", "Call to Arms",
"Semper Invicta" (and subsequently "Cleansing the Commonwealth"
and "Quartermastery") and "The Lost Patrol". If you haven't completed
these yet, you may be forced to do so before you can proceed.


These quests are pretty simple, mostly it's you getting introduced to the
Brotherhood of Steel. Fast-travel back to the Cambridge Police Station, where
you'll find that fortunes have changed for the Brotherhood of Steel. There once
was a tiny recon team with one suit of Power Armor between them on the verge of
annihilation. Now, however, the place is crawling with troops, and Paladin
Danse is in a decidedly better mood. Talk to Paladin Danse who will state that
he plans to take you to the Prydwen, the Brotherhood Airship. He will then head
to the roof. Loot the Safe [Expert] in the office to the east, as it now should
contain an issue of Guns and Bullets. Once done, follow Danse to the roof and
enter the Vertibird, which will shortly fly you away. You can take potshots at
things with the Minigun, if you wish, but aside from sadistic glee, there's
little point.

After awhile you will soon be at your destination, discovering the Boston
Airport and The Prydwen. Danse will dock and talk to Lancer Captain Kells.
Afterwards stick around and talk to Kells yourself, but equip your Charisma
gear as he has a moderate speech check you can pass for a bit of extra XP.
After the talk is done, you can head left (and up) to find an Ammo Box and a
Duffel Bag, but then head right to enter the airship proper.

Head forward now and listen to Elder Maxson's speech. It isn't too long, but
he reveals that they are indeed there to wipe out The Institute, so you know
what their ultimate goal is (which will be important). After the speech go
ahead and talk to him to learn Danse holds great weight with him and he will
officially give you the title of "Knight" and see to it you have a place on
the airship, as well as your own Power Armor. Wow. They're a lot more generous
and open than the Brotherhood has previously been. Maybe this branch of the
Brotherhood of Steel finally learned from the mistakes of the others, and are
sick of slowly going extinct? You are now tasked with finding your personal
storage container here and catching up with Danse. Turn around and follow the
objective to the "Prydwen Main Deck".


Did You Know?: Elder Maxon also appeared in Fallout 3, albeit a much younger
version of himself. He lived in the Citadel in the D.C.
Wasteland. His ancestor was the founder of the original
Brotherhood of Steel on the west coast.


Well now, you have a lot to explore here, but many of the main NPCs won't
acknowledge you yet until you speak with Danse. For now it's a good idea to
go around and explore and gather whatever loot you wish, as well as reading
the various terminals scattered around the airship. Of note here is the fact
that you can climb up to the very top of the catwalks and find the exit to
"Prydwen Forecastle" which you should check out for an [Advanced] lock on
the "Sharpshooter Stowage" box (which will net you a Laser Sniper Rifle).

You should also be sure to check out the south side of the ship where the beds
are (the beds with the metal boxes) as one of the beds on the east side is
yours (it will have a fusion core inside of it). The west side nearby has
more boxes, including a [Novice] locked one and an [Expert] locked one that
you can pick without pissing anyone off (which is nice). There is just a lot
of loot to be had. Also be sure to check the north side of the ship where the
animals are and talk to Scribe Neriah. Learn about her experiments and
volunteer to help to get the Miscellaneous Quest "Secure Viable Blood Samples
for Scribe Neriah".

As far as exploring, those are the note-able things to do (but there really
is plenty of junk and ammo to be looted). When you are ready, go ahead and
search out Danse who is in the mess hall. He will ask how your talk went and
will then tell you he is your sponser, meaning he is assigned to accompany you
in the wasteland to monitor you... or in other words, he's now a possible
companion. You might as well keep him around with you while doing all these
Brotherhood of Steel quests, to improve his disposition towards you.

First though he suggests you go around and get to know key members of the crew
(the people who wouldn't talk to us earlier) so tell him you are ready to go.
This officially ends the "Shadow of Steel" quest and in a few moments will
start the "Tour of Duty" quest.

REWARD
(For officially joining the Brotherhood of Steel)
XP 455

Tour of Duty
------------

Just like Paladin Danse suggested, it's time to tour the Prydwen and meet some
of the key NPCs here, which include Knight-Captain Cade, Procter Quinlan,
Proctor Teagan and Proctor Ingram.

Just to the south are Knight-Captain Cade and Procter Quinlan. Head right to
talk to Cade and you will be asked several medical questions. Go ahead and
answer however you wish (the third question is... heh... well, do Ghouls and
Synths count?). Once you are done you can now talk to Cade for medical
supplies and healing, although you'll need to barter with him just like any
other shop. To the left is Proctor Quinlan, who is the tech geek of the ship.
He will confuse us for someone else but will end up giving us the Miscellaneous
Quest "Collect Technical Documents for Proctor Quinlan" in the end. This will
cause "Technical Documents" to spawn around the Commonwealth in various
containers, and can be sold to Quinlan for 25 Caps each, so... no real quest
objective. Just sell them as you find them. He will also ask us to come back
after the introductions for more things you can help him with. He comes off
as very... needy and haughty. He probably needed a few more face-punches
growing up...

Head north now (equip your Charisma gear) and by the Power Armor you will meet
Proctor Ingram, who you will notice is leg-less. Talk to her to learn she is
the resident technician, fixing Power Armor and whatever else they need her to.
She will also tell you your Power Armor is in bay 3 (the Power Armor is the
one that doesn't appear red when you get close to it). You can pass a moderate
speech check if you ask about her legs during the dialog, but after that you
can feel free to use your new T60 Power Armor.

Just past Ingram to the north is Quartermaster Teagan, the man in charge of
the shop. He will greet you and mention he has extra work available as well,
and tells you why you have to buy items. Blah... but he is another shop that
comes with some unique armor and mods. Be sure to check out his store when you
wish. And that is all four of our targets. After you're done talking to Teagan,
the quest will officially end. Wait a few moments and the next quest,
"Show No Mercy", will begin.

REWARD
(For meeting with important Brotherhood of Steel members
XP 390


(-NOTE-) You can now talk to Proctor Quinlan for the Radiant Quest "Learning
Curve" and Proctor Teagan for the Radiant Quest "Feeding the Troops"
if you so wish. Remember, this quest is random and may take you
anywhere.




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| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Show No Mercy >==O
``-.____________________________________________________[FO-53]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o U.S. Covert Operations Manual



Fort Strong
-----------

Now this is a fun mission! Once you are done meeting everyone aboard the
Prydwen, go find Elder Maxson and talk to him out on the bridge. You will
start out talking about the Institute and he'll reveal that he's not yet
ready to commit to bulding the Signal Interceptor. In the meantime he will
point down to a nearby island and tell you that it is Fort Strong, and is
overrun by Super Mutants. However, they are sitting on top of an armory of
Mini Nukes that you are going to claim. Ready to storm the place? Good,
head on over to the Vertibird that is prepped and get in.

You will fly over to Fort Strong now (likely discovering it as you do) and
will see a Super Mutant Behemoth as you approach your destination. Use the
Vertibird's Minigun to take it out! It will throw stones at us as you strafe
it in the sky, but it can't stand up to our Minigun at all and will fall
after a few passes. The Vertibird will land shortly afterward, but you can
stay in it and kill all of the smaller Super Mutants that show up with the
Minigun, which will keep you from having to waste your own ammo. Of course,
if you find yourself getting too much attention, from leveled Super Mutants,
don't be afraid to bail. You are, after all, a sitting duck for
opportunistic grenades here.

Once everything is dead, jump out and loot all the corpses. Now, there isn't
much of interest in the housing area but you should note there are a lot of
radioactive barrels inside the houses themselves (so watch out for radiation).
The big thing to do outside here is to head to the north side of the island,
cross a bridge and check out the "entrance building" over there (a guard
shack of some sort, certainly). Inside of it is a suit of Power Armor, perhap
yet another suit of X-01. Other than that you can find a dock with a Caps
Stash on the east side of the island and there are possibly some random
Mirelurks to be found but head for the main building now and enter the
"Fort Strong Armory" to continue.

Fort Strong Armory
------------------

Inside here you are going to fight a bunch of Super Mutants and take over
the building for the Brotherhood of Steel. This first room is a MESS. Note
that you can actually jump up the rubble to the upper floor here to find a
bunch of junk if you wish. After that, head into the left room and make your
way forward. There are three office rooms full of random junk on the left
and four Super Mutants to kill scattered around back here, so wipe them out
and press forward to the back room. This back room has an elevator to the
left (which you will take later). To the south are some more rooms off of a
hallway, with three more Super Mutants in them. Wipe them all out so you can
explore. You can find a first aid kit in the bathroom back here, and the
room on the left has some rubble that you can once again use to jump up to
the second floor.

Continue on and nab the two ammo boxes on the table. The door on the right
(in the corner) back here has a [Novice] lock but it leads back to the
entrance (pick it anyway). The other door in the back has a [Novice] lock
as well. You definitely want to pick this one, as it leads to "General Brock's
Room" and has all sorts of goodies for us. You have an army box full of items,
the "Fort Strong Key" on the desk and more importantly the U.S. Covert
Operations Manual skill magazine which boosts your sneaking permanently.
Also grab the Mini Nuke in the corner and open the safe in the other corner
for even more goodies. Now that you have looted the general's room, time to
go back to the elevator and take it down to finish clearing out the armory.

This is the last area to clear out. As you head forward, check the left room
for a first-aid kit and the right room (the bathroom) for some purified water
in the toilet (because where else would you keep it!?). Down below the balcony
get a sneak attack in on the two Super Mutants and there two Mutated Hounds.
Now, down below are several more rooms, but to the north (in or past the
hallway) are three more Super Mutants to kill. They are the last ones here,
but be wary, as one of them possesses a Missile Launcher and is not afraid
to use it.

Kill them all off and you will be told to talk to Paladin Danse next, but
first, let's explore! The east and south rooms from below are all junk, but
look around in case it is junk you want. Head up the north hallway next and
the right room up here has the "Bravo Team Testing Terminal" which is worth
a read (lucky Alpha Team!). The left room has more junk, but further in you
can find two Mini Nukes and an open armory door leading to an Ammo Box and a
First Aid Box. You can also see the Mini Nuke containers here which,
unfortunately, you can't pick up and use, but it looks like the Brotherhood
just scored a major haul! That's all there is to it, go ahead and talk to
Danse once you are ready to continue. Agree with him here for a "Danse Loves
That" notification and you'll be told to report back to Elder Maxson on
the Prydwen.


Warning!: Only do this if you plan to get the Brotherhood's help however, as
--------- it'll lead straight into building the Signal Interceptor. If you
want to get the Minutemen or the Railroad to help you (and
presumably to continue siding with them to the end of the game)
just don't turn this quest in. You already got the sweet loot out
of Fort Strong, anyways. No matter what you do, this is a good
time to make a hard save in case you want to reload and play
through the ending of the game with another faction!


Leave the armory and head back to the Prydwen via fast travel. The Elder is
easy to find once you arrive so head over to him and report in. He will be
very pleased as you can imagine, and will give you eight Vertibird Signal
Grenades, which are quite nice. The mission will end soon end as you're done
talking to him. After this he'll talk about the Institute and ask you to
locate them. You can now bring up the Signal interceptor and he'll finally
be ready to hear you out.

REWARD
(For clearing out Fort Strong)
XP 354



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< The Molecular Level (Part 2)/Institutionalized >==O
``-.____________________________________________________[FO-54]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***


Now it's time to get started working on that Signal Interceptor. You should
have all the required faction quests done now to get help from whoever you
want, all you need to do is make the choice. If you want to side with the
Brotherhood, talk to Elder Maxson to complete the quest "Show No Mercy",
after which he'll refer you to Proctor Ingram. If you side with the Minutemen,
talk to Preston and he'll tell you to talk to Sturges. Finally, getting the
Railroad's help will require that you talk to Desdemona, who will assign
Tinker Tom to the project. This requires you to go craft the thing yourself,
and for the sake of argument, it'll be assumed that you'll use Sanctuary as
the building site (although Boston Airport is the site the game seems to
indicate for the Brotherhood of Steel, wherever you plant the "Stabilized
Reflector Platform is where the brain will move to complete the project).
The ruined houses can be cleared to provide you with a large concrete
foundation, which makes this process somewhat quicker. If you've built a few
settlements up before and have collected a steady supply of junk, this will
go much, much faster.


(-NOTE-) If you want to eventually play all four factions through, you should
make a hard save before choosing any faction. The Railroad/Institute
faction quests are linked, though, so for your run with the Institute,
side with the Railroad and get Tinker Tom to help you build. You have
to do half of the Institute main quests before you can diverge to
continue the Railroad quests, making it the most effective way of
dealing with both factions.


You need to start out with the "Stabilized Reflector Platform" for now, which
can be built in any settlement via the "Special" tab. The cost for this - and
every other unique item you'll have to build - can be found in the table below.
Build this in a centralized place, as another component will be built around
it. Once this is built, talk to the person helping you out and they'll give
you three more items to build; the "Console", the "Relay Dish" and the "Beam
Emitter". Build the "Beam Emitter" around the "Stabilized Reflector Platform"
and put the "Console" and the "Relay Dish" anywhere nearby. Once that's done
you'll need to power all these things, which requires a whopping 30 Power.
That's ten Small Generators, five Medium Generators or three Large Generators.
Build them nearby, then, in build mode, look at the Generators, link them all
together with wire (hit [Triangle] or [Y] to "attach wire"), then run a wire
from one of the Generators to the "Console} the "Relay Dish" and the Beam
Emitter. Whew.


o===============o===============o===============o===============o
| Stabilized | | |
|
| Reflector | Console | Relay Dish | Beam Emitter |
| Platform | | |
|
o===============o===============o===============o===============o
| Aluminum x10 | Rubber x2 | Cloth x6 | Rubber x2 |
|---------------|---------------|---------------|---------------|
| Circuitry x3 | Copper x3 | Copper x3 | Copper x5 |
|---------------|---------------|---------------|---------------|
| Steel x5 | Steel x5 | Steel x3 | Steel x10 |
|---------------|---------------|---------------|---------------|
| | Biometric | Gold x3 | Military-Grade|
| | Scanner x1 | | Circuit
|
| | | |
Board x1 |
|---------------|---------------|---------------|---------------|
| | | |
Circuitry x3 |
o===============o===============o===============o===============o


(-NOTE-) You may also get optional objectives for searching for items at
places, which is designed to make sure you have what you need to
build these pieces.


After all that building, all you need to do is inform your pet scientist,
then stand on the "Stabilized Reflector Pad" for a while. If you sided with
the Minutemen, Sturges will give you a "Network Scanner" holotape, which
starts the quest "Inside Job". For the Brotherhood of Steel, talk to Elder
Maxson and he'll tell you to look for a specific scientist who used to work
for the Brotherhood of Steel (pass a moderate speech check to learn more),
starting the quest "From Within". Proctor Ingram will also give you a
"Network Scanner" holotape she wants you to use to get data, which starts
the quest "Outside of the Wire". Finally, if you got the Railroad's help
building the Signal Interceptor Desdemona will tell you about Patriot, who
has been helping free Synths, and will ask you to make contact by uploading
an encrypted message using a "Network Scanner" holotape. This starts the
quest "Underground Undercover".

REWARD
(For finding the Institute)
XP 519


Trophy: The Molecular Level
---------------------------


Institutionalized
-----------------

After warping into the Institute, you are just kind-of... left to your own
devices. This quest doesn't pop yet. Head out of the relay and to the computer
up ahead to see a console you can use. If you want to help out the outside
faction that helped you get here, access the console and hit [Square] or [X]
to load a holotape and plant the Network Scanner, then select the option to
"[Initiate Network Scan]". In the the case of the Railroad, also select the
option to "[Copy Encrypted Message]", then "[Read "UrgentReply001]" to get
the location of Patriot. Or... you can wait and hear The Institute out before
you help their enemies. It won't hurt to do any scanning, though. You don't
have to give the holotape back to the faction that gave it to you, after all.

Make your choice, then head past the console once you are done with it to an
elevator room. A man named "Father" will speak to us here. Yes, they knew you
were coming. Grr... before you get on the elevator though, you can find an
"Institute Jumper" to the left, which gives no armor but does give +2 Agility,
and it looks awfully snazzy. Continue on to the elevator at this time and
change into your Charisma gear. Once you get off the elevator, do a quicksave
and head forward to meet... well, you'll see.

Choose whatever dialog options you wish here as the older man appears and
blows your mind. When you can, ask about "Mother" and "Kellogg" for two
moderate speech checks. When your choice comes up, you can choose to remain
unsure about "Father" and his offer to join him, which will prompt him to
give you free reign of The Institute, where you'll be instructed to meet with
the various division leaders. You can also flat-out agree, but fear not, you're
not committed to anything just yet. Just don't outright refuse his offer, as
this will get us kicked out of The Institute, and regardless of what you
ultimately choose to do, it's worth exploring.

Speaking of which, let's go through the Institute area by area, starting in
"Father's Room" where you were given free reign. Head up the stairs here and
you'll see "Father's" Terminal upstairs, a [Novice] locked one (although you
can check the cabinet nearby for "Shaun's Terminal Password". Interesting
stuff. Head out the door here and go up (down just leads to where you came
from). There is a board room up here in the middle. Enter and look to the
right for the "Director's Recordings #52" (and yes, we'll never find #1-#51!).
From here, head north through the tunnel to Holdren's Apartment. He has
quite the place (much better than most), but more importantly head through
the left door out to the balcony where you will find a copy of the skill
magazine Astoundingly Awesome Tales. Now exit and head down to the bottom,
looting the rooms along the way as you wish. At the bottom you will find
the cafeteria, where you can watch a small scene.

Institute Bioscience
--------------------

Go ahead and head east now and enter the Bioscience area. Now here you are
going to make a little side-trip and explore a lab that they (the Institute)
probably don't want us to check out. There are actually two entrances to the
"FEV Lab", but one relies on a master terminal so let's go the easy route.
Head to the north-east door out in the open area and enter, go through the
next two doors on the right and you will find yourself in a hallway. Head
left down the hallway and enter the left door. Here you can find the "FEV Lab"
door but it is locked. Pick the [Novice] lock and enter.


(-NOTE-) If you can hack a [Master] terminal, you can go across the big
Bioscience area and find the terminal by a laser grid. Easy to find.
This path takes you to the "Super Mutant" room and you can find
"Vergil's Serum" on a table in that room, but we're going to cover
this down below anyways as the novice lock is much easier to manage
for most people!


FEV Lab
-------

After entering, disarm the Laser Tripwire and head past the arches. Loot the
Synth and on the left is a [Novice] door leading to the security room. Pick it
and enter. You can find an Ammo Box and First Aid Box. You can also shut the
doors here on either side. The door leading further in has a Turret past it,
so be ready. There are two Turrets to the right as well, so shoot them both
down. Loot what you wish here and you have the choice of hacking the [Novice]
terminal (to open the door and turn off the turrets) or pick the [Advanced]
door. Whatever you do, be ready to kill the the Assaultron that is in this
room. It will likely charge you, so use a close range damaging weapon to
take it out (a shotgun works nicely).

Loot the big room if you wish (you can find a "Hooked Pipe Wrench Mod" in
here on the shelves) and continue into another hallway area, this one with
rooms spread out (cells). The abundance of dead cats is a little disturbing.
Pick the [Novice] locked door on the right to find a locker room nearby you
can loot. Past the first set of cells are a pair of turrets on either side,
so take them out. There are two more turrets up ahead that you may as well
take out as well. You can explore the cell rooms here now to find two of
them locked: one [Advanced] and one [Novice] that you can pick for XP (but
not much else). They were obviously keeping Super Mutants here.

The far room has a [Novice] Terminal and an [Advanced] door lock, so once
again choose which one to do (or do both of them for the XP) and you will
now be in "Vergil'S lab properly (you can hack the [Novice] terminal past
the door too). In here check the right computer desk for "Brian Virgil's
Personal Log" and then check to the southeast corner for the "Experimental
Serum". You can use the nearby door to get out. You are back in the
Bioscience area on the other side of the laser grid. Here you can use the
terminal to shut them down and we'll be done (Or just go around again if
you want to hack it! Heh!). Make sure to track down the director here,
Clayton, and talk to him to get part of the main quest you are doing done,
then head back out to the Institute proper once you have.

After leaving Bioscience, go ahead and head south to Allie, the Engineer
Chief who is undoubtedly already talking to someone. Wait until she is done
and talk to her. You can get the lowdown on what her branch does, even if it
again takes multiple talks. The shop nearby may have some decent upgrades for
you, if you like Snyth armor, anyways.. To the east is also a [Master]
terminal you can hack for a ton of goodies in a supply closet (notably First
Aid Boxes). Head south up the ramp now to Robotics. Go ahead and enter.

Institute Robotics
------------------

This place is definitely worth watching for awhile. Sit back and watch just
how the Synths are made here. It is... something else for sure. Besides that
though, this is a tiny place (especially compared to Bioscience) but you can
loot what you want and there are two open terminals in here with various
thing to read if you wish (for flavor text), so go ahead and explore a bit
and leave when you are ready.

Make your way west/southwest to the next area which has another stairway.
Before going up it though, head into the door on the right and you can find
two ammo boxes. There is also an elevator in the back that you should go
ahead and take down. Once you exit the elevator, look for the "Implant Updates
Session #7" Holotape on a lower shelf (to the left). As you can tell by
looking around, there is some obvious expansion work going on down here
(all done by Synths of course). The Institute is getting bigger.

Head up this staircase area now and loot on the way up (as usual). Once you
are at the top (and looted the rooms) head west/southwest through the glass
tunnel. Enter the upper door here and look on the table (the one with the
computer) for the "Advanced System Notes" Holotape. Continue down the new
set of stairs to two more doors. The Binet Apartment (Patriot!) is on the
right and inside (besides a terminal you an check for some good notes) is
the Synth "Eve". You can talk to her for a moderate speech check by choosing
"Flirt" (you scoundrel you!) so equip your Charisma gear for the XP. Continue
looting the rooms on your way down the stairs and you will soon be at the
medbay. You can watch the doctor here performing some experiment and talk
to him afterwards if you wish (he's eager to get us into his system it seems).
You can also find a [Novice] terminal to the right of the stairs that opens
the closet nearby for various goodies. From here lets head south, to "Synth
Retention" and go into the Institute SRB Division.

Synth Retention Bureau
----------------------

Once you arrive you'll hear Justin, the division chief, arguing with someone.
He has a speech check, so hopefully you have your Charisma gear still on. Talk
to him once he is free for a moderate speech check. This area isn't very big,
but it should be noted that this area in particular has a ton of good items
you can sell off if you need to. The Courser outfits in particular and just
about everything in the armory, which is all free to take and keep (or sell).
Take whatever you want and head back into the Institute proper. Head north
past the medbay area and on to "Advanced Systems", which you should enter
next.


Did You Know?: If you ask him about his status as "acting" division head
-------------- Justin will mention that Dr. Zimmer is the actual head of the
division, but is away on business. Dr. Zimmer was a character
in Fallout 3, part of the quest "The Replicated Man", and while
it may not be canon that he died down in the D.C. Wasteland...
c'mon. Everybody killed that guy.


Advanced Systems
----------------

This is the place where much of the research goes on! After your first bit of
eavesdropping, head into the door on the left for a ton of ammo. Fill up on
whatever you wish, then head to the door on the right and check out the table
the terminal is on to find the "Advanced Systems Notes" Holotape on it. Note
that you do not want check the terminal here: it is considered hostile and
the people here will attack you. If you are curious, you can always quicksave
and check it, then reload or die. It has some interesting reads.

Once you are done with that, go ahead and talk to Dr. Li. She will check out
your Pip-Boy for a second and install a Courser Chip directly into it,
unlocking the ability to Fast Travel to the Institute from the map (and
making our Signal Interceptor un-needed now), which is really cool. Dr. Li
was also the last director you needed to talk to, so this quest will
officially be complete. Wait for a bit and the next quest, "Synth Retention",
will start automatically. Since you can now fast-travel to and from the
Institute at will, you'll be able to progress with the main story, choosing
whatever faction you wish, and so the guide will diverge from this point on,
based on what faction you choose... well, after one last bit of business.


(-NOTE-) If you sided with the Brotherhood of Steel, Doctor Li will guess
your intentions (more or less) and won't upgrade your Pip-Boy until
you've convinced her to come back to the Brotherhood. For more
information about how to deal with her, see the page "Liberty
Reprimed" under the Brotherhood of Steel section. Hint: pass
speech checks.


REWARD
(For finding The Institute)
XP 472

Did You Know?: Speaking of Fallout 3 references, Dr. Li played a pretty
-------------- important part in the overall story to Fallout 3. Yes, this is
the same Doctor Li! It seems she has moved on from the Capital
Wasteland after finishing her efforts in Fallout 3.



Trophy: Institutionalized
-------------------------


Rocky Cave
----------

Now that you have the "Experimental Serum" from The Institute in hand (and
the means to deliver it!), you may as well head back to the Rocky Cave and
give it to Virgil. You also have the option to try a moderate speech check
and lie about it being destroyed. If you give him the serum Virgil will
inject himself with it and tells us to come back in a week to see if it
worked. Do so, and... well, the results are pretty conclusive, and may be a
step on the road to ridding the world of Super Mutants. You can now use his
crafting stations and loot his lab, if you wish.

REWARD
(For bringing the serum back to Virgil)
XP 89

Once you're done dealing with Virgil, it's time to choose what faction you
want to support and stick to it. You'll get chances to betray one side for
another at several points, but unless you're trying to do a few more quests
for The Institute before switching sides, there's no real point (in this case,
feel free to do "Synth Retention", then betray them during "The Battle of
Bunker Hill". If you want to side with The Institute, skip down to their
section and start "Synth Retention". If you want to see things through with
the Brotherhood of Steel continue with the "Liberty Reprimed" section. To
remain faithful with the Railroad skip to the section "Underground Undercover".
Finally, to secure the Commonwealth under the banner of the Minutemen, skip to
their section of the guide and see the details for the quest "Defend The
Castle".




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O==< Liberty Reprimed >==O
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From Within
-----------

By completing the quest "Institutionalized" as suggested you should have free
access to the Institute. Time to make use of it and - since you've decided to
side with the Brotherhood of Steel - talk to Doctor Lie, who can be found in
the Advanced Systems section of the Institute. Put on all of your Charisma
gear for several speech checks... it is probably a good idea to take a
day-tripper or whatever other drug you have that will up your Charisma score
as well: the hardest speech check here (to actually convince her) is red,
so we more Charisma will force you to load fewer times.

Save and then talk to Madison. Be up-front with her and tell her the
Brotherhood needs her. You can get your first speech check here by asking her
if she is "Happy here?", which gives you a window of doubt from her (which
is all a smooth talker like you needs!). Still, she assumed the BoS would
want her dead, so why come back? Two more speech checks happen after that
question, namely "Trust Me" and "We Don't Lie", both moderate speech checks.
Pass both of those and then the last remaining speech check remains, the line
to convince Madison Li to come back, "Free the Commonwealth", which is a
hard speech check but passable with all your Charisma gear and drugs! Heh.
Pass that and she will agree, telling you to tell Maxson that she is on her way.

Before you report to back to Maxson, however, give the "Network Scanner"
holotape to Proctor Ingram to complete the quest "Out of the Wire". Once done,
report to Elder Maxson back on the Prydwen once you are done and he will be
impressed. The quest "From Within" will end shortly after that and "Liberty
Reprimed" will begin.

Liberty Reprimed
----------------

We will be told by Elder Maxson to go talk to Proctor Ingram as she needs
our help. Ingram is located at the Boston Airport, so head down there and
talk to her. She will take you to the room where the Brotherhood team is
working on rebuilding Liberty Prime. Yes, they are rebuilding it, because
of course they are. Heh. Ingram will tell you that they need Dr. Li to help
with a power issue, but she is hesitant to work on the robot so she wants
you to talk to her.

Put on your Charisma gear once more and head back to the Prydwen. Doctor. Li
is on the main deck, so go talk to her. She knows what you are here for, but
pick the "Remind you?" moderate speech check to pass it, get some quick XP,
and get Doctor. Li back on the project. Head back to the Boston Airport now
and report to Ingram, who will ask for your help with another issue:
building electromagnetic actuators for Liberty Prime. Wait, what? Yes, we
are going to build four of these things but first we need to go retrieve a
"High-Powered Magnet" from a hospital before we can build the actual device
(some other teams are getting some other "High-Powered Magnets" for us, so we
just need to get one thankfully). If you already have a "High-Powered Magnet"
from your travels (perhaps your earlier exploration of Mass Bay Medical
Center?) you can obviously skip the next bit. If not... well, here goes.

Getting a High-Powered Magnet
-----------------------------

We now need to head to the "Medford Memorial Hospital", which is near Malden
Center, north-east of Covenant. You should know what awaits you here: Super
Mutants, especially obnoxious Suiciders outside and inside, in the lobby.
Clear out hte Super Mutants and make your way up to the Operating Theater
on the third floor, wherein you'll find a Trunk containing the High-Powered
Magnet you need. Grab it, then return to Boston Airport.

No point in talking to Ingram or Dr. Li: you still actually have to build
four Electromagnetic Actuators! Head west of the Fast Travel spot and follow
the objective marker to the workbench of the airport. Interact with it and
start to clear out the area, scrapping the broken terminals, tires, cans...
basically everything but the counters, carpet and seats (or y'know, just
scrap whatever you wish!). If you have to go outside exploring to get the
rest of the parts do so, or buy junk from merchants with the correct
components in them.

Once you've done that, pick the "Special" tab in the settlement crafting
menu. You should have five High-Powered Magnets here and enough screws,
fiber optics and circuitry to just barely build four of these things. Build
all four (where you build them doesn't matter) and the exit the workshop. Go
talk to Ingram now and she will be glad, but will assign another mission to
you: finding Liberty Prime a stockpile of nukes (he apparently can't use all
those Mini Nukes you found not too long ago!). We are told about a stock in
the Glowing Sea that they have on record, and to go talk to Scribe Haylen at
the "Edge of the Glowing Sea" before we head out.


(-NOTE-) As always, if you are going to visit the irradiated wasteland that
is the Glowing Sea, remember to bring your suit of Power Armor and
enough Fusion Cores to last awhile.


The Glowing Sea
---------------

Head out to the "Edge of the Glowing Sea" now (which you can fast-travel to
from our first visit there) and find and talk to Scribe Haylen at the edge
before you go in (they have actually set up a new map-point out here, "Waypoint
Echo"). You can get an update on Cambridge Police Department but she'll soon
give you the "Distress Pulser" to use once you have found the bombs. She'll
also warn you about the radiation.

The place we need to go to is "Sentinel Site Prescott" (or just "Sentinel
Site"), which if you've done the "Exploring the Glowing Sea" section of the
guide you should have already cleared. It is the pyramid-looking structure
south of the "O'Neill Family Manufacturing" location, east of the "Rocky Cave"
where you found Virgil (and one of the most southern points on the map).

Sentinel Site
-------------

Enter the building and clear out any beasties that dared to respawn, then
head down to the bottom of the area you enter into (if you're in Power Armor,
you can just jump to the bottom and save yourself some time!). Head into a
tunnel to the east then follow some winding side-tunnels to the north to
reach the room with the elevator.

Now, this is the point where the area changes! If you are here for this
quest, the door by the computer console near the crate elevator is accessible
(it won't be if you aren't here for this quest - it was blocked by a steel
shelving unit before this). Put on your Charisma gear at this point and save.
Inside is a Child of Atom named Henri who will ask what we are doing here.
You can choose to tell him you are here for the bombs which will eventually
cause a moderate speech check ("Spread His Glory") to appear. Passing it will
grant you "Henri's Terminal Password" (even if you don't pass it you get a
second chance with another moderate speech check). Or, you could just take
him out but you would also have to take out the Assautron and the Machine
Gun Turret. Either way, loot the room afterward to find "Captain Dunleavy's
Holotape" and a [Novice] suitcase you can pick. Use the terminal once you
are done to open the door down below.

Inside you will find... the mother-load of nukes. Even more than you found
at Fort Strong earlier! You can find a Mini Nuke on the right in a crate,
but after grabbing it place the beacon on the nearby forklift and then talk
to Paladin Danse. He will stay behind to guard them. Leave via the crate
elevator in the next room and fast travel back to Ingram.

As you can see when you arrive, Liberty Prime is fully built. Just keep it
away from orbital strikes this time, eh Brotherhood? After talking about the
machine's capabilities for a bit you will be asked to turn it on. Go ahead
and do so and listen to its warm-up routines. After booting up you can talk
to Proctor Ingram to be rewarded with a "T-60 Medic Pump" for your efforts.
Once Proctor Ingram is done talking, the mission will officially be over.
Wait a few moments and the next mission,
"Blind Betrayal", will start.

REWARD
(For getting Liberty Prime up and running again)
XP 708




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O==< Blind Betrayal >==O
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Put on you Charisma gear and talk to Maxson, whon will start talking to you
furiously, explaining a very shocking truth to you... Paladin Danse is a
synth! What!?! That is... seems so far-fetched! You can of course claim
ignorance but soon you will have four moderate speech checks. Pass whichever
one you wish (note that even if you don't pass one, you get another chance).
With suspicion on you put aside, Maxson will order you to find Danse and
take him out, and to go see Proctor Quinlan for help.

Head to the main deck to see Proctor Quinlan where you will learn exactly
how he identified the synth. Well... it seems undeniably true at the very
least. As we are talking with Quinlan, Scribe Haylan will show up and demand
answers as well, showing much more sympathy than anyone else. Quinlan will
put her in line right before she asks us to follow her to share some info
with us on her Vertibird. Instead of heading to her Vertibird however,
Haylan takes us down to the crew's recreation area and asks us what we
intend to do. Choose what you will and she will beg us to listen to his
story before making our choice. She will also tell us where he likely
headed to: a place called "Listening Post Bravo". No need to make up your
mind just yet: let's head there first.

Listening Post Bravo
--------------------

"Listening Post Bravo" is located just to the east of Medford Memorial
Hospital, which we traveled to recently. Go ahead and head there now or Fast
Travel there if you've discovered it already. Outside the bunker itself are
two Machine Gun Turrets, so be ready to take them out. Inside is an [Advanced]
security door you can pick for some ammo. Use the terminal on the wall
afterward and power up the elevator, then descend. Be sneaky as you exit
down here: there are two Protectron's down here. Try to get a sneak attack
on them and take them out. There is a turret in the distance as well, so
take it out. You will likely see Danse in the blocked-up room beyond. Loot
the area and use the Weapon and Armor crafting benches here if you wish.

Of note is the Grape Mentats by the blocked door here (fantastic for buying
high-priced items). Head through the short cave area now and save before
confronting Danse, as we have a hard choice coming up. If you want to try
and spare Danse you will also want to put on your Charisma gear.

Killing Danse
-------------

First, the simple choice: if you wish to follow the Brotherhood to the end,
you can execute Danse here and now. Talk to him and he'll even encourage you
to do so. Agree with him and soon he will be on his knees and you can easily
put a single round in his head and be done with it. After that, loot the
room and grab Danse's "Danse's Holotags" off his corpse. Now all you need to
do is report back to Maxson on the Prydwen and you'll be done. You will get
all the rewards below, but with the traitor permanently taken care of.

Sparing Danse
-------------

Sparing Danse is a bit harder, but easily done with good Charisma gear and
some save/loading. Danse, as mentioned above, is very much in favor of death
so at first you must convince him that is the wrong way. Just simply refuse
to execute him and you will soon get a choice of three moderate speech checks.
Pass any of these and he will agree with you, telling you that he plans to
flee the Commonwealth now, giving you "Danse's Holotags" to prove that you
have done your job. The game will ask you to leave the bunker. Grab the two
Grape Mentats nearby and loot the army Steamer Trunk here, then go ahead
and leave the bunker.

Outside, you'll meet Elder Maxson, who expected you to waver. There is a lot
of dialog here as Maxson debates his view for quite awhile and Danse actually
stands up for himself. In the end, you are told to either execute Danse or he
will do it. When this choice comes up, choose "Listen to Me" and you will get
a chance to talk Maxson down, giving you three moderate speech checks. Pass
any of them and Maxson will relent, telling Danse he is officially "dead" and
to never show his face again on pain of death. Maxson will tell you to report
back to the Prydwen at this point. Danse will stay at the bunker for now, but
afterwards he is available to you as a permanent companion, and just won't
head to the Boston Airport, the Prydwen, or the Cambridge Police Station.

Paladin Promotion
-----------------

Head back to the Prydwen and report to Maxson. He will congratulate you or
scold you a bit depending on your choices, but in the end he awards you the
rank of "Paladin" in the end, granting you Danse's position and Power Armor.
He will then tell you that Lance-Captain Kells has an assignment for us and
officially wraps-up this quest. Wait a few moments and the next quest,
"Tactical Thinking", will begin.

Warning!: Starting "Tactical Thinking" will make you enemies with the Railroad:
there is no warning ahead of time (unlike other quests... how about
some consistency here, Bethesda!?). You should have already committed
to the Brotherhood and finished up your business with the Railroad,
however.



Trophy - Blind Betrayal
-----------------------



REWARD
(For dealing with a traitor)
XP 413




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O==< Tactical Thinking >==O
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As ordered earlier, go see Lance Captain Kellis for our next mission. Once
you do, he will tell you about the Railroad and how they have decided to
pre-emptively take them out as they pose a threat to further Brotherhood
operations. You can try to argue against it if you want, but it is decided
and you can't change it at all. You will shortly become enemies with the
Railroad afterwards, losing your ability to fast travel to the Railroad HQ
in the meantime.

We are told to meet the team at the Old North Church to lead the strike
against the Railroad and to try and decrypt P.A.M. so the Brotherhood can
use it themselves (or destroy it if you can't do that). We are then given
the "Priority Kill Orders" to make sure the Railroad Leadership is wiped out
and the "P.A.M. Decryption Program" to take over P.A.M. In case you were
curious, the leaders of the Railroad you need to kill include Desdemona,
Tinker Tom, Deacon, Doctor Carrington and Glory.

Old North Church
----------------

Travel to the Old North Church and head inside, where you will undoubtedly
already hear the fighting begin. The Railroad has agents up on the 2nd level
up here, so get under the balcony right away and start picking off whoever
you can. Doctor Carrington is actually here, so be sure you take him out and
wipe out everyone else, making your way upstairs as you go. Wipe them out
and head down into the catacombs.

In the catacombs make your way forward and help the Brotherhood members clear
out the resistance. Use the many nooks here for cover if needed and watch out
for grenades as you continue. Fight your way to the "Railroad" puzzle/door
where, thankfully, we do not have to input the password again. You can just
activate the explosive device that your allies place on the wall to blast
your way in, then clear out the guards in front of the Railroad HQ. Once
you've done that you can enter the headquarters to continue the slaughter.


(-NOTE-) If you had Deacon as a companion and put him out in a Settlement
somewhere, he will return automatically to the HQ. In fact, you may
run into him in the church.


Railroad HQ
-----------

This part is a bit rougher, as our Brotherhood allies can't seem to open doors
and join us. Bah! You will be bombarded as soon as you enter, so equip and
chuck some grenades out in the middle and take cover over in the right-hand
corner (use the brick strut here to hide behind for cover). Locate and take
out Glory, Tinker Tom and Desdemona from here. Tinker Tom is easy to take out,
but Glory will be fighting with a Mini-Gun so take her arms out. Desdemona is
nothing special either, but does attack with a Railway Rifle which should be
looted once she is dead (if you haven't gotten one of these yet they shoot
spikes and are generally awesome). You can also loot the "Railroad HQ Key"
from her body.

Once all of the enemies are dead, be sure to visit P.A.M. and use her computer.
Upload the P.A.M. Decryption Program Holotape and start the decryption process.
This will reset P.A.M. and let the Brotherhood take her over. With all of that
done, head back to the Prydwen and talk to Lance Captain Kellis to report your
success. He will be highly pleased and tell you to go talk to Proctor Ingram,
who has asked for us. This ends this mission and starts the next Brotherhood
of Steel quest "Spoils of War".

REWARD
(For derailing the Railroad)
XP 590





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O==< Spoils of War >==O
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***IMPORTANT ITEMS IN THIS AREA***

o Tesla Science


Make your way back to The Prydwen (which you are likely at already) and find
Proctor Ingram. She will mention that the next step to powering up Liberty
Prime is to obtain a Beryllium Agitator, which they have located at a
location called Mass Fusion. Ingram will tell us that she is coming with us
as well. You can actually talk her out of it if you wish, but why not bring
along another immortal character to draw fire for you? Tell her to come with
you and head up to the main deck where a vertibird is waiting for you. Once
you try to board it however, you'll get the following warning:

WARNING: Boarding the vertibird to Mass Fusion will make you a permanent
enemy of the Institute. Are you sure you wish to proceed?

Again, you should have made up your mind about your loyalties a while back,
but you've been warned.

Mass Fusion Executive Suite
---------------------------

With the vertibird we will fly right to the top of the Mass Fusion building,
discovering the "Mass Fusion Executive Suite". We aren't the first here
though, the Institute is already here and as you know they are now are
enemy. Thankfully, we have air power so go ahead and use the mini-gun and
gun down all of the Synths you can (which is always a ton of fun). If your
vertibird takes enough damage or if you kill all of the Synths you will be
dropped off on the roof. Either way, clear all of the Synths out. Note that
Proctor Ingram is considered essential and therefore can't be killed.

Once you can, head in and up the stairs. You can head ALL the way up to a
third level to find an [Advanced] door you can pick for a First Aid Box and
goodies, as well as an outside area you can search for another First Aid Box.
Head back down to the second level and across the way to see the Beryllium
Agitator is not here, meaning we'll have to go search the building. You can
find the "Oslow's Office Recording" holotape here. Give it a listen and then
hack the [Advanced] terminal. Read the first email here to learn the Beryllium
Agitator is in a reactor and we need the "Executive Keycard". Lovely.
Thankfully enough, just leave this room and check the desk nearby for the
"Mass Fusion Executive Lab Password" and the "Mass Fusion Executive ID". That
was very easy! Use the keycard on the middle elevator here to proceed into
the Mass Fusion building proper.

Mass Fusion
-----------

As you head down the elevator, you will be ambushed by Institute Synths. Use
VATS to kill them on your way down and go into sneak mode to reduce your
profile. Kill as many enemies as you can as they pop up, focusing on the doors
to the left and right as you go down. When you do hit the floor, several more
Synths will come out (valuing numbers more than power), so take them out as
they show up. Once you are free to explore, head into the north room to find
the "Mass Fusion Labs Key" on the table. There is also a manager's terminal
here that you can unlock with [Expert] hacking skills. This will allow you to
re-route the power and completes the optional "Restore Power" objective.
Also, be sure to head east from the glass floor, hanging a right and going
forward until you find a ramp. Take that up and out to a destroyed balcony.
Head right hugging the wall and you will wrap around to a room with a blue
console you can wearch for a copy of Tesla Science.

If you can't hack the terminal up above, you can head to the northeast corner
to find an [Expert] locked door (or, with th ekey you picked up, a door you
can open automatically) that leads downward. Do one of these things to allow
us to continue heading downward.

Continuing the Mission
----------------------

From the lower floor, head up the left steps and into the left door to see an
elevator with a key card reader. We can of course use this now, so enter in
and head down. Once you get off, Ingram will point out the reactor, which you
can see past the window. Before you head that way though, head through the
south door to find the "Prototype Lab Terminal" with a [Novice] lock. Hack it
and turn on a Protectron unit here, then go ahead and kill it. After that, go
ahead and take the north door down to another office area. Here the is an
[Advanced] "Attendant's Terminal" you can hack to get several options.

Back out and save now, as we are about to let some enemies attack us. If you
are handy with explosives, you can mine the two doors across from the terminal
if you wish. Once you are ready, use the terminal to activate the Assaultron
Units. This will make two of them come out of the doors so take them out. We
are doing this so they don't get to choose when to attacks us, by the way.
Next up is the turrets. Activate those as well and shoot down the one above
the terminal and the one in the southern room. This locker room to the south
mostly has junk, but the bathrooms beyond have a first aid kit you can loot.

Head back and into the reactor-viewing area. There are some balconies to the
left and right and, at the end of the left one, a Steamer Trunk. Go ahead and
loot it then note the mag-lock doors on each balcony. Yes, this facility is
going to ambush us with these (lovely). Also note the area underneath the
stairs, which has a hallway (which is odd) and doors with rooms off to the
side. One of them has a [Novice] locked "Analyst's Terminal" and a [Master]
locked Safe. You can unlock the Safe with the terminal if you wish, but be
sure to free the Protectron and kill it off like you did before.

OK, we are done with enemy prep work. All that is left is getting the
Beryllium Agitator. We have to go into the reactor do that that, and it is
very radioactive, so if you don't have your own Hazmat Suit, go to the locker
room and get one from there. Put it on and then make your way to the decon
room. Hit the button and enter the reactor. Make your way up to the reactor
and hit the button, which will allow you to pick up the Beryllium Agitator.

Doing this sets off the security system. What you need to do right now is shoot
the two Laser Terminals up on the ceiling to the west. Take them both out and
you'll be safe, then head back to the decontamination room. Hit the button and
then put back on your regular armor. Inside the viewing area is one more Laser
Terminal up on the ceiling and finally a Sentry Bot that comes in out of the
north door. Chuck some explosives up there to soften him up and then take him
on as he comes out. If it focuses on your AI teammates, lay into it like
normal but you can also use the hallway under the stairs to take cover. Just
beware of the explosion once it dies.

We now have to leave the building, so head east up the stairs and use your
key card to open the door. Take the elevator back up and you'll hear the
Institute is still fighting. Once you get out, help the Brotherhood Soldiers
clear out the Institute Synths in the lobby for the XP, then exit the
building. Warp back to Boston Airport once you've left the building. Once
you are at the airport, go ahead and talk to Proctor Ingram and after a
small amount of dialog (which varies a bit based on whether or not you let
her come along to Mass Fusion) you will be done with this quest. Wait a
moment and Ingram will start talking to you again (the break between talks
is a bit weird, but oh well), which starts the quest "Ad Victoriam".

REWARD
(For obtaining the Beryllium Agitator)
XP 708




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Ad Victoriam >==O
``-.____________________________________________________[FO-59]___.-´´
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Prime TIme!
-----------

It is finally time to start up Liberty Prime and end the communist
(read: Institute) threat! Proctor Ingram is letting us do all the honors
(or work), so go ahead and head up the scaffolding surrounding Liberty Prime
and insert the Beryllium Agitator into the reactor slot. After that, head
down to the control panel by Ingram and hit the start-up button to activate
the giant robot!

We are now tasked with following Prime as he makes his way to the Institute
(the C.I.T. Ruins). This is going to be quite a walk, but we'll have bouts
of combat along the way. One warning though: DO NOT get near ANY enemy as
you go on this walk. In fact, it is best to stay just behind Prime at all
times, as Prime will use Mini Nukes and his laser beams to utterly annihilate
any enemies that show up, including you if you get close enough.

A Prime Escort
--------------

Follow Prime has he makes his way north and kills Synths that dare to warp in.
There will be a couple of waves at set intervals. As warned above, do not get
near them but do try to use VATS and take them out for whatever XP you can get.
Prime will decimate them each time and continue on shortly afterwards. After a
couple of ambushes and one-sided fights, Prime will mention that he has to take
an alternate "aquatic" route and will head towards the water.

Go ahead and swim after Prime (use some Rad-X if you wish) and on the other
side of the bay you will meet up with a Brotherhood escort. Continue to follow
Prime as he continues his long trek. You will eventually pass near Ticonderoga
and will fight a Super Mutant Behemoth. This thing is big of course, but Prime
is bigger. Just... so much awesome. Be sure you get a full round of VATS into
the Behemoth here as you can get some great XP once Prime (or you) kill it off.
Even this thing doesn't stand a chance.

C.I.T. Ruins
------------

You will soon arrive at the C.I.T. Ruins, where you will meet up with Elder
Maxson and other Brotherhood Soldiers. The Synths being warped in are on
their last stand and will be attacking from the ground as well as the
scaffolding to the left and right. Like one of your Brotherhood members
shouts, use Prime's legs as cover and take out as many Synths as you can.

You will be tasked to "defend" Liberty Prime at this time (although he doesn't
really require defending) while he scans the surroundings and locates the
Institute Bunker underground. He will then start to dig up a hole in the
middle of the ruins and essentially dig you a way into the Institute itself
(amazing!). All the while you will need to kill any Synths you can. Continue
to stay by your allies and target and kill all of the Synths you can, wiping
them out on one side before moving onto the other. Once all of the Synths are
dead, go ahead and investigate the hole (note that Liberty Prime is leaving
now) and drop down into the Institute. Now that you are in the Institute, this
quest is officially over. Wait a bit like usual and the next quest, "The
Nuclear Option", will begin.


(-NOTE-) If you haven't completed it yet, the Minuteman Quest "Form Ranks"
automatically completes here, giving you a chunk of XP.


REWARD
(For escorting Liberty Prime to the Institute)
XP 590



Trophy - Ad Victoriam
---------------------




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| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< The Nuclear Option >==O
``-.____________________________________________________[FO-60]___.-´´
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The Institute
-------------

Now that we are in the Institute, talk to Elder Maxson and he will tell you
we are going to fight our way to the Reactor Room to blow up this place, and
give you a "Fusion Pulse Charge" to use later for that exact purpose. As you
can probably tell, we are in the Relay Room, but it has no enemies here.
Ingram is going to stay behind and get the relay up and running so she can
use it to warp us out when we are done. With the pulse charge in hand, head
towards the objective and you will enter "Old Robotics". And yes, Maxson is
coming with us!

Old Robotics
------------

Use the [Advanced] Terminal you find here to turn off the turrets and continue.
We are going to run into pockets of Synth Resistance along the way, but we'll
be over-powering them fairly easily (A quick tip: shoot off the Robot's Right
Arms... they will drop their guns and be much less effective as they try to
melee). As you go down the stairs here you can target a turret in the far
distance (you can sniper it... apparently the terminal doesn't shut them all
down), but follow the linear path downstairs. Synth Striders or stronger may
be down here, so chuck a grenade downstairs to help blow them apart. There is
a room on the left down here where you can hack another [Advanced] Terminal
and turn off the turrets (there is a First Aid Box nearby as well). The room
across the way has an explosives box you can loot. Keep heading down though
and you'll see another terminal and a door on the right leading into a bathroom
(go there first for the First Aid Box).

This terminal is the "Prototype Sequence" terminal. Turning it on will unleash
a (hostile) Sentry Bot that will attack the two Synths here. Let them fight it
out, but sneak up into the room on the right. As you advance into the room, two
more Synths from the right will show up, giving the Sentry Bot new cannon
fodder, but by now your allies are likely fighting as well. Focus on the Sentry
Bot and take it down, then wipe up whatever it didn't kill. Follow the path on
the right to a hatch. Open it and drop down. This leads to a lower room where
you can pull a Fusion Core from the machine. Continue to follow the path (note
the explosives box on the left) and you will soon come to the "Institute
Bioscience" room.

Institute Bioscience
--------------------

Now this room is going to be chaos. Head out into the main room and kill any
scientists you see (they are level 1). Out in the main room though, you will
face a wide variety of enemies, including turrets on the ceiling, various
Synth enemies, scientists running around, and Gorillas! Yes, the caged
Gorillas they keep here will be let loose, attacking only us. The first things
you should take out are the annoying turrets. There are two on each side of
the room, but they have a large radius of fire, so shoot them down while
circling the room. Wipe out all the threats here and continue on to "The
Institute" proper.

The Institute, Continued
------------------------

Bioscience may have been chaos, but this area is utter madness. The Brotherhood
will help us out here of course, putting on a nice laser show against the
Synths. We will need to fight our way to the elevator. The majority of the
areas around us are blocked off, so this is a fairly restricted area, but you
will likely fight some Coursers and other leveled Synth enemies. Of special
note is "XPN-20A", a legendary enemy that will appear here. With all the help
you have you will take him out fairly easily.

Fight your way forward and wipe out all resistance and once you've cleared
the area Proctor Ingram will announce on the speaker that we need to head to
Advanced Systems, but to do that we need to use the Director's Terminal to
undo the lockdown. Head to the elevator now and you'll be on your way to
Father's room. Head inside and go up the stairs. Put on your Charisma gear
and go talk to Father now and he will be very saddened (as you can imagine).
After a bit of dialog, you have the option to tell him to help you, a moderate
speech check. Pick it and he will ask why, bringing up another moderate speech
check, with various choices though. Pick whichever one you want and if you pass
it he will give you the Synth turn-down code, 9003. Use the terminal here now
and pick every option which turns on the evacuation notice, turns off the
lockdown, and finally shuts down some Synths with the code you just got.

Head out the door nearby and go down the stairs now. Make your way to the
large room (where more fighting has broken out) and head for the Advanced
Systems.

Advanced Systems/The Reactor
------------------------------

This initial area has a few scientists still hostile, namely T.S. Wallace.
Take down any threat and fight your way forward to the reactor. Once you
load in, hang a right and head up the hallway, taking out the three laser
turrets they have put in place. Continue down to the bottom and the reactor
room, which is filled with scientists and enemies. There are two named
Legendary Enemies here: Z4K-97B and A-2018. Z4K is on the bottom and should
be dealt with first. Fire on him from outside the room and if he comes inside
let your allies trip him up as you hurt him.

Once he is gone, clear out the bottom and pick off any low-level enemies down
below. Now, to easily handle A-2018 you can actually sneak up the right side
stairs and sneak attack him from there (or at least hurt him without him
knowing what is going on). It is a bit sad but you can take him out easily.
Be sure to loot either Z4K-97B and A-2018 for their legendary gear and to find
one (of the two) "Reactor Terminal Password" items. Now all that is left to
do is to use the terminal and shut down the reactor. After that, go interact
with it and place the Fusion Core. Talk to Elder Maxson afterward and you will
be warped back to the relay.

Here you will have a choice to make: the young synth Shaun has shown up, asking
to go with us and recognizing us as a parent (unlike before). You can choose to
take him with you or leave him behind (which is basically getting rid of him).
The choice is obviously yours, but you get more utility out of taking him with
you. Make your choice and talk to Ingram afterward and soon you will be warped
to the Mass Relay building, by a pre-rigged detonator. You know what has to be
done here, so go ahead and do it. Watch the fireworks as the Institute (and
CIT Ruins and some of the surrounding area) are wiped off the map). For the
good of the Commonwealth!

Talk to Elder Maxson now and your quest will soon end, finishing the main
storyline of the game if you sided with the Brotherhood of Steel.
Congratulations! Unlike other factions however, you actually get a follow-up
quest after this mission (even though the credits have rolled!). This quest
is named "A New Dawn" and Elder Maxson asks us to meet him on the Prydwen.
Let's go!

REWARD
(For destroying the Institute)
XP 1770




Trophy - The Nuclear Option
---------------------------

Trophy - Prepared for the Future
--------------------------------




A New Dawn
----------

This mission is more of a de-briefing than a real mission. Once you get to the
Prydwen, go see Elder Maxson and Kellis will talk to you a bit about rogue
threats and whatnot. We get it Kellis. More importantly, Maxson decides to
give us a promotion, giving us the rank of Sentinel. This is the highest rank
you can obtain in the Brotherhood. Maxson will also give us the "T-60 Jet Pack",
a modification for our Power Armor that gives us a frickin' Jet Pack. You can't
get much better than that!

Maxson also mentions that he no longer has any orders left for us, and leaves
us to do as we wish. He will mention that there are plenty of things we can do
to help the crew of the Prydwen and the soldiers at Cambridge Police Station
(aka: go do some Radiant Quests) in the meantime and the quest will come to an
end. Enjoy your new Jet Pack and feel free to pursue any of the Brotherhood
Radiant Quests along with the game's many other quests! Job well done, Sentinel!

REWARD
(For attaining the rank of Sentinel)
XP 354




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| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Synth Retention >==O
``-.____________________________________________________[FO-61]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o U.S. Covert Operations Manual


Go talk to Father after meeting all of the division heads and he will ask you
to help one of his Coursers track down a Synth. This particular Synth is the
leader of a group of Raiders and Father wishes us to stop them. Agree and you
will need to head out to meet the Courser. Head to "Nahant Wharf" to find the
Courser in question, X6-88. He likely has already killed the Raiders out front,
so loot them and talk to him to get his help. He will let us take the lead
and provide additional fire with his Laser Rifle.

Our mission is to clear the floatilla in front of us and find the rebel Synth.
Head south and you will discover "Libertalia", which is a huge collection of
beat-up ships. Clear out their first line of defence (sniping works wonders,
if you've got the right skills and weapons) and head over there on the narrow
bridge (another reason to pick them off: they have a firing lane). There is a
spotlight here you can shoot down as you get to "solid" ground. To the left is
a prison area where youncan pick an [Expert] lock for loot, including an
[Advance] safe inside.

Head up the steps here for an ammo box and height, allowing you to pick off
more unsuspecting Raiders if you can. Head right now following the floatilla.
You will come to a boat with a steps going up: another good place to snipe
from (you can take out a turret from here) and there is an Ammo Box up here
as well. Stock up and continue right to another boat that has stairs going up.
Again, snipe who you can. Past this is another boat that has two sets of
stairs. This one is note-worthy as there is an [Advanced] lock on the boat
door here to the cabin, so pick it and get some goodies.

Next up is a very large boat (multiple stories high). Kill whatever Raiders
you find there that you haven't picked off and head to it. The bottom area has
a Duffel Bag in the kitchen and there are various boxes to find chems and meds
in. Be sure you head up to the second floor though (on the east side) to find
some wooden stairs leading further up. Follow this path to find an [Advanced]
safe. You can't go any further up however, so continue on south. The red ship
up ahead has a Raider on it. The cabins here should be checked(both ends) for
an Ammo Box and a First Aid Box before moving on. In the distance you can snipe
some more to kill off the Raiders on the next ship (another Waster). As you
head south you will also see a turret on the bow, so be ready for it.

Keep heading south and near the turret you can see a path going southwest.
This path leads to a beach area with several Frag Mines on it, so go disarm
them if you wish. The boat up ahead has a First Aid Box in the cabin and a
cooking station nearby you can use, but note that X6-88 thinks you are trying
to leave, so he will "wait for us". Go get that stuff if you want and head
back, continuing east. You should sneak for this section for right now and
not snipe anyone by the big boat (our destination). One of the Raiders over
there has a Fat Man and the last thing we want is his attention. Loot the
bodies here and head left, to another large floating platform with cages.
Loot whatever you can here and continue north, which takes you to a skinny
walkway you must cross.

We come to a path split here: left or right. Left takes us back to an area
we've cleared, but if you haven't yet (and if you are following this guide,
you haven't) head left and explore the boat here for goodies including an
[Expert] safe. Nice. Head right now and kill any Raider that may be over here.
The shack has a couple of ammo boxes in it and further in is a Weapons
Crafting station and a button that allows us to use the transport to reach
the main ship. Very nice.

Head over there and kill anyone who may spot you on your way over (which is
likely someone, leading to a brawl... or you can wait awhile on the first
floor to get them to call off the search for you). This first floor should
have two Raiders in it and various goodies you can loot. Note that to the
west you can find stairs leading down to a boat with a box if you want more
goodies. Continue up a set of stairs to the second floor and kill two more
Raiders. Loot what you wish and continue upwards to the third floor using
the stairs to the west. Up here is another Raider, but take him out and then
head to the north on the walkway overlooking this entire area. On the table
over here you can find a U.S. Covert Operations Manual.

Head up to the fourth floor now (the stairs are near the ones you used to
get to the third floor) and loot what you can. There are a lot of bedrooms
here (and liquor) many many short little pathways with boxes and random meds.
You now also are able to access the "Captain's Cabin" door, which is our
objective. Go ahead and save and then enter. As you enter the cabin, X6-88
will give you Gabriel's Reset Code, saying that you can use it to reset him
(much like you may have done with the Courser during "Hunter/Hunted") but
violence may be unavoidable. After that, the first thing you should do in
here is check out the shotgun on top of the yellow crate: "Le Fusil Terribles",
witch translates (from French) to "The Terrible Shotgun".


Did You Know?: The Terrible Shotgun was a unique weapon in Fallout 3.
-------------- Apparently it decided to go out and become more cultured
before returning for Fallout 4.


The room on the left also has a Bobby Pin Box as well as a [Novice] safe in
the corner. There is also Gabriel's Terminal which you can read for some
interesting history. Head to the right now (from the door) for a First Aid Box
and a storage area. There is a [Novice] locked Toolbox here and a Mini Nuke on
the floor. Loot what you can and take the ladder/hatch to head back to "The
Commonwealth", at which point Gabriel will automatically start talking to you.
Here you can use the code-phrase right away, but afterward the Raiders to the
left and right will attack. Gun them down and X6-88 will take the Synth Raider
back to the Institute, leaving us to "Return to Father" for now.


(-NOTE-) Optionally, you can ask Gabriel about loot and get a hard speech
check. If you pass this, he will give you the upcoming terminal
password. X6-88 will shut him down afterwards, of course.


Before you go, note the trunk to the north and the terminal and safe to the
south. This terminal is a [Master] lock and the safe can only be opened by the
terminal. It has absolutely terrible loot though, so if you can't hack a
[Master] terminal don't worry too much. Go ahead and head back to the
Institute once you are ready.

Talk to Father and he will be glad you are back. He wanted us to see what a
rogue Synth can do... which is a good example, to be fair. He will then tell
us he has prepared quarters for us. Go check them out now (they are near
where we first entered the Institute at) and once you've seen them this quest
will officially come to an end. Note that you can find ammo in your quarters
(in a container, along with a pistol and rifle). X6-88 will also info you to
go talk to Father. Doing so will start the next Institute quest, "The Battle
of Bunker Hill".

REWARD
For recovering a dangerous rogue)
XP 236




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< The Battle of Bunker Hill >==O
``-.____________________________________________________[FO-62]___.-´´
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Talk to Father and he will tell you about the Railroad and the Synths they are
helping to escape. He wants us to travel to Bunker Hill where they are and
bring them back.


(-NOTE-) If you have also been working with the Railroad or the Brotherhood
of Steel you can go inform them of the upcoming attack on Bunker Hill,
but for the sake of simplicity, it will be assumed you're staying
loyal to the Institute.


Bunker Hill
-----------

Here meet up with your Courser contact (not X6-88) and he will brief us on
our situation. You can talk to him and attempt to pass a hard speech check
for extra grenades as well. With that done, the Courser will give us the
"Recall Codes" for the Synths (to shut them down easily). Time for the battle
itself.


(-NOTE-) If you are allies of each of the factions here (Railroad, Brotherhood,
Institute) none of them will attack you. This makes this mission very
easy as you can imagine, but you can also use this situation to your
advantage by letting the factions kill themselves here and then freely
looting their corpses. Power Armor and all.


This battle is pure chaos. There is no other way to describe it. Railroad
fighters, Institute Synths and Brotherhood of Steel soldiers will all be
fighting here and trying to kill each other. The Railroad has the town itself
(and the defenses) but objectively the Brotherhood is definitely the most
powerful force here. You will see them come in with Power Armor, Gatling
Lasers, Miniguns.... and even Vertibirds, which do provide reinforcements and
fire support. The Institute for its part provides distraction by warping in
Synths, usually at the corners of the streets.

You'll start out on the south side of Bunker Hill. The usual gate here is
barred, so we will need to head left, wrapping around the streets to the east
side. Bah... go ahead and start down the streets, avoiding or fighting the
enemies as the situation warrants. Wrap your way to the east entrance and head
in, then make your way to the obelisk. From there head north to the market to
find a trapdoor leading down to a Utility Basement behind a counter, which is
your destination.

We are now underneath Bunker Hill, where the fight continues. Head down the
linear path until the room opens up and you can see the battle waging. Fight
who you must and head to the north-west corner and up the small steps and
enter the room here (Institute Synths are likely coming out of here). Hang a
left and follow this path up past the entrenched Railroad forces, which may
just be an annoying, loud light show if you're not hostile with anybody, but
be wary, as there are some leveled turrets you have to deal with no matter who
you're allied with. At the end of your path you'll find four escaped Synths,
each of which you'll need to talk to and use the recall code the Courser gave
you at the beginning of the mission. Go ahead and turn each one of them off
(don't bother with the money the one offers), afer which he Courser will
thank you and warp them back.


(-NOTE-) After the fighting, you can talk to the Mayor of Bunker Hill, Kessler,
who will tell you that "You have powerful friends" and lets you use
the workshop here, which means that Bunker Hill is unlocked as one of
our settlements!


After you are done, you will be told to go meet Father at the C.I.T. Ruins. He
is actually on top of the roof, which means you will need to enter and hang a
right, going past the first set of stairs and head all the way back, finding a
second set of stairs past the bathrooms. Take this set of stairs up to the roof
and talk to Father, who will babble on a bit about the Commonwealth and about
your escape from Vault 111 before asking you to return to the Institute and
attend a board meeting with him. This officially finishes "The Battle of
Bunker Hill" quest and starts the next quest automatically, called
"Mankind - Redefined".

REWARD
(For securing your objectives at the Battle of Bunker Hill)
XP 590
Caps 500

Mankind - Redefined
-------------------

This is a simple enough "quest", if you can even call it that. Head back to
the Institute and follow the objective marker to the Board Room. Take a seat
once you get there and listen to the meeting. You will have several
opportunities at dialog as the meeting proceeds, but you will learn what
exactly "Phase 3" is. You will also learn of "Father's" condition. This turns
into a talk of who will lead the Institute, where... well, they make the right
choice. For now, just ask what that means and you will be given a basic
run-down. You will also be asked to assist with Phase 3 and the quest will
officially come to a close. After waiting a few moments you will automatically
get the next quest in the chain, "Mass Fusion".

REWARD
(For being named Shaun's successor)
XP 472



Trophy: Mankind - Redefined
---------------------------



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| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Mass Fusion >==O
``-.____________________________________________________[FO-63]___.-´´
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***IMPORTANT ITEMS IN THIS AREA****

o Tesla Science


The Institute
-------------
Go ahead and talk to Allie Filmore, who is waiting by the elevaor for us.
She will tell us that we need to go up to the surface and obtain a Beryllium
Agitator, from the ruins of Mass Fusion. Should be fun, right? She isn't too
happy to do it, but she is coming along and tells us to meet her by the relay.
Use the elevator now and head to the relay, where you can interact with it
and be given the following warning:


"WARNING: Relaying to Mass Fusion will make you a permanent enemy of the
Brotherhood of Steel. Are you sure you wish to proceed?"


This is a point of no return, as you may have guessed, but it's a decision you
should have made a while ago now as far as factions are concerned.

Mass Fusion Executive Suite
---------------------------

Thanks to the Relay Device, we will warp to the top of the Mass Fusion
building, discovering the "Mass Fusion Executive Suite". We aren't the first
here though, the Brotherhood is already here and as you know they are now are
enemy. Inside the building are a number of Scribes and outside is a Knight in
Power Armor, so focus on him and let Allie distract enemies while you wipe
them out (Note that she is essential and therefore can't be killed, which
means you don't have to worry about babysitting her).

Once you can, head in and up the stairs. You can head all the way up to a
third level to find an [Advanced] door you can pick for a First Aid Box and
goodies, as well as an outside area you can search for another First Aid Box.
Head back down to the second level and across the way to see the Beryllium
Agitator is not here, meaning we'll have to go search the building. You can
find the "Oslow's Office Recording" holotape here. Give it a listen and then
hack the [Advanced] terminal. Read the first email here to learn the Beryllium
Agitator is in a reactor and we need the "Executive Keycard". Lovely.
Thankfully enough, just leave this room and check the desk nearby for the
"Mass Fusion Executive Lab Password" and the "Mass Fusion Executive ID".
That was very easy! Use the keycard on the middle elevator here to proceed
into the Mass Fusion building proper.

Mass Fusion
-----------

As you head down the elevator, you will be ambushed by Brotherhood soldiers.
Use VATS to kill them on your way down and go into sneak mode to reduce your
profile. Kill as many enemies as they pop up, focusing on the doors to the left
and right as you go down. When you do hit the floor, a Knight in Power Armor
will show up with Scribes coming in from the left and right. Take them down
and, once you are free to explore, head into the north room to find the "Mass
Fusion Labs Key" on the table. There is also a manager's terminal here that you
can unlock with [Expert] hacking skills. This will allow you to re-route the
power and completes the optional "Restore Power" objective. Also, be sure to
head east from the glass floor, hanging a right and going forward until you
find a ramp. Take that up and out to a destroyed balcony. Head right hugging
the wall and you will wrap around to a room with a blue console you can search
for a copy of Tesla Science. Barring that, you can head to the northeast corner
to find an [Expert] locked door (or, with the key you picked up, a door you can
open automatically) that leads downward. Do one of these things to allow us to
continue heading downward.

From the lower floor, head up the left steps and into the left door to see an
elevator with a key card reader. We can of course use this now, so enter in
and head down. Once you get off, Allie will point out the reactor, which you
can see past the window. Before you head that way though, head through the
south door to find the "Prototype Lab Terminal" with a [Novice] lock. Hack it
and turn on a Protectron unit here, then go ahead and kill it. After that, go
ahead and take the north door down to another office area. Here the is an
[Advanced] "Attendant's Terminal" you can hack to get several options.

Back out and save now, as we are about to let some enemies attack us. If you
are handy with explosives, you can mine the two doors across from the terminal
if you wish. Once you are ready, use the terminal to activate the Assaultron
Units. This will make two of them come out of the doors so take them out. We
are doing this so they don't get to choose when to attacks us, by the way.
Next up is the turrets. Activate those as well and shoot down the one above
the terminal and the one in the southern room. This locker room to the south
mostly has junk, but the bathrooms beyond have a First Aid Box you can loot.

Head back and into the reactor-viewing area. There are some balconies to the
left and right and, at the end of the left one, a Steamer Trunk. Go ahead and
loot it then note the mag-lock doors on each balcony. Yes, this facility is
going to ambush us with these (lovely). Also note the area underneath the
stairs, which has a hallway (which is odd) and doors with rooms off to the
side. One of them has a [Novice] locked "Analyst's Terminal" and a [Master]
locked safe. You can unlock the safe with the terminal if you wish, but be
sure to free the Protectron and kill it off like you did before.

OK, we are done with enemy prep work. All that is left is getting the
Beryllium Agitator. We have to go into the reactor do that that, and it is
very radioactive, so if you don't have your own Hazmat Suit, go to the locker
room and get one from there. Put it on and then make your way to the decon
room. Hit the button and enter the reactor. Make your way up to the reactor and
hit the button, which will allow you to pick up the Beryllium Agitator.

Doing this sets off the security system. What you need to do right now is
shoot the two Laser Turrets up on the ceiling to the west. Take them both out
and you'll be safe, then head back to the decontamination room. Hit the button
and then put back on your regular armor. Inside the viewing area is one more
Laser Turret up on the ceiling and finally a Sentry Bot that comes in out of
the north door. Chuck some explosives up there to soften him up and then take
him on as he comes out. If it focuses on your AI teammates, lay into it like
normal but you can also use the hallway under the stairs to take cover. Just
beware of the explosion once it dies.

We now have to leave the building, so head east up the stairs and use your
key card to open the door. Take the elevator back up and you'll hear the
Brotherhood is still fighting. Once you get out, help the Institute Synths
clear out the Brotherhood soldiers in the lobby for the XP, then exit the
building. Warp back to The Institute once you've left the building. Once here
head to Advanced Systems and speak to Allie. She will take over from here as
this quest officially comes to an end. Wait for a bit and the next Main Quest,
"Pinned", soon begins. Another side-quest, "A House Divided" also begins now.
Might as well take care of that, first.

REWARD
(For obtaining the Beryllium Agitator)
XP 708




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..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< A House Divided >==O
``-.____________________________________________________[FO-64]___.-´´
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Make your way to the Bioscience room. Head inside and you will find Newton
Oberly trying to talk Higgs down. It won't work of course, but talk to him
and he will give you the "Bioscience Systems Access" holotape, to use as a
last resort. We can't talk to Higgs through this blocked door, so Oberly
also opens up the maintenance hallway so we can reach the Bioscience
Observation room.

Head through the tunnel and in the first room you will need to kill off a
couple of Synths. Take them out and head into the next hallway, where you
will need to kill off a Laser Turret. Make your way to the next hallway now
and take out the last Laser Turret and soon you will be in the observation
room. Go ahead and quicksave here, as he have several options on how to deal
with this situation.

The Non-Violent Approach
------------------------

The easiest option is of course to talk Higgs down, so if you plan to try for
this one make sure to put on your Charisma gear. After the first dialog choice,
you have the option to try and pass a hard speech check here ("Give me a
chance?") and then a moderate speech check in order to get Higgs to stand down.
He will then "return to the fold" and open the door. Easy!

Violence!
---------

The option you may have to take if you don't want (or can't) pass the speech
checks. After Higgs is done talking, use one of the nearby terminals and the
"Bioscience Systems Access" holotape to get several more options. The funnest
one by far is to let the Gorilla's loose and they will go in and kill
everything. You cannot put them back though, so you'll need to open the door
and take them out (giving you Gorilla Meat). You can also just open the door
and head in and kill the two Synth Guards here. Higgs and Loken won't attack
here if you do this, so you can either kill them or talk to them to end things.
If you do have to kill them (either via the Gorilla's or just because you feel
like it), you will need to grab the "Security Override Code" from Higgs (or
Loken's) body (it varies) and use it on the terminal near the door to open
it up.

After you take care of the situation, head back to Oberly and report in. He
will be glad or a little mad based on the results. If Higgs and Loken survived,
you will get to decide their punishment. This depends on what you want of
course, but note that you can execute them if you pass a moderate speech
check. Hardcore! You'll also get five boxes of Mentats and five doses of Jet
if you resolved things non-violently. Once you've reported in though, you
will be done with this mission. Time to get to work on "Pinned".

REWARD
(For resolving a succession dispute)
XP 236
Item Mentats x5
Jet x5




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| _/ _` | | / _ \ || | _| |_ _|
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..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Pinned >==O
``-.____________________________________________________[FO-65]___.-´´
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Go ahead and talk to Father to learn they've had a complication in some of
their personnel recruitment. Heh. While attempting to recruit a scientist
the team has got him pinned in a house near Graygarden. You may also have
to talk to your Minutemen Soldiers, but this entire mission can be done
with talking (which is good for XP and not pissing the Minutemen off), so
put on your Charisma gear and head on over there now.

Graygarden
----------

Head to the house just to the west of Graygarden where, if you have advanced
the Minutemen quests at all (past "Taking Independence"), you will have to
talk them down. Go meet the Minuteman contact and tell them to stand down.
After that you can use a moderate speech check (misunderstanding), which leads
to a multitude of speech check options. Most are moderate, but one is easy so
choose whichever "misunderstanding" option you want and the Minutemen will
stand down. If you have not advanced the Minutemen quests, you don't have to
worry about talking to anyone at all.

Go ahead and enter the house now to see some Synth Soldiers and your contact.
They will explain their failing (which is, well, pathetic) and give you a
chance to talk to the man trapped in the closet. Again, be sure your Charisma
gear is on and talk to T.S. Wallace through the door. He is extremely paranoid
as you can guess, but talk him down and soon you will get a chance to gain his
cooperation with either a moderate or hard speech check. Moderate works just
fine, so use it and Wallace will agree to come to The Institute with us.
Another short mission. After waiting for a bit the next main quest,
"Powering Up", will begin.

REWARD
(For helping The Institute acquire some new talent)
XP 590





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| _/ _` | | / _ \ || | _| |_ _|
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..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Powering Up >==O
``-.____________________________________________________[FO-66]___.-´´
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Just like the last quest, this one starts by talking to Father so make your
way to The Institute and seek him out. Once you find him, Father will say that
it is time The Institute announces itself to the world and asks you to make a
speech using the recording equipment nearby. Most of this speech is indeed
scripted, but you can put in your own phrasing at certain times and allow
yourself to come off as either benevolent or a dictator. Your choice, really.
This doesn't affect your interaction with the factions or endings whatsoever,
as it is more a message to the people in the Commonwealth than anything else.
You know, flavor and whatnot.

Once you have finished your speech, Father will ask if you want to make a
trip to Diamond City. We are going to enhance the Diamond City Radio Station
in order to send out our message. Father will mention the parts we need are
already on site (making me ask why whoever put them there didn't just install
it themselves), so go ahead and fast travel to Diamond City now.

Diamond City
------------

Make your way to the Diamond City Radio building in the outfield and enter.
Travis, as usual, really doesn't care but will chat with you based on what
you've done for him (or haven't done). Underneath the radio equipment just
opposite of the door is the "Radio Parts Crate" that you can open to get
three parts. Now, what we have to do here is put them in the right order in
the equipment in front of us (the missing panels to the left, center, and
right). The game doesn't tell you what order to put them in, but the middle
lights will light up if you get it right making this a guessing game. Of
course this is a guide, so here are the right places for the parts:

Left: Radio Thing With Buttons
Center: Radio Thing With Dials
Right: Radio Thing With Tubes

Once you get them in, leave the radio shack and head back to The Institute.
Instead of going to Father's abode you need to head back to Advanced Systems.
It is time to officially power up the reactor. Make your way to the reactor
room and down the linear path to the reactor itself, looting whatever you
wish along the way. Once you get into the reactor room, go up and talk to
Father, who after thanking you will go address the directors while you are
free to put in the Beryllium Agitator. Go ahead and put it in the reactor,
then interact with the terminal outside the room and choose "Initiate Reacor
Startup Sequence". And with that we have nuclear power!

Talk to Father now and he will ask you to attend the next directorate meeting
in his place, which is happening now, so head back to the main Institute area
outside of the Advanced Systems. The directors are actually still walking
back here, so sit down in the lobby and wait for a few hours to give them a
chance to catch up. After that, head up to the meeting room like last time
and take your place in the director's seat. Hehehe...

This meeting, unfortunately, is quite out of your hands. You start it by
talking to Dr. Filmore to your right, but soon you'll be told the Institute
has "already decided" on projecting their power giving us little to say in
the matter. You are given the choice to focus on Weapon Development or Enhanced
Synth Production at one point, so choose what you wish here, but we aren't
actually allowed to dictate the way the Institute goes forward. This will
actually conclude the quest after the meeting. Wait a few moments and soon
the next quest, "End of the Line", will show up.

REWARD
(For powering up The Institute)
XP 590

Trophy: Powering Up
-------------------



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| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< End of the Line >==O
``-.____________________________________________________[FO-67]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***


Like most Institute quests, this one begins by talking to Father. Go talk to
him and he'll ask how the meeting went. Answer however you wish. Now, if you
have contacted the Railroad you will get some text here calling your
allegiance into question a bit, and you can even outright tell Father they
are your allies but no matter what you do our goal (from Father, who is
outright commanding you at this point) is to "Kill Desdemona".

Warning: As the note above says, this is the deciding point between the
Railroad and the Institute.


Railroad HQ
-----------

Make your way to the Railroad and kill everybody you find dwelling down here.
Be sure to bring healing items and a companion other than Deacon for this
fight. There is no need to actually talk to Desdemona, but you can tell her
you are here to kill her nonetheless. It would be better though to get hidden
and get in sneak attacks to thin the herd. After you kill Desdemona, you will
be told to "Eliminate Railroad Leaders", which include Tinker Tom, Glory,
Doctor Carrigan and Deacon. Note that if you have Deacon as a companion out
waiting for you at a Settlement, you will have to go there and kill him
separately as well. There is really no notable loot to be had, but Desdemona
does have the "Railroad HQ Key" and a Railway Rifle you should grab. Warp
back to The Institute once you are done.

Talk to Father to report your success and he will sympathize a bit and tell
you that the Brotherhood is next. Because OF COURSE they are. Well, at least
we are already enemies with them. He will go over how the Brotherhood is
quite a bit bigger than just the Railroad was, with other factions out in the
Wastes. As he talks, this quest will officially end and the next quest named
"Airship Down" will begin. Father will ask us to go see Doctor Watson to go
over his plan on how to deal with the Brotherhood, but we'll cover that
under "Airship Down".

REWARD
(For exterminating the Railroad leadership)
XP 590




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| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Airship Down >==O
``-.____________________________________________________[FO-68]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Quinlan's Outfit
o Teagan's Outfit
o Maxwell's Outfit
o Final Judgement


As Father mentioned in the previous quest, go see Doctor Watson and he'll let
Rosalind explain the plan (which is, frankly, awesome): we are going to relay
just outside the Airport and fight (or sneak) or way in. From there we are
going to take out their EMP generators to bring in our own Synth allies and
then (get this) one of our Synths is going to upload a virus into Liberty
Prime and have it take out the Brotherhood's Airship and Airport.

If you plan on being more stealthy for this mission, you may want to send
your companion away and bring some Stealth Boys. This is far from necessary
though. Alternately, you are going to be facing a number of Power Armor
enemies in this fight, so a suit of your own Power Armor may be a good idea
as well. Again, it is all up to you. Once you are ready, head to the Relay
Room and you will be warped just outside the Boston Airport.

Boston Airport
--------------

You'll arrive in a warehouse just north-east of the airport. Your first goal
is to take out the three generators, but just getting to them is half the
battle! First things first though: there is a squad of Brotherhood soldiers
that may be patrolling nearby, so look for them to the left of your starting
point. From here, head forward towards the Airport and you'll see their
position is very well defended: Machine Gun Turrets, Knights and Knight
Commanders patrolling in Power Armor and even Scribe or Initiates with
Missile Launchers on the ramparts.

You are of course free for a direct assault if you wish (which is quite fun)
but that is a rather tall order. You can use the husks of the airplanes here
for cover, but you can also consider an alternative: use these airplane husks
to head to the left and into the warehouse away from the guarded entrance.
Inside are a number of spread-out scribes and soldiers that you should take
out one at a time with a suppressed weapon (including Proctor Quinlan, who
drops the special "Quinlan's Outfit"). Note that there is also a [Master]
locked door down here that you can open that leads to a Steamer Trunk and
various other goodies, including a second [Master] locked door that leads
to the beach front nearby. From the warehouse entrance though, you want to
make your way to the right to find the stairs upwards.

Up here there is a Vertibird that will take off once you are seen, so if you
can put some bullets into its engine with a sneak attack and then use your
VATS to take it out. Its explosion will hurt nearby enemies and cause you to
go into full [Danger] mode, but stick to the stairs and wipe out everything
that comes over. The first Generator is actually behind the Vertibird (to the
east) that you can take out to call in your Synth allies. The other end of
this platform to the west has the other generator, but it is much more guarded
so go after the eastern generator first, then work your way south taking out
the Brotherhood enemies and turrets guarding the generator. In fact, it is a
good idea to rush in, target the generator quickly (to destroy it and call in
more allies), then rush back so you can get that distraction and take down the
enemies easier. This western path leads to a hallway overlooking Liberty Prime
by the way and has Proctor Teagan over here as well (who again drops the
special "Teagan's Outfit").

The third generator is up in the aircraft controller tower, but before you go
up there note that to the left of the stairs (to the north) is an [Expert]
locked security door you can pick that leads out to an airplane walkway. This
is a perfect sniping spot for taking out the northern security point. You can
hide here and snipe away at the many soldiers guarding the gate and they will
never see you, as you don't go out of the "Caution" phase. They will fire at
your position though, but you can easily back away just a bit for secure
protection from the missile and laser blasts.

Now then, the third generator. Head to the south and down a small hallway
(guarded by a Knight) is an elevator leading up to the control tower. Take him
out and head up the tower. Up here is a patrolling Protectron you should take
out as well as a turret on each side. The generator is up here as well, so take
it out and head back down. You will undoubtedly see the "Synth Virus" ally
nearby once you take the elevator back down (he is the only Synth that looks
like a generation one) and head towards Liberty Prime.

You now need to escort the Virus Synth to the top of the Liberty Prime
platform. Proctor Ingram is up here protecting it, but kill her off (target
her arms) and everyone else who may be around, then head up to the top and
the Synth Virus will do its thing and start to infect the giant robot.

We need to hold out for several minutes while the virus does its thing. This
is where your companion and allies come in very handy, as several Brotherhood
foes appear from the lower western and eastern entrances, as well as the
hallway down below. Kill them off as fast as you are able, taking time to
heal whenever you need to (seriously, stay on top of your health) and using
the top platform for cover. A Vertibird will show up soon so be sure to take
out its engines as soon as you can to take it out for good (VATS helps a ton
with this). Finally, near the end, Scribe Haylan and Elder Maxson will come out
to fight. Haylan comes from the hallway and attempts to stop the Synth Virus
while Maxson arrives in a second Vertibird (he is in Power Armor of course).
Take out the Veritbird and Maxon will be grounded, after which you'll just
need to cut the head off the serpent, figuratively speaking. After he's dead,
loot his remains for his awesome coat ("Maxwell's Outfit") and his special
legendary weapon, "Final Judgement".

Once the Synth Virus has uploaded the virus, it will be destroyed (and even
if it dies before than, another one will warp in so don't worry too much).
Liberty Prime is now ours and will identify the Airship as the new "Communist
Threat" and will use its eye lasers to take it down. The airship will come
directly at us but, as Rosalind promised, we will be warped away just in the
nick of time! We are even taken just outside the blast zone so we can see and
appreciate the crash landing we just caused. This officially completes the
quest "Airship Down" and gives you a very nice chunk of XP. Wait a few moments
and the next Institute Quest, "Nuclear Family", will begin.

REWARD
(For taking down the Brotherhood of Steel)
XP 708




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Nuclear Family >==O
``-.____________________________________________________[FO-69]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***


This quest is very short. Warp back to The Institute and go see Father, who
is upstairs in his quarters and on his deathbed. Go ahead and talk to him and
answer however you wish. The Institute under your help has gained a Nuclaer
Reactor and taken out the Railroad and the Brotherhood of Steel, cementing
their survival and Father is proud. But now is the time to say your goodbyes.

Afterwards you will get the "Credits" of Fallout 4. Congrats! Of course once
they are done rolling, you will take over as the Director of the Institute
and be free to pursue and explore the world as you see fit.

REWARD
(For securing the Institute's dominance)
XP 1770



Trophy - Nuclear Family
-----------------------

Trophy - Prepared for the Future
--------------------------------




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| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
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O==< Defend The Castle >==O
``-.____________________________________________________[FO-70]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Form Ranks
----------

To properly start the Minutemen end quests, you have to become an enemy of
the Institute, which can be done in several way. First, you can simply
flat-out refuse when Father asks you to join him. Of course, you were
instructed to agree and/or be ambiguous so you could explore the Institute
in greater detail. After that, you need to turn the Institute hostile towards
you, which can be done quite easily by murdering somebody in the Institute.
If you want to put a fine point on things, you could just gun Father down,
which would obviously do the trick definitively. Doesn't have to be Father,
though, any living member of the Institute should do fine.

When the quest "Institutionalized" tells you to exit the Institute, when you
get text saying you're an enemy of the Institute, or when everybody turns
hostile, you'll know you've done the job. Leave the Institute and the quest
"Form Ranks" will start. Before you go off and talk to Preston as the quest
demands, however, return to Sturges and give him the Network Scanner holotape
to complete "Inside Job". Once done, talk to Preston, who will tell you that
baddies have been looking all mean-like at The Castle, and you should
probably head over there. This ends "Form Ranks" and starts "Defend the
Castle".


(-NOTE-) If this quest doesn't unlock, you will have to build up the Minutemen
forces in the Commonwealth by gaining the allegience of settlements.
If you've been following this guide, you should have liberated far
more than you need. You also need to have completed the quests
"Taking Independence" and "Old Guns".


REWARD
(For getting Institute data for Sturges)
XP 389

REWARD
(For talking to Preston after visiting the Institute)
XP 413

Defend the Castle
-----------------

When you arrive Ronnie will talk to you and warn you of an imminent Institute
attack, but you fortunately have time to prepare, build up defenses, all that
fun stuff. If you already build turrets as suggested earlier (not to mention
artillery during "Old Guns") you should be in good shape to proceed. If you
want to grab Power Armor before the fight starts, now's the time for that, too.

The attack will soon start, with enemy Synths coming in from South Boston.
Head to the north-east and take them on (listening to Radio Freedom helps
give you enemy notifications, by the way). Note that there is a car out this
way you can blow up to extremely damage any enemies near it. The enemies over
here will likely have a Courser as well, who may go into stealth mode, so just
beware of that.

From here enemies will next attack from the "main gate" out of the east. Go
help deal with them and from here things will start to ramp up significantly.
The "Defend the Castle" % will rise up as you fight to show you your progress,
but after these two main gate attacks, Synths will start to appear from both
directions and will even be warped in directly to the courtyard itself.
Additionally, they will start to appear on the walls and in the castle
hallways, using the doorway frames to hide behind to protect themselves.

You should be very proficient at switching between weapons here and should
have a long-range and short-range option ready to go at all times. Use
something like a Shotgun or your Unarmed/Melee weapons (if you are trained
for them) for short range hallway fighting and try not to use VATS if you
are close to the enemy. Save that for long-range fighting and to guarantee
hits and finishing enemies off.

The forces of Synths are quite overwhelming at times, especially if you are
light on castle defenses so be absolutely sure to keep a close eye on your
health. It is therefore important to prioritize killing off enemies as you
go, to thin the number of Synths shooting at you. Eventually you'll have to
fend off several powerful Coursers, who can be absolutely brutal and will run
rampant over your Minuteman. There can also randomly be legendary versions of
enemies attacking as well, so be sure that you loot them once you kill them
for the random legendary gear they drop! If you have to, head into the castle
hallways and take cover and heal there (as well as giving your AP a chance to
recover). Preston and Ronnie are essential NPC's here so they will always
provide a distraction, as will occasional boosts of Minutemen forces.

There's not much more to say: keep protecting The Castle and soon you will be
at 100%. Even if the enemies aren't dead by this time, you will see them
retreat and can try to kill them as they do so. You will be told to speak to
Ronnie after they leave. The quest "The Nuclear Option" will also appear
(Despite us not having officially completed this quest yet! Heh). Go talk to
Ronnie and after that go talk to Preston. This will officially complete this
quest while Preston tells you that thanks to Sturges we have found a way
into the Institute and can strike back. This however is all covered under
"The Nuclear Option" quest, so we'll cover that in another section.
Great job defending the Castle! What a fight!

REWARD
(For defending The Castle)
XP 354



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O==< The Nuclear Option >==O
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Tell Preston you're "Ready to attack" and you two will split duties.
Fast-travel back to Sanctuary to talk to Sturges and you'll learn that The
Institute bring in water from the old sewer systems under C.I.T for their
reactor, and that is our way inside. Sturges will also give you the key item
"Institute Relay Targeting Sequence" which we will need to use once we are
inside The Institute in order for us to warp-in allies.

Now there are two ways to get to our destination in The Commonwealth. The
game wants us to travel to the C.I.T. Ruins, but if you do that you will have
to travel quite a ways east, fighting through a couple of Raider camps along
the way. Easy enough to do, but your target is just south of Ticonderoga so
you can alternately just fast-travel there. Either way, once you get to the
top of the north-west bridge, you will see the objective marker is down in
the river. Heh, yes we are going for a swim. Pop a Rad-X and leap in, heading
for the marker to see a pipe leading from the river into land. Follow it to
enter the "Public Works Maintenance Area".


(-NOTE-) If you got Doctor Li to upgrade your Pip-Boy during
"Institutionalized" you will be able to teleport right back into
the Institute. That's... probably a mistake. Uh... just pretend
that's not an option.


Public Works Maintenance Area
-----------------------------

Sneaking into the Institute via the Maintenance Area. Heh. Emerge into this
first room as both of the pipes here have grates over them. Use the keypad on
the wall and the left pipe's grate will open up. There is also a locked
[Advanced] terminal here you can hack to open up and claim a Steamer Trunk
(quite nice!). Continue down the pipe you opened up and we will soon be dumped
down into the sewers.

Well, so much for an exit strategy. Get out of the cesspool and take out the
two Laser Turrets up ahead to the south. Keep following the path through the
pipe you find. At the end it may look like a dead-end, but open the hatch you
find on the left and you can get out easily (we'll have to deal with more of
these hatches, by the way). Head upstairs here and look for a first-aid kit
with a [Novice] lock on it. There's plenty of junk up here too. Continue on
to another sewer section and we'll have to travel through some sewer tunnels.
You will very likely find a Mole Rat or two at the start of this area but
continue on and that will turn into Feral Ghouls. Fight your way forward to
a four-way split where you will fight a number of ghouls. The only way forward
is to go left (the other paths are dead ends), but there is also a Glowing One
down there. Once you see him, hit him with everything you have. The LAST thing
you want is to have the Glowing One charge into the middle of Ghoul Corpses
and use his ability to resurrect them all, so take him out fast.

Continue on down the left path to another split. To the upper right is a Laser
Turret you should take out. The left path is a dead end but you can find a
suitcase and a first-aid kit down here. Grab it all and head down the right
path, but once you get to the walkway/stairs go into sneak mode. Up ahead in
the room past the hole you will see two Synths working on repairs. Go ahead
and kill them both with a silenced weapon to take care of two upcoming threats.

Now here there are two ways to continue. You can hack the [Expert] Terminal
here for a shortcut, but hack it for the XP if you can and then continue
southeast up the tunnel (we are going to go gather a few items). You will
find a hole in the wall up here that gets us into the maintenance rooms just
as well. Enter the room and to the left you can find a Fusion Core and an
[Expert] locked security door. Once again, pick it for the XP if you wish,
but head back and go north-east through a door and up the stairs. Kill the
Synth up here and then check out the computer terminal (the Robotics Terminal).
You can read the logs here which talk about kids using computers with fake
names and then you can read "4n1m4l's test logs" to see that he basically
destroyed a robot on a treadmill. Heh. Eject the tape to receive "4n1m4l's
test logs". You can see the robot destroyed down below, but to the left is
another [Expert] terminal you can hack for some goodies and a small room to
the right of that with an ammo box. The robot that was destroyed down below
is an Assaultron and you can loot it for some more goodies.

Head back up the stairs to the Robot Terminal and go north-east to a hallway.
Just to the right is an elevator (broken down) with an ammo box. Head onward
and in the room up ahead on the right there are... just a ton of monkeys.

Why are there so many monkeys!? The developers are really having fun here!
The desk in here has a first-aid kit and an Overdue Book you can pick up for
the Boston Library book return. There is also a [Novice] locked safe on the
wall behind the desk. Exit and continue down the hallway. The left door is
the only way forwards thanks to the rubble, but there is likely a Synth waiting
for you. Kill it off and note the hole in the wall to the left that connects
to the robot testing area. Head past it and further down is a machinery area.
To the left here is the expert security door that you may or may not have
picked from earlier. Go right now and loot the room you find (there's lots
of junk) and then continue past the "Restricted Area" door.

In here the left path leads down to where the expert terminal was from before.
You can find some laser pistols on the desk down there, but continue north to
a walkway with plenty of junk and a [Novice] locked toolbox on one of the
shelves. Head down to where you killed the Synths from earlier and we'll have
no choice but to head back into the pipes. Thankfully our pipe-time is drawing
to a close. Jump in and follow this pipe and it will lead you directly into
The Institute.

The Institute
-------------

Jump out of the pipe and you will find yourself in the Relay Room, down in
the small maintenance area. We have access to the Relay Terminal easily from
here and for some reason the room is completely empty. Go to the terminal and
use the "Institute Relay Targeting Sequence" to call in the rest of the
Minutemen (or at least Preston, Sturges and some back-up). Talk to Preston
here and he will give you a "Fusion Pulse Charge" to attach to the reactor
and will then tell Sturges to get used to the warp drive controls so he can
warp us out of this place once we are done. He also gives us an optional
objective to issue an evacuation order to try and save as many lives as we
can. Now that we have our backup, follow the objective marker and enter Old
Robotics to continue.

Old Robotics
------------

Use the [Advanced] Terminal you find here to turn off the turrets and continue.
We are going to run into pickets of Synth Resistance along the way, but we'll
be over-powering them fairly easily (A quick tip: shoot off the Robot's Right
Arms... they will drop their guns and be much less effective as they try to
melee). As you go down the stairs here you can target a turret in the far
distance (you can sniper it... apparently the terminal doesn't shut them all
down), but follow the linear path downstairs. Synth Striders may be down here,
so chuck a grenade downstairs to help blow them apart. There is a room on the
left down here where you can hack another [Advanced] Terminal and turn off
the turrets (there is a First Aid Box nearby as well). The room across the
way has an Explosives Box you can loot. Keep heading down though and you'll
see another terminal and a door on the right leading into a bathroom (go
there first for the First Aid Box).

This terminal is the "Prototype Sequence" terminal. Turning it on will
unleash a (hostile) Sentry Bot that will attack the two Synths here. Let them
fight it out, but sneak up into the room on the right. As you advance into the
room, two more Synths from the right will show up, giving the Sentry Bot new
cannon fodder, but by now your allies are likely fighting as well. Focus on
the Sentry Bot and take it down, then wipe up whatever it didn't kill. Follow
the path on the right to a hatch. Open it and drop down. This leads to a lower
room where you can pull a Fusion Core from the machine. Continue to follow the
path (note the explosives box on the left) and you will soon come to the
"Institute Bioscience" room.

Institute Bioscience
--------------------

Now this room is going to be chaos. Head out into the main room and kill any
scientists you see (they are level 1). Out in the main room though, you will
face a wide variety of enemies, including turrets on the ceiling, various
Synth enemies, scientists running around, and GORILLAS! Yes, the caged Gorillas
they keep here will be let loose, attacking only us. The first things you
should take out are the annoying turrets. There are two on each side of the
room, but they have a large radius of fire, so shoot them down while circling
the room. Wipe out all the threats here and continue on to "The Institute"
proper.

The Institute, Continued
------------------------

Bioscience may have been chaos, but this area is utter madness. There are
quite a few enemies blocking our path here, but we will at least have our
Minutemen allies. We will need to fight our way to the elevator. The majority
of the areas around us are blocked off, so this is a fairly restricted area,
but you will likely fight some Coursers and other leveled Synth enemies. Of
special note is "XPN-20A", a legendary enemy that will appear here. Again,
try to take out his weapon and if you are looking for respite try jumping
down into the water areas (he doesn't like to follow). With all the help you
have you will take him out fairly easily.

Fight your way forward and wipe out all resistance and once you've cleared
the area Sturges will announce on the speaker that we need to head to
Advanced Systems, but to do that we need to use the Director's Terminal to
undo the lockdown. Head to the elevator now and you'll be on your way to
Father's Room. Head inside and go up the stairs. Now, here you should quicksave
and put on your CHR gear. Go talk to Father now and he will be very saddened
(as you can imagine). After a bit of dialog, you have the option to tell him
to help you, a moderate speech check. Pick it and he will ask why. This is
another moderate speech check, with various choices though. Pick whichever
one you want and if you pass it he will give you the Synth turn-down code,
9003. Use the terminal here now and pick every option which turns on the
evacuation notice, turns off the lockdown, and finally shuts down some Synths
with the code you just got.

Head out the door nearby and go down the stairs now. Make your way to the
large room (where more fighting has broken out) and head for the Advanced
Systems.

Advanced Systems/The Reactor
------------------------------

This initial area has a few scientists still hostile, namely T.S. Wallace.
Take down any threat and fight your way forward to the reactor. Once you load
in, hang a right and head up the hallway, taking out the three laser turrets
they have put in place. Continue down to the bottom and the reactor room,
which is filled with scientists and enemies. There are TWO named Legendary
Enemies here: Z4K-97B and A-2018. Z4K is on the bottom and should be dealt
with first. Fire on him from outside the room and if he comes inside let your
allies trip him up as you hurt him.

Once he is gone, clear out the bottom and pick off any low-level enemies down
below. Now, to easily handle A-2018 you can actually sneak up the right side
stairs and sneak attack him from there (or at least hurt him without him
knowing what is going on). It is a bit sad but you can take him out easily.
Be sure to loot either Z4K-97B and A-2018 for their legendary gear AND to find
one (of the two) "Reactor Terminal Password" items.

Now all that is left to do is to use the terminal and shut down the reactor.
After that, go interact with it and place the Fusion Core. Talk to Preston
afterwards and you will be warped back to the relay. Here you will have a
choice to make: the young synth Shaun has shown up, asking to go with us and
recognizing us as a parent (unlike before). You can choose to take him with
you or leave him behind (which is basically getting rid of him). The choice
is obviously yours, but you get more utility out of taking him with you.

Make your choice and talk to Sturges and soon you will be warped to the Mass
Relay building, by a pre-rigged detonator (which the Minutemen say is the best
place to trigger the explosion from). You know what has to be done here, so go
ahead and do it. Watch the fireworks as the Institute (and CIT Ruins and some
of the surrounding area) are wiped off the map). For the good of the
Commonwealth! Talk to Preston now and your quest will soon end, finishing the
main storyline of the game. Congratulations, General! You can, of course,
continue to journey the Commonwealth and complete anything you have left
unfinished.


REWARD
(For winning the war against the Institute)
XP 1770



Trophy: The Nuclear Option
--------------------------

Trophy - Prepared for the Future
--------------------------------




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O==< Underground Undercover >==O
``-.____________________________________________________[FO-72]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Massachusetts Surgical Journal


Underground Undercover (Part 1)
-------------------------------

Now that you have a means of coming and going to and from the Institute as
you please, it's time to start working at completing the Railroad's schemes.
You should have used the "Network Scanner" holotape on the console just
outside of the relay to contact Patriot, in which case you would have been
told to meet it in the Advanced Systems maintenence room. From the doors
leading to Advanced Systems head north, north-east and follow a blue line
down a ramp. Head past a stairwell and go through some Sliding Doors to the
north, then east, then south to find the storage closet where Patriot awaits.
Be sure to equip your Charisma gear ahead of time as you can get a speech
check here). He'll be very surprised to see us. Talk to him about the
Railroad for awhile and he'll soon lead us to a Synth that is waiting for
freedom itself, Z1-14. You can get a moderate speech check here so go for
it if you can and go talk to Liam. Before you go through with your plan
though, Liam will say that he needs a password and to find it, you'll need
to get back in contact with the Railroad.

Fast-travel back to Railroad HQ (yes, you can teleport right from the
Institute to the Railroad HQ, which seems a little... risky?) and once
you're back the team members will undoubtedly marvel that you made it back
in one piece. Talk to Dez next to tell her what happened and she'll ask you
to type up the report on PAM's terminal so the machine can analyze it for
her. Activate the "PAM Mainframe Terminal" and select the entry "[Enter
Institute Report]", whiwards talk to PAM and she will do the heavy-lifting
and narrow down logically whre the password Liam needs likely is. She will
direct us to head to "Cambridge Polymer Labs", which is west of the C.I.T.
Ruins.

Cambridge Polymer Lab
---------------------

Fast-travel to the Cambridge Polymer Lab (or nearby, if you don't have the
map marker) then head inside the building. As soon as you enter this place,
you will talk to a robot named Molly, who is quite keen on recruiting us as
an employee. Go ahead and play along here, but equip your Charisma gear
before you begin the interview (there is a speech check to pass). Once you
do get to the interview part (which consists of a single question), your
answer dictates what job you will get. You can of course pick whatever you
want, but only the easy speech check gives you XP (the position of sales
coordinator). You will then be asked if you want to attend the employee
orientation or not. It is honestly a waste of time, but you can choose to
follow Molly to a destroyed viewing area to learn about Cambridge Polymer
Labs.

After the orientation, follow Molly into the Clean Room and loot whatever
you wish before heading in (save the upstairs part for now). You will also
get some crappy clothes depending on your job here (which aren't worth
anything). As soon as you enter the clean room, Molly will announce that
overtime is mandatory and lock you inside. Gah! Leave the room through the
nearby hole in the wall as radiation is blasted into the room.

Well, the quest has started in earnest and we are told to "Complete the
Research Project" (or find another way to escape). It is in our best
interest to complete the project however, so that's what we'll do. Head
into the first room here (which is the "Experiment Room") and read "Ericka's
Terminal" to get a glimpse of what happened here. The work area is just to
the east, which you should get familiar with as this is where we'll do the
actual experiment at.

A quick note about this work area: to the left are two slots where you put
the agents and to the right is where you put the isotope. You can read the
terminal here to learn that the two agents that we need are "Gold" and
"Lithium Hydride", so we will need to find those and the isotope to complete
the research project. They gives us the "Unidentified Agent 11317 right at
the start. Go ahead and pick it up, then put it in the agent container. Use
the terminal now and scan it to learn that it is Hydrocloric Acid. Not what
we need, but you know how to scan things now. Put it back in your inventory
to make room.

OK, time to explore this facility. Out in the lobby area you will undoubtedly
find some Ghouls. Kill them as they are getting up and even more will come
(some from upstairs), so take them down. Go explore the south-west room how
to kill a Ghoul and find a Hazmat Suit and "Unidentified Sample 3111" on the
shelves. From there, go up a room to the west room for two more Ghouls and
"Unidentified Sample 413" on the table by the window. This room leads north
into another room that holds "Unidentified Agent 65" and the all-important
"Isotope Containment Terminal". You need this, so hack the [Novice] terminal
and open the door. Doing this will set of an alarm and cause a Glowing One
rise up from the waste. You can get to the isotope area by taking the
north-east room on the lower level, but before you do pop some Rad-X or put
on the Hazmat Suit you found as the room is highly radioactive. Head on in
there though and kill the Glowing One. Once you kill it, check the corner
of the room (on the shelves) to find a vial in a holder. Pick this up for
"U-238", the isotope we need.

We have to explore the top floor now, which will be fun. Head up there and
head into a room to the east. In the closet in here is a Ghoul you can kill.
Check the deck in this room (by the ramp) to find a skeleton with
"Unidentified Sample 49" on the desk. There is also a "Suicide Note" on
the desk (very sad). Loot the room now and head up the ramp. Avoid the holes
in the floor as you head north, then another as you turn west, but drop down
a third hole at the end of the southern passage, then kill the Ghouls in the
room you land in. Once done, check to the right of the terminal for
"Unidentified Sample 611". The desk in the middle also has the "Radioactive
Containment Password" (not that we need it). Be sure to use "Bergman's
Terminal" near the "Unidentified Sample 611", which you can use to select
the option "[Password Request (Archive)]", which gets you the password you
need for the quest "Underground Undercover". You can also select the option
"[- Facility Defense Systems -]" which will let you override Security. This
is part of the optional objective to find another way to leave the lab. As
usual, you can do as you wish, but since you've come this far, you might as
well just complete the experiment. If you do want to do this though, simply
leave through the clean room and Molly will be hostile. You will have to
take her out. Follow the rest of the guide though (either way) to get all
the goodies out of this place.

Time to get out now! Head to the door and disarm the laser tripwire by the
door. Open the door with the terminal. Not that outside this door, you can
turn around and hack the [Expert] terminal if you want the XP. Jump the gap
and explore the upper left portion now to find an [Expert] same and other
goodies. Head back to the experiment room now as we have everything we need.
The first step here is to identify all of the Unidentified Samples we have.
Put them two at a time in the containers on the left and use the terminal
to scan them. Here is the list:

611 = Gold
65 = Tungsten
3111 = Lithium Hydride
413 = Gallim
49 = Cobalt

Knowing this, put the Lithium Hydride into the left slot on the left, Gold
on the right slot on the left, and the U-238 into the Isotope Slot. Use the
terminal now and run the test, then exit the terminal and watch what happens.
Once it is done, head to the left receptacle for the "Piezonucleic Power
Armor Chest", which is... quite nice. We have now completed the experiment.

Head back to Molly now and tell her that you are done. She will lift the
lockdown and will lead you to the director. Go ahead and follow here as she
takes us upstairs. Stay with here and she'll open up the Director's Office
who is a Feral Ghoul. Because of course he is. She will remind him of company
policy though and pay us for our effort (25 Pre-War Money) and then shut down
as there is no more work to do and they need to have some drawbacks. Heh. Be
sure to loot her for the "CPL Director's Key". The quest will officially be
done at this time.

REWARD
(For completing the research project)
XP 236

Before we let you go though, we have looting to do! This director's office
has a Fusion Core in one of the corners and more importantly the
"Massachusetts Surgical Journal" on the director's desk. You can also
check out his terminal to see his final messages and what he was dealing
with at the time... still, locking people in was plain evil. You can now
loot the office area up here and an area by the stairs that has a ton of
cabinets in it. Now we are done with this area.

Underground Undercover (Part 2)
-------------------------------

So, you should have the password now, correct? Good, go ahead and head back
to the Railroad HQ at this point to talk to Dez like the game wants us to.
Dez actually has much bigger plans than Liam does: she wants to free all of
the Synths at the Institute. Go big or go home, right!? Ambitious, but we will
have to head back to the Institute and talk to Z1-14 and Liam first. Go ahead
and fast travel-there now.

Go find and talk to Z1-14 about the new plan. Encourage him and he will ask
for a day to put his plans in place, suggesting that we will likely have to
fight Synths to do this but many may join in once the rise up. We will have
to "give him a day" at this point. Save and make sure your Charisma gear is
on, then go talk to Liam. Give the password to him and then you can try to
pass a moderate speech check about his feelings on "violence" (hint: he is
not a fan). From here we need to wait a day, which is simple enough to go
find a chair and wait for 24 hours. Go ahead and do that now.

Once the day is passed, go talk to Z1-14 again and he will tell us that the
plan is in place. However, we need weapons. You can actually get an optional
objective to give them weapons if you tell him you have weapons (which
includes placing weapons of yours into a crate), but who wants to find and
give up weapons? Thankfully, Z1-14 has another plan in place and asks if we
can kill some guards. No problem here! The plan is to take out the guards
who are supervising the expansion team to give his fellow Synths time to
stage a construction collapse and build weapons themselves. Hehe...

Institute Sublevel 21-D
-----------------------

From the door leading to the Robotics area head west, south-west down a ramp
(follow the red line) then go south through some Sliding Doors past some
stairs. Turn east and go through another Sliding Door to reach an elevator,
which will take you down to the newly excavated area, where you'll find the
Synths loyal to Z1-14 being guarded by some leveled Guard Synths. To start
off with, be aware that you don't have to worry about the AI Synth allies
dying. They will just fall down hurt like a companion would, so don't worry
about collateral damage as much. Try to hide and get a sneak attack in on a
guard and the battle will begin. Focus on a group of two first as the workers
will engage the other enemies which will help us a tonas we do not want them
all on us. Knowing that, take down the group you first target, and then focus
on helping the AI one guard at a time until you take them all out. The shift
leader will thank us and tell us to go.

Return and talk to Z1-14 now and he'll report no alarms. Excellent. For now
though, before we continue he urges us to "Continue working with Father" and
puts this quest on ice until later on. You should have completed
"Institutionalized" earlier, meaning your next quest for Father should be
"Synth Retention".

You can also blow your cover by turning on the Institute and killing people
(Father makes a fine target, but anybody will do the trick). Once they're
hostile the quests "Banished From the Institute" will start along with
"Burning Cover". Merely escape The Institute using the relay to complete
"Banished From the Institute". Once you're out return to Desdemona at the
Railroad HQ, who will be disappointed, but won't hang too much blame on your
shoulders. At this point, she'll suggest you use the Minutemen to fight the
Institute, and essentially you'll need to complete the game with the Minutemen
(starting with the quest "Form Ranks"), whose army can be used to liberate the
Synths by force. Of course, this won't let you complete the quests
"Underground Undercover" or "Rockets' Red Glare", amongst others, so it
should be considered sub-optimal. Yeah... that's right, the Minutemen questline
is pretty much the "Plan B" questline, for if you mess up with another
faction. Lame.

REWARD
(For escaping from the Institute)
XP 407



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O==< Synth Retention >==O
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***IMPORTANT ITEMS IN THIS AREA***

o U.S. Covert Operations Manual


Go talk to Father after meeting all of the division heads and he will ask
you to help one of his Coursers track down a Synth. This particular Synth is
the leader of a group of Raiders and Father wishes us to stop them. Agree and
you will need to head out to meet the Courser. Head to "Nahant Wharf" to find
the Courser in question, X6-88. He likely has already killed the Raiders out
front, so loot them and talk to him to get his help. He will let us take the
lead and provide additional fire with his Laser Rifle.

Our mission is to clear the floatilla in front of us and find the rebel Synth.
Head south and you will discover "Libertalia", which is a huge collection of
beat-up ships. Clear out their first line of defence (sniping works wonders,
if you've got the right skills and weapons) and head over there on the narrow
bridge (another reason to pick them off: they have a firing lane). There is a
spotlight here you can shoot down as you get to "solid" ground. To the left is
a prison area where you can pick an [Expert] lock for loot, including an
[Advance] safe inside.

Head up the steps here for an ammo box and height, allowing you to pick off
more unsuspecting Raiders if you can. Head right now following the floatilla.
You will come to a boat with a steps going up: another good place to snipe
from (you can take out a turret from here) and there is an Ammo Box up here
as well. Stock up and continue right to another boat that has stairs going up.
Again, snipe who you can. Past this is another boat that has two sets of
stairs. This one is note-worthy as there is an [Advanced] lock on the boat
door here to the cabin, so pick it and get some goodies.

Next up is a very large boat (multiple stories high). Kill whatever Raiders
you find there that you haven't picked off and head to it. The bottom area has
a Duffel Bag in the kitchen and there are various boxes to find chems and meds
in. Be sure you head up to the second floor though (on the east side) to find
some wooden stairs leading further up. Follow this path to find an [Advanced]
safe. You can't go any further up however, so continue on south. The red ship
up ahead has a Raider on it. The cabins here should be checked(both ends) for
an Ammo Box and a First Aid Box before moving on. In the distance you can snipe
some more to kill off the Raiders on the next ship (another Waster). As you
head south you will also see a turret on the bow, so be ready for it.

Keep heading south and near the turret you can see a path going south-west.
This path leads to a beach area with several Frag Mines on it, so go disarm
them if you wish. The boat up ahead has a First Aid Box in the cabin and a
cooking station nearby you can use, but note that X6-88 thinks you are trying
to leave, so he will "wait for us". Go get that stuff if you want and head
back, continuing east. You should sneak for this section for right now and
not snipe anyone by the big boat (our destination). One of the Raiders over
there has a Fat Man and the last thing we want is his attention. Loot the
bodies here and head left, to another large floating platform with cages.
Loot whatever you can here and continue north, which takes you to a skinny
walkway you must cross.

We come to a path split here: left or right. Left takes us back to an area
we've cleared, but if you haven't yet (and if you are following this guide,
you haven't) head left and explore the boat here for goodies including an
[Expert] safe. Nice. Head right now and kill any Raider that may be over here.
The shack has a couple of ammo boxes in it and further in is a Weapons
Crafting station and a button that allows us to use the transport to reach
the main ship. Very nice.

Head over there and kill anyone who may spot you on your way over (which is
likely someone, leading to a brawl... or you can wait awhile on the first
floor to get them to call off the search for you). This first floor should
have two Raiders in it and various goodies you can loot. Note that to the
west you can find stairs leading down to a boat with a box if you want more
goodies. Continue up a set of stairs to the second floor and kill two more
Raiders. Loot what you wish and continue upwards to the third floor using
the stairs to the west. Up here is another Raider, but take him out and then
head to the north on the walkway overlooking this entire area. On the table
over here you can find a U.S. Covert Operations Manual.

Head up to the fourth floor now (the stairs are near the ones you used to get
to the third floor) and loot what you can. There are a lot of bedrooms here
(and liquor) many many short little pathways with boxes and random meds. You
now also are able to access the "Captain's Cabin" door, which is our objective.
Go ahead and save and then enter. As you enter the cabin, X6-88 will give you
Gabriel's Reset Code, saying that you can use it to reset him (much like you
may have done with the Courser during "Hunter/Hunted") but violence may be
unavoidable. After that, the first thing you should do in here is check out
the shotgun on top of the yellow crate: "Le Fusil Terribles", witch translates
(from French) to "The Terrible Shotgun".

Did You Know?: The Terrible Shotgun was a unique weapon in Fallout 3.
-------------- Apparently it decided to go out and become more cultured before
returning for Fallout 4.

The room on the left also has a Bobby Pin Box as well as a [Novice] safe in
the corner. There is also Gabriel's Terminal which you can read for some
interesting history. Head to the right now (from the door) for a First Aid Box
and a storage area. There is a [Novice] locked Toolbox here and a Mini Nuke on
the floor. Loot what you can and take the ladder/hatch to head back to "The
Commonwealth", at which point Gabriel will automatically start talking to you.
Here you can use the code-phrase right away, but afterward the Raiders to the
left and right will attack. Gun them down and X6-88 will take the Synth Raider
back to the Institute, leaving us to "Return to Father" for now.


(-NOTE-) Optionally, you can ask Gabriel about loot and get a hard speech
check. If you pass this, he will give you the upcoming terminal
password. X6-88 will shut him down afterwards, of course.


Before you go, note the trunk to the north and the terminal and safe to the
south. This terminal is a [Master] lock and the safe can only be opened by the
terminal. It has absolutely terrible loot though, so if you can't hack a
[Master] terminal don't worry too much. Go ahead and head back to the
Institute once you are ready.

Talk to Father and he will be glad you are back. He wanted us to see what a
rogue Synth can do... which is a good example, to be fair. He will then tell
us he has prepared quarters for us. Go check them out now (they are near
where we first entered the Institute at) and once you've seen them this quest
will officially come to an end. Note that you can find ammo in your quarters
(in a container, along with a pistol and rifle). X6-88 will also info you to
go talk to Father. Doing so will start the next Institute quest, "The Battle
of Bunker Hill".

REWARD
For recovering a dangerous rogue)
XP 236




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O==< The Battle of Bunker Hill >==O
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Talk to Father and he will tell you about the Railroad and the Synths they
are helping to escape. He wants us to travel to Bunker Hill where they are
and bring them back. Of course, this is something the Railroad would like to
know about, and if you're really following the Railroad storyline, you'll
need to fast-travel back to the Railroad HQ and tell Desdemona and pick the
option "Warn you about Bunker Hill" and he'll give you a plan of her own: the
Railroad has never known of an Institute attack ahead of time, and now that
they do, they can use this information to inflict some serious damage on the
Institute, leaving no survivors... except you. Besides, they can't just
abandon Stockton and the Synths there, can they?

Bunker Hill
-----------

Fast-travel to Bunker Hill and meet up with your Courser contact (not X6-88)
and he will brief us on our situation. You can talk to him and attempt to pass
a hard speech check for extra grenades as well. With that done, the Courser
will give us the "Recall Codes" for the Synths (to shut them down easily).
Time for the battle itself.


(-NOTE-) If you are allies of each of the factions here (Railroad,
Brotherhood, Institute) none of them will attack you. This makes
this mission very easy as you can imagine, but you can also use this
situation to your advantage by letting the factions kill themselves
here and then freely looting their corpses. Power Armor and all.


This battle is pure chaos. There is no other way to describe it. Railroad
fighters, Institute Synths and Brotherhood of Steel soldiers will all be
fighting here and trying to kill each other. The Railroad has the town itself
(and the defenses) but objectively the Brotherhood is definitely the most
powerful force here. You will see them come in with Power Armor, Gatling
Lasers, Miniguns.... and even Vertibirds, which do provide reinforcements and
fire support. The Institute for its part provides distraction by warping in
Synths, usually at the corners of the streets.

You'll start out on the south side of Bunker Hill. The usual gate here is
barred, so we will need to head left, wrapping around the streets to the east
side. Bah... go ahead and start down the streets, avoiding or fighting the
enemies as the situation warrants. Wrap your way to the east entrance and
head in, then make your way to the obelisk. From there head north to the
market to find a trapdoor leading down to a Utility Basement behind a counter,
which is your destination.

We are now underneath Bunker Hill, where the fight continues. Head down the
linear path until the room opens up and you can see the battle waging. Fight
who you must and head to the north-west corner and up the small steps and
enter the room here (Institute Synths are likely coming out of here). Hang a
left and follow this path up past the entrenched Railroad forces, which may
just be an annoying, loud light show if you're not hostile with anybody, but
be wary, as there are some leveled turrets you have to deal with no matter
who you're allied with. At the end of your path you'll find four escaped
Synths, each of which you'll need to talk to one of them and say "Free to go",
then kill the Courser you travelled here with (X4-18).


(-NOTE-) After the fighting, you can talk to the Mayor of Bunker Hill,
Kessler, who will tell you that "You have powerful friends" and lets
you use the workshop here, which means that Bunker Hill is unlocked
as one of our settlements!


After you are done, you will be told to go meet Father at the C.I.T. Ruins.
He is actually on top of the roof, which means you will need to enter and hang
a right, going past the first set of stairs and head all the way back,
finding a second set of stairs past the bathrooms. Take this set of stairs
up to the roof and talk to Father, who will babble on a bit about the
Commonwealth and about your escape from Vault 111 before complaining about
the outcome of the battle. After his whining he'll ask you to return to the
Institute and attend a board meeting with him. This officially finishes "The
Battle of Bunker Hill" quest and starts the next quest automatically, called
"Mankind - Redefined".

REWARD
(For securing your objectives at the Battle of Bunker Hill)
XP 590

Mankind - Redefined
-------------------

This is a simple enough "quest", if you can even call it that. Head back to
the Institute and follow the objective marker to the Board Room. Take a seat
once you get there and listen to the meeting. You will have several
opportunities at dialog as the meeting proceeds, but you will learn what
exactly "Phase 3" is. You will also learn of "Father's" condition. This
turns into a talk of who will lead the Institute, where... well, they make
the wrong choice. For now, just ask what that means and you will be given a
basic run-down. You will also be asked to assist with Phase 3 and the quest
will officially come to a close. After waiting a few moments you will
automatically get the next quest in the chain, "Mass Fusion".

REWARD
(For being named Shaun's successor)
XP 472



Trophy: Mankind - Redefined
---------------------------




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O==< Mass Fusion >==O
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The Institute
-------------

Go ahead and talk to Allie Filmore, who is waiting by the elevaor for us.
She will tell us that we need to go up to the surface and obtain a Beryllium
Agitator, from the ruins of Mass Fusion. Should be fun, right? She isn't too
happy to do it, but she is coming along and tells us to meet her by the relay.
Use the elevator now and head to the relay, where you can interact with it
and be given the following warning:


"WARNING: Relaying to Mass Fusion will make you a permanent enemy of the
Brotherhood of Steel. Are you sure you wish to proceed?"


This is a point of no return, as you may have guessed, but it's a decision
you should have made a while ago now as far as factions are concerned.

Mass Fusion Executive Suite
---------------------------

Thanks to the Relay Device, we will warp to the top of the Mass Fusion
building, discovering the "Mass Fusion Executive Suite". We aren't the first
here though, the Brotherhood is already here and as you know they are now are
enemy. Inside the building are a number of Scribes and outside is a Knight in
Power Armor, so focus on him and let Allie distract enemies while you wipe
them out (Note that she is essential and therefore can't be killed, which
means you don't have to worry about babysitting her).

Once you can, head in and up the stairs. You can head all the way up to a
third level to find an [Advanced] door you can pick for a First Aid Box and
goodies, as well as an outside area you can search for another First Aid Box.
Head back down to the second level and across the way to see the Beryllium
Agitator is not here, meaning we'll have to go search the building. You can
find the "Oslow's Office Recording" holotape here. Give it a listen and then
hack the [Advanced] terminal. Read the first email here to learn the Beryllium
Agitator is in a reactor and we need the "Executive Keycard". Lovely.
Thankfully enough, just leave this room and check the desk nearby for the
"Mass Fusion Executive Lab Password" and the "Mass Fusion Executive ID".
That was very easy! Use the keycard on the middle elevator here to proceed
into the Mass Fusion building proper.

Mass Fusion
-----------

As you head down the elevator, you will be ambushed by Brotherhood soldiers.
Use VATS to kill them on your way down and go into sneak mode to reduce your
profile. Kill as many enemies as they pop up, focusing on the doors to the
left and right as you go down. When you do hit the floor, a Knight in Power
Armor will show up with Scribes coming in from the left and right. Take them
down and, once you are free to explore, head into the north room to find the
"Mass Fusion Labs Key" on the table. There is also a manager's terminal here
that you can unlock with [Expert] hacking skills. This will allow you to
re-route the powerband completes the optional "Restore Power" objective.
Also, be sure to head east from the glass floor, hanging a right and going
forward until you find a ramp. Take that up and out to a destroyed balcony.
Head right hugging the wall and you will wrap around to a room with a blue
console you can wearch for a copy of Tesla Science. Barring that, you can
head to the northeast corner to find an [Expert] locked door (or, with the
key you picked up, a door you can open automatically) that leads downward.
Do one of these things to allow us to continue heading downward.

From the lower floor, head up the left steps and into the left door to see
an elevator with a key card reader. We can of course use this now, so enter
in and head down. Once you get off, Allie will point out the reactor, which
you can see past the window. Before you head that way though, head through
the south door to find the "Prototype Lab Terminal" with a [Novice] lock.
Hack it and turn on a Protectron unit here, then go ahead and kill it. After
that, go ahead and take the north door down to another office area. Here the
is an [Advanced] "Attendant's Terminal" you can hack to get several options.

Back out and save now, as we are about to let some enemies attack us. If you
are handy with explosives, you can mine the two doors across from the terminal
if you wish. Once you are ready, use the terminal to activate the Assaultron
Units. This will make two of them come out of the doors so take them out. We
are doing this so they don't get to choose when to attacks us, by the way.
Next up is the turrets. Activate those as well and shoot down the one above
the terminal and the one in the southern room. This locker room to the south
mostly has junk, but the bathrooms beyond have a First Aid Box you can loot.

Head back and into the reactor-viewing area. There are some balconies to the
left and right and, at the end of the left one, a Steamer Trunk. Go ahead and
loot it then note the mag-lock doors on each balcony. Yes, this facility is
going to ambush us with these (lovely). Also note the area underneath the
stairs, which has a hallway (which is odd) and doors with rooms off to the
side. One of them has a [Novice] locked "Analyst's Terminal" and a [Master]
locked safe. You can unlock the safe with the terminal if you wish, but be
sure to free the Protectron and kill it off like you did before.

OK, we are done with enemy prep work. All that is left is getting the
Beryllium Agitator. We have to go into the reactor do that that, and it is
very radioactive, so if you don't have your own Hazmat Suit, go to the locker
room and get one from there. Put it on and then make your way to the decon
room. Hit the button and enter the reactor. Make your way up to the reactor
and hit the button, which will allow you to pick up the Beryllium Agitator.

Doing this sets off the security system. What you need to do right now is
shoot the two Laser Turrets up on the ceiling to the west. Take them both
out and you'll be safe, then head back to the decontamination room. Hit the
button and then put back on your regular armor. Inside the viewing area is
one more Laser Turret up on the ceiling and finally a Sentry Bot that comes
in out of the north door. Chuck some explosives up there to soften him up
and then take him on as he comes out. If it focuses on your AI teammates,
lay into it like normal but you can also use the hallway under the stairs
to take cover. Just beware of the explosion once it dies.

We now have to leave the building, so head east up the stairs and use your
key card to open the door. Take the elevator back up and you'll hear the
Brotherhood is still fighting. Once you get out, help the Institute Synths
clear out the Brotherhood soldiers in the lobby for the XP, then exit the
building. Warp back to The Institute once you've left the building. Once
here head to Advanced Systems and speak to Allie. She will take over from
here as this quest officially comes to an end. Wait for a bit and the next
Main Quest, "Pinned", soon begins. The quest "A House Divided" also begins.

REWARD
(For obtaining the Beryllium Agitator)
XP 708




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O==< Pinned >==O
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Go ahead and talk to Father to learn they've had a complication in some of
their personnel recruitment. Heh. While attempting to recruit a scientist
the team has got him pinned in a house near Graygarden. You may also have
to talk to your Minutemen Soldiers, but this entire mission can be done with
talking (which is good for XP and not pissing the Minutemen off), so put on
your Charisma gear and head on over there now.

Graygarden
----------

Head to the house just to the west of Graygarden where, if you have advanced
the Minutemen quests at all (past "Taking Independence"), you will have to
talk them down. Go meet the Minuteman contact and tell them to stand down.
After that you can use a moderate speech check (misunderstanding), which
leads to a multitude of speech check options. Most are moderate, but one
is easy so choose whichever "misunderstanding" option you want and the
Minutemen will stand down. If you have not advanced the Minutemen quests,
you don't have to worry about talking to anyone at all.

Go ahead and enter the house now to see some Synth Soldiers and your contact.
They will explain their failing (which is, well, pathetic) and give you a
chance to talk to the man trapped in the closet. Again, be sure your Charisma
gear is on and talk to T.S. Wallace through the door. He is extremely paranoid
as you can guess, but talk him down and soon you will get a chance to gain his
cooperation with either a moderate or hard speech check. Moderate works just
fine, so use it and Wallace will agree to come to The Institute with us.
Another short mission. After waiting for a bit the next main quest,
"Powering Up", will begin.

REWARD
(For helping The Institute acquire some new talent)
XP 590




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O==< Powering Up >==O
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Just like the last quest, this one starts by talking to Father so make your
way to The Institute and seek him out. Once you find him, Father will say
that it is time The Institute announces itself to the world and asks you to
make a speech using the recording equipment nearby. Most of this speech is
indeed scripted, but you can put in your own phrasing at certain times and
allow yourself to come off as either benevolent or a dictator. Your choice,
really. This doesn't affect your interaction with the factions or endings
whatsoever, as it is more a message to the people in the Commonwealth than
anything else. You know, flavor and whatnot.

Once you have finished your speech, Father will ask if you want to make a
trip to Diamond City. We are going to enhance the Diamond City Radio Station
in order to send out our message. Father will mention the parts we need are
already on site (making me ask why whoever put them there didn't just install
it themselves), so go ahead and fast travel to Diamond City now.

Diamond City
------------

Make your way to the Diamond City Radio building in the outfield and enter.
Travis, as usual, really doesn't care but will chat with you based on what
you've done for him (or haven't done). Underneath the radio equipment just
opposite of the door is the "Radio Parts Crate" that you can open to get
three parts. Now, what we have to do here is put them in the right order in
the equipment in front of us (the missing panels to the left, center, and
right). The game doesn't tell you what order to put them in, but the middle
lights will light up if you get it right making this a guessing game. Of
course this is a guide, so here are the right places for the parts:

Left: Radio Thing With Buttons
Center: Radio Thing With Dials
Right: Radio Thing With Tubes

Once you get them in, leave the radio shack and head back to The Institute.
Instead of going to Father's abode you need to head back to Advanced Systems.
It is time to officially power up the reactor. Make your way to the reactor
room and down the linear path to the reactor itself, looting whatever you
wish along the way. Once you get into the reactor room, go up and talk to
Father, who after thanking you will go address the directors while you are
free to put in the Beryllium Agitator. Go ahead and put it in the reactor,
then interact with the terminal outside the room and choose "Initiate Reactor
Startup Sequence". And with that we have nuclear power!

Talk to Father now and he will ask you to attend the next directorate meeting
in his place, which is happening now, so head back to the main Institute area
outside of the Advanced Systems. The directors are actually still walking back
here, so sit down in the lobby and wait for a few hours to give them a chance
to catch up. After that, head up to the meeting room like last time and take
your place in the director's seat. Hehehe...

This meeting, unfortunately, is quite out of your hands. You start it by
talking to Dr. Filmore to your right, but soon you'll be told the Institute
has "already decided" on projecting their power giving us little to say in the
matter. You are given the choice to focus on Weapon Development or Enhanced
Synth Production at one point, so choose what you wish here, but we aren't
actually allowed to dictate the way the Institute goes forward. This will
actually conclude the quest after the meeting. Wait a few moments and soon
the next quest, "End of the Line", will show up.

REWARD
(For powering up The Institute)
XP 590



Trophy: Powering Up
-------------------



(-NOTE-) This is where the Institute and Railroad quests finally diverge.
Make a hard save here if you want to come back later and do the
Institute questline.


As you head off to meet with Father, you should be intercepted by a Synth, who
will tell you he has a message from Z1-14, which is an excuse to go meet him
at your quarters. Do so and he'll tell you that the Brotherhood of Steel has
discovered the location of the Railroad HQ, and if you've worked with the
Brotherhood at all... well, the Brotherhood wants to destroy all Synths, and
the Railroad views them as human. They're not going to be friends. Fast-travel
to the Railroad HQ and warn Desdemona, who will give you a Railway RIfle and
some ammo for it. This will finally complete "Underground Undercover" and get
you back on track with the Railroad again. And you only have to play through
90% of the Institute's storyline to do it! This starts the quest "Precipice
of War", which starts immediately.

REWARD
(For warning the Railroad of danger)
XP 779
Item Railway Rifle
Railway Spikes x44



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O==< Precipice of War >==O
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Fighting Off the Brotherhood
----------------------------

Fight off the first group of Brotherhood members that attack, then talk to
Desdemona, who will tell you that the catacombs are your only means of escape.
Looks like you'll have to fight your way through the Brotherhood of Steel who
are besieging the Old North Church - it's win or die here. Head into the
catacombs under the Old North Church, where you'll find Glory. She'll make
you make a promise, after which she'll terminate her living subroutines (if
she were people, it would be called "dying"). The vandalism of this poor,
deluded people-shaped computer shall be avenged! Fight your way through the
catacombs and up to the Old North Church. There will be several soldiers in
Power Armor, and the entire squad will be led by Paladin Brandis, if you
rescued him during "The Lost Patrol". Kill them all and talk to Desdemona
again, who will show up and come up with a horrible plan: Take the fight to
the Brotherhood of Steel. Oh boy...

The Railroad Goes Airborne
--------------------------

For the next phase of this quest, you'll need to secure a Vertibird, one of
which can be found at the Cambridge Police Station. The Cambridge Police
Station is of course just south of College Square (south of Lexington) where
you should fast-travel to as Tinker Tom is waiting for us there... perhaps
after makign sure you have a hat and eyewear that increases Charisma perhaps
some Charisma-boosting chems (Mentats and X-Cell) and a few Stealth Boys,
if possible. Anyways, once you hook up with Tinker Tom he'll give you a
quick run-down of what needs to be done, which essentially boils down: "clear
the area of hostiles and give him a minute with the Vertibird".

Now, you can try to open up quietly but between Tinker Tom, Deacon and your
Companion we are rolling in force (but hey, three AI helpers isn't bad).
Still, the Brotherhood has a Knight out in the Police Station front with power
armor, as well as three other soldiers (one being "Knight Rhys"). Take a sneak
attack shot and then go in swinging. Let your partners take the brunt of the
damage and try to disarm the Knight if you can (or get his fusion core). On
the roof is another Knight in power armor with a couple of soldiers as well,
so take them out from below after clearing the courtyard. Head inside the
police station after looting the bodies.

Inside are plenty of Brotherhood Soldiers and Scribes, so a short range
powerful weapon like a shotgun is ideal. Kill off anyone in the lobby (likely
scribes, including "Scribe Haylen") and then to the right take out the two
turrets on the ceiling. From here Brotherhood members will come in from the
left, but this door is very defensible and easily made into a killzone. Target
it and, if they fall back a bit, chuck a grenade in and sweep up afterwards to
take out everyone. Once everybody in the building is dead (including those in
the Cambridge Police Station Motor Pool), talk to Tinker Tom, who will give
you some "Explosive Charges" for the airship and head to the roof. Go ahead
and follow.

Out here we are about to be ambushed by some Brotherhood soldiers (if any
were left alive on the roof from earlier) and they will be joined by some
more troops, who will drop in from a Vertibird. You can hop in the Vertibird
you're going to be stealing to man the Minigun, or you can just shoot down
the Vertibird and any Brotherhood of Steel soldiers that drop in with
conventional fire. Afterwards, talk to Deacon and he'll give you a good bit
of loot, including a Brotherhood of Steel Outfit. With that, the quest
"Precipice of War" will end and "Rockets' Red Glare", will begin.

REWARD
(For securing a Vertibird from the Brotherhood of Steel)
XP 590
Caps 500
Item Plasma Cartridge x5
Plasma Grenade x2
Pulse Grenade
Short Plasma Rifle
Stimpac x2


Rockets' Red Glare
------------------

When you're ready to go, hop in the Vertibird. Tinker Tom has.... a few
problems getting the hang of flying, but he gets it eventually. Soon you will
be at the Prydwen and Deacon will give you a Brotherhood of Steel Uniform.
Equip it right away to blend in and head out of the Vertibird. You also might
want to equip your Charisma gear as well. Whatever you can put on with the
Brotherhood armor anyways, which should be a hat and glasses at the very least.
This of course assumes you care to be stealthy at all, which isn't really
necessary. If you want to maximize your XP gains though, you can go in all
sneaky like, talk to various Brotherhood characters to pass speech checks
(if you feel confident in your Charisma score and you don't mind the odd
save/loading), then fight your way back out. The choice is yours.

However you feel like doing it, from where the Vertibird is docked head west
and go up some stairs, then through a doorway to the Prydwen Command Deck.
Continue west around a stairwell, then mount a ladder to reach the Pyrdwen
Main Deck. This is where all your objectives are. First head up some stairs
to the right, where you'll be pestered by Quinlan, who can only be satisifying
one of several speech checks - one hard, one easy or one of two moderate
checks. Once done, continue up another flight of stairs and head south, then
up some stairs to the west and finally into a tunnel to the north to find the
first "Gas Bag Valve". Plant the Explosive Charge and, if you get caught by a
Senior Scribe, pass another speech check (either easy, moderate or hard).
After this, continue north and plant the other two Explosive Charges. If you
passed the easy speech check, this will only buy you time, but if you pass the
hard one, you'll be able to plant all the charges in peace. If you can't be
bothered to deal with speech checks, however, just use a Stealth Boy and plant
the charges, taking care to avoid running into the Senior Scribe.

We can now exit to the deck and head back to your Vertibird. Take off and
Deacon will be amazed you did this without setting off an alarm. Once Tinker
Tom takes us out of blast range, we will take down the Prydwen. Amazing...
we've really taken out the Brotherhood of Steel!

Tinker Tom will set the bird down soon afterwards and we will jump off.
The next quest "The Nuclear Option" will begin, but "Rockets' Red Glare"
won't end until you talk to Desdemona.

REWARD
(For taking down the Brotherhood of Steel)
XP 590
Caps 1000
Item Railway Rifle Long Barrel



Trophy - Rockets' Red Glare
---------------------------



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O==< The Nuclear Option >==O
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The Institute
-------------

After taking out the Brotherhood, we have to go talk to Desdemona who will
say it is time to hit the Institute (and complete the Synth Rebellion we
started in Underground Undercover). Talk to her about the plan and we will
be told to go talk to Z1-14, which will require you to the Institute. Do so,
and once there, make your way to the relay to start the uprising, which can
of course be done by riding the elevator up and from there heading west and
up some stairs. When you reach your destination talk to Z1-14 and he will
tell you that all is ready... you just need to kill off the workers and
Synths in this room to start.

Pick your target (shouldn't be any trouble starting things out with a sneak
attack) and let the games begin! Z1-14 will join you in attacking at this
point and stick with you from here on in, which... well, it's always nice to
have a invulnerable, alternative target for enemies to shoot at. Wipe out the
rest of the resistance in this room and Z1-14 will use the relay to warp in
the Railroad. At this point you'll be accompanied by several Railroad Agents
and Desdemona throughout this area. There is no stealth here: go in guns
blazing with your backup. Between Z1-14, Desdemona and possibly an optional
travelling companion, you have a bunch of essential NPCs on your side, so you
should feel fairly confident. Desdemona will hand us the "Fusion Pulse Charge",
which we are going to use on their reactor. Take it and head toward "Old
Robotics" to continue.

Old Robotics
------------

Use the [Advanced] Terminal you find here to turn off the turrets and continue.
We are going to run into pickets of Synth resistance along the way, but we'll
be over-powering them fairly easily (A quick tip: shoot off the Robot's Right
Arms... they will drop their guns and be much less effective as they try to
melee). As you go down the stairs here you can target a turret in the far
distance (you can snipe it... apparently the terminal doesn't shut them all
down), but follow the linear path downstairs. There is a room on the left down
here where you can hack another [Advanced] Terminal and turn off the turrets
(there is a First Aid Box nearby as well). The room across the way has an
Explosives Box you can loot. Keep heading down though and you'll see another
terminal and a door on the right leading into a bathroom (go there first for
the First Aid Box).

This terminal is the "Prototype Sequence" terminal. Turning it on will unleash
a (hostile) Sentry Bot that will attack the two Synths here. Let them fight it
out, but sneak up into the room on the right. As you advance into the room,
two more Synths from the right will show up, giving the Sentry Bot new cannon
fodder, but by now your allies are likely fighting as well. Focus on the Sentry
Bot and take it down, then wipe up whatever it didn't kill. Follow the path on
the right to a hatch. Open it and drop down. This leads to a lower room where
you can pull a Fusion Core from the machine. Continue to follow the path (note
the explosives box on the left) and you will soon come to the "Institute
Bioscience" room.

Institute Bioscience
--------------------

Now this room is going to be chaos. Head out into the main room and kill any
scientists you see (they are level 1). Out in the main room though, you will
face a wide variety of enemies, including turrets on the ceiling, various Synth
enemies, scientists running around, and GORILLAS! Yes, the caged Gorillas they
keep here will be let loose, attacking only us. The first things you should
take out are the annoying turrets. There are two on each side of the room, but
they have a large radius of fire, so shoot them down while circling the room.
Wipe out all the threats here and continue on to "The Institute" proper.

The Institute, Continued
------------------------

Bioscience may have been chaos, but this area is utter madness. The Rebel
Synths will help us out here and are on our side in various numbers. We will
need to fight our way to the elevator. The majority of the areas around us
are blocked off, so this is a fairly restricted area, but you will likely
fight some Coursers and other leveled Synth enemies. Of special note is
"XPN-20A", a legendary enemy that will appear here. Again, try to take out
his weapon and if you are looking for respite try jumping down into the water
areas (he doesn't like to follow). With all the help you have you will take
him out fairly easily.

Fight your way forward and wipe out all resistance and once you've cleared
the area Tinker Tom will announce on the speaker that we need to head to
Advanced Systems, but to do that we need to use the Director's Terminal to
undo the lockdown. Head to the elevator now and you'll be on your way to
Father's Room. Head inside and go up the stairs. Put on your Charisma gear
and go talk to Father now and he will be very saddened (as you can imagine).
After a bit of dialog, you have the option to tell him to help you, a
moderate speech check. Pick it and he will ask why, bringing up another
moderate speech check, with various choices though. Pick whichever one you
want and if you pass it he will give you the Synth turn-down code, 9003.
Use the terminal here now and pick every option which turns on the
evacuation notice, turns off the lockdown, and finally shuts down some
Synths with the code you just got. Head out the door nearby and go down
the stairs now. Make your way to the large room (where more fighting has
broken out) and head for the Advanced Systems.

Advanced Systems/The Reactor
----------------------------

This initial area has a few scientists still hostile, namely T.S. Wallace. Take
down any threat and fight your way forward to the reactor. Once you load in,
hang a right and head up the hallway, taking out the three Laser Turrets they
have put in place. Continue down to the bottom and the reactor room, which is
filled with scientists and Synthy, including two named Legendary enemies:
Z4K-97B and A-2018. Z4K is on the bottom and should be dealt with first.
Fire on him from outside the room and if he comes inside let your allies trip
him up as you hurt him.

Once he is gone, clear out the bottom and pick off any low-level enemies down
below. Now, to easily handle A-2018 you can actually sneak up the right side
stairs and sneak attack him from there (or at least hurt him without him
knowing what is going on). It is a bit sad but you can take him out easily.
Be sure to loot either Z4K-97B and A-2018 for their legendary gear and to
find one (of the two) "Reactor Terminal Password" items.

Now all that is left to do is to use the terminal and shut down the reactor.
After that, go interact with it and place the Fusion Core. Talk to Desdemona
afterward and you will be warped back to the relay. Here you will have a
choice to make: the young synth Shaun has shown up, asking to go with us and
recognizing us as a parent (unlike before). You can choose to take him with
you or leave him behind (which is basically getting rid of him). The choice
is obviously yours, but you get more utility out of taking him with you.

Make your choice and talk to Tinker Tom and soon you will be warped to the
Mass Relay building, by a pre-rigged detonator. You know what has to be done
here, so go ahead and do it. Watch the fireworks as the Institute (and CIT
Ruins and some of the surrounding area) are wiped off the map). For the good
of the Commonwealth! After the fireworks have died down, talk to Desdemona
now and your quest will soon end, finishing the main storyline of the game
if you sided with the Railroad. Congratulations!

REWARD
(For destroying the Institute)
XP 1770



Trophy - The Nuclear Option
---------------------------

Trophy - Prepared for the Future
--------------------------------




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O==< In Sheeps Clothing >==O
``-.____________________________________________________[FO-80]___.-´´
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In Sheeps Clothing
------------------


(-NOTE-) This quest is only available if you don't side with The Institute
during the main story missions. Once you… "take care" of The Institute
you can travel to Diamond City to have the requirements for this
quest met.



By the chapel in Diamond City you will find Danny, slumped over in pain and
being treated by the pastor. He will tell you that he saw the Mayor with a
synth and was attacked by him, officially giving you this quest and tasking
you to "Confront Mayor McDonough". You can optionally choose to help Danny
by giving him a Stimpak (which you can afford, right!?). Time to go confront
the mayor. Depending on your companion, you can leave them behind to take
care of Sullivan if you wish.

Head up the nearby stairs and use the elevator by the entrance to head up to
the Mayor's Office. Once you get up there you will see Piper (or a guard)
banging into the door. The mayor has locked himself in. There are a number of
ways to get inside. You can picklock the door (it is a [NOVICE] lock) but
Piper will dislike that (the door is marked red for some dumb reason). You
can alternately find a button under Geneva's desk that will open the door
(like you found at Kellogg's House). If you want to pass a Charisma check,
put on your Charisma-boosting gear before confronting the Mayor! You also
might want to consider quick-saving at this point.

McDonough will stop you, holding Geneva as a hostage. If you want, you can
convince him to let her go with a moderate speech check (which makes Piper
happy). After that, the Mayor demands to walk out of the city, but Piper
and/or the security guard won't allow him. Here you can agree, attack,
question him or make him stand trial. We recommend telling him he is going
to stand trial, as Piper loves that response. Either way, you will likely
have to take him out. If you couldn't get Geneva out of harm's way, be sure
to use VATS to target McDonough's head. He isn't a challenging opponent at
all at this point (level 12 or so… pathetically easy to you by now), so take
him out quickly.


(-NOTE-) Make sure Geneva survives this encounter. She is the only one that can
sell you the "Home Plate" house in town with the Mayor gone, so you
want to keep her alive if you want to - and have yet to - buy that
property.


Once he is dead, you can loot his corpse for "Kellogg's House Key" (which you
definitely don't need) and various ammo and caps. Everyone around will comment
on his death and thank you as the quest comes to an end.


(-NOTE-) I hope you've found this guide helpful. Be sure to give the guide a
recommend using the link up at the very top if you've enjoyed it.

Also, be sure to swing by my Facebook page (Facebook.com/Bkstunt)
and say Hi, or shoot me an email! I appreciate it!



,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


Fallout 4: Automatron DLC
-------------------------


Hey everyone, welcome back to some more Fallout 4 Goodness!

Fallout 4: Automatron is the first DLC for Fallout 4! You can but it from the
online store for around $10, or if you happened to get the Season Pass for
Fallout 4 it will be available for free. In order to follow along with this DLC
walkthrough, be sure to download it.

You can tell that you have done so successfully by checking the "Add-Ons"
option in Fallout 4's main menu. If it says "Automatron" we are good to go!
Let's do this!



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O==< Mechanical Menace >==O
``-.____________________________________________________[FO-81]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o Jackson's Holotape



Following the Distress Signal
-----------------------------

As you load your previous game, you will automatically be given this
mission to trigger the DLC story. In it you will be asked to "Listen to the
Caravan Distress Call". Once you do, you'll hear the distress call by an
unknown caravan asking for help from hostile robots. They will be located just
to the east of "Wattz Consumer Electronics", which is on the landmass north of
Diamond City. Since you've likely explored the entire map by this point in the
game, you can get there easily (or perhaps you are reading this after an
"Ultimate Edition" of Fallout 4 and this guide has been released? Well, hello
future reader!).


NOTE: As a general rule of thumb, energy weapons are much more effective
against robots, and we'll be fighting A LOT of robots in this DLC, so
consider breaking out that upgraded Plasma Rifle or Gauss Rifle you
have laying around. It will help out A TON.


Once you approach the distress signal location, you will see a firefight
going on. Quickly jump in and help out the lone surviving caravan robot (who
is named Ada) and take down its attackers one by one. Getting the drop on them
is a good start, but aim for the closest one to you and try to thin out their
numbers as there are a few of them.

If you are doing this DLC after the main title, your strongest weapons aren't
necessarily needed here: go with something a bit more practical (no reason to
use that Gauss Rifle ammo after all!).


Once you have killed off all of the opposition besides Ada, go ahead and loot
their corpses... er, salvage their bodies. You'll likely get a Robot Repair
Kit, which is a new item to this DLC that lets you repair robots (it is found
in the AID menu). Don't forget to check Jackson, the lone human in this mess
who is by the radio. He is very likely the person who made the distress call,
and you an get [_JACKSON'S HOLOTAPE_] off of his corpse. Give it a listen if
you wish.

Time to talk to Ada. If you are the charming type, equip your Charisma Gear
now before you talk to Ada as she has two moderate speech checks for you. You
will learn that her group has been targeted THREE times now by "The Mechanist"
for their advanced robot schematics. Seems like this Mechanist person
actually succeeded this time. You can offer to help Ada at this point (because
OF COURSE we are going to help) and you will then gain Ada as your newest robot
companion, sending whoever you may have had with you back to wherever you
choose.


This officially ends this mission and starts "A New Threat", as Ada tells us
that a group of the Mechanists Robots can be found at the General Atomics
Factory to the south. We may have started this DLC properly at last, but read
the notes below before you head off:


NOTE: The most important thing to note is that you can now build a ROBOT
WORKBENCH at your settlements now. This lets you build robots from
scratch as well as customize any robot companions you may have. We
HIGHLY recommend going back to a settlement with Ada and trying this
out before you continue (your pockets will thank you!).

NOTE: The next thing you should know is that you may encounter and fight
Mechanist Robots randomly while traveling the world now that this DLC
has been installed. There robots may drop new modifications, so be
sure you take the time to take them out and loot them.

NOTE: There will be more about robot-building in a bit, but you should
know for right now that some mods are perk-specific (much like how
armor and weapon customization is). Perks to start investing in, if
you want the best robots, are Science!, Robotics Expert, Armorer, and
Blacksmith. As you level up in this new DLC, aim for these first!



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O==< A New Threat >==O
``-.____________________________________________________[FO-82]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o *Tesla Science
o Mechanist Device

* = (If not picked up prior to this DLC Quest)


Just as the last quest mentioned, we need to check out the Mechanist's robots
at the General Atomics Factory. It is very likely that you've already cleared
this place out, but if you hvaen't for some reason we'll include our guide of
the area down below. Note that whatever enemies WOULD HAVE been populating the
building, it now has the Mechanist Robots in it, so be ready for Swarm Bots,
Eyebots and Junk Machines. At around level 60 these enemies got up to level 42
for me so be ready.

General Atomics Factory is of course south-east of Diamond City, along the
eastern coast (near Four Leaf Fishpacking Plant). If you fast travel or walk
there, remember the Super Muntants in the ruined building nearby and don't
forget the ghouls love to inhabit the Fishpacking Plant!


General Atomics Factory
-----------------------

In the room you enter into you can find a "Receptionist Terminal" which
contains utterly no useful information. If you head into a hallway to the
south you can find two bathrooms, one of which has a Nuka Cherry in it,
amongst other junk.

Warning!: Do not leave this building before completing the "Mrs. Nanny
Section" below, as the free-form quest described therein may
glitch and become impossible to complete.

Return to the lobby and head north up some stairs and waste any Mr. Handy
robots you find, then pick a locked door [Expert]. In the office beyond you'll
find a "General Atomics ID Card" on a desk near "Kincaid's Terminal", the
latter of which is just full of the whinings of an old man. Leave this office
and continue into another room to the west where you can find a "Tesla Science"
magazine on a desk.

Return downstairs to the lobby continue through a door to the south to reach
an assembly line room, where another pair of Mr. Handy Robots patrol. Deal with
them and head upstairs to find a Laser Turret and some junk to loot, but your
next goal is to the east, which you can reach by jumping on the assembly line
and following it east through a hole in the wall, or by hacking a Terminal
[Novice] on the ground floor, which can be used to open the nearby double
doors.


Mrs. Nanny Testing
------------------

Clear out the robots here and head through a door to the south (use the
"QA Department Terminal" to get it open) where you'll hear the soothing
accented voice directing you to do things. Curie? Or limited voice actor pool?
We report, you decide. Head into a room to the south and the robot will tell
you a story about bad ol' Timmy, whose role is played by a very dead skeleton
on a couch. After the robotic voice is done talking, turn off the radio and
you'll be directed to the next room, which is to the north. In this room a
Teddy Bear will helpfully play the role of a baby, and you'll be directed to
figure out what's wrong to shut the thing up. Grab the Large Baby Bottle off
a nearby dresser and plant the bottle in the Teddy Bear's inventory.

After this, return to the hallway, head west, then turn south to reach the
third and final test room, where your "hazard detection matrices" will be
tested. Pick up a box of Abraxo Cleaner from a table near a couch, grab a
Machete that's lurking in the fridge, then pick up an Adjustable Wrench on
the floor under a footrest. After this, head out into the hallway again and
turn west to find a Safe, which will be unlocked for you. Pillage it for
several Fusion Cores and some other junk.

REWARD
(For completing a trial)
XP 98 (each trial)

Return back to the room to the north and head east through a doorway and up
some stairs. Enter a room on the second floor and loot a Toolbox [Novice],
then head east to find a door [Advanced] leading to a small room, where you
can find a wall Safe [Novice] and a First Aid Box. Loot, leave and head south
to find two sealed doors with a Terminal in front of them.


NOTE: THIS area is the quest marker for this DLC Chapter. Read below just to
note the terminal and crate you can interact with, then after that we
will pick up with the DLC.


Use the Terminal to open the doors, then kill the Laser Turrets and the Mr.
Gusty and Mr. Handy robots beyond said doors. Loot a Steamer Trunk and return
to the stairs and head up to the third floor. In a room to the south you can
find a Terminal [Expert], which controls the turrets in the room with the
Steamer Trunk. Finally, head west across a bridge to find a Wooden Crate
[Novice], after which it's time to leave the building.


Finding the Mechanist Robots
----------------------------

This upper room in General Atomics Factory, where the Terminal is that opens
the double doors and the Steamer Trunk is, is where our quest marker takes us
to. From the entrance it is easy to get there by taking a left,going up the
stairs in this conveyor belt room, jumping on the belt to go through the wall
and taking a right to the upper floor. All of this is after you explore the
building (up above) if you haven't done so of course.

Once you get to the terminal and door you'll see The Mechanist's Robots are
inside. They can only come out of this door to face us, meaning you could
grenade or mine them pretty easily but that is fairly over-kill to be honest.
Open up the door and take them out as they come at you. You will likely face
two Swarmbots and the target: a "Quantum Robobrain". This big guy on treads
looks worse than he is: just take him out from a distance as he is equipped
for melee (let Ada tank for you if you wish).

Once you've taken him out, check his body for the [_MECHANIST DEVICE_].
After you pick it up, you will need to talk to Ada, so go ahead and consult
with Ada to learn that she wants to install the device on her to try and
track down the Mechanist. Good enough for us! Don't forget to pick up and
take EVERYTHING from the robot corpses here. You may just need the parts!

If you haven't done so yet, you will be told to go build the Robot Workbench
at a settlement (which again, you likely have already done if you followed
the notes above). We NEED to do so now, so make that your priority at this
time. This may mean collecting items:

ROBOT WORKBENCH

Build With: Gear: 6
Oil: 4
Screw: 4
Plastic: 4
Aluminum: 12
Fiberglass: 6
Circuitry: 3
Nuclear Material: 4


You can get most of these items from workshops and robots, as well as various
junkyards and offices. If you are missing any of these materials, TAG them and
do another random quest for awhile so you can gather them up.

Once you have them, build the workbench and install the Mechanist Device on
Ada as she requested. She will update the hardware and software and let you
know that the device won't change her. However, she isn't able to track down
the Mechanist with this device.

With her radar, Ada is able to sense another Robobrain in the Commonwealth,
and suggests we head to it to obtain it. Looks like we are doing some hunting!
It's open season for Robobrains!




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Headhunting >==O
``-.____________________________________________________[FO-83]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o Radar Beacon
o X-01 Power Armor
o Automatron Holotape
o Jezebel Head
o Tesla Rifle


Robobrain Hunting!
------------------

It is now time to hunt us down some Robobrains!

We'll end up having to hunt down two of these things, just so you know. The
first one is rather easy to find, but the second one is considerably more
complicated (read: we'll go through a "dungeon" later). First things first
though! Check out your map to see where the first Robobrain enemy is. It
should be just northwest of Hangman's Alley, so head there and make your way
to the target.

This Robobrain is just part of a convoy of robots, so sneak up on them and
take them out. Beware of the guards and sneak-attack the more dangerous robots
first (like any Tankbots). Once you have killed (and looted) them all, you will
find the [_RADAR BEACON_] on the Robobrain. Take this thing and talk with Ada,
who will locate the second target for us. She will also tell us of a Raider
group called the "Rust Devils" who utilize robots to do much of their dirty
work. She will end up telling us to head to Ft. Hagen Satellite Array to find
the next Robobrain.

It is wise to Fast Travel to "Relay Tower 0BB-915" if you want to be in a
better offensive position for this next part.


Fort Hagen Satellite Array (Storming the Front)
-----------------------------------------------

You may have already explored this area (this is DLC after all), but let me
assure you this place has CHANGED significantly. For starters, this raider
group now occupies the array, and has some defenses built. Approach this
location from the northwest to take them by surprise (if you are coming in
from the relay tower). The outside has a few Rust Devil enemies along with
their robots (for us, a "Mr. Handy Wrecker" and a level 64 "Protectron Golem").
Take out the resistance, watching out for the Machine Gun Turret on the north
and the "main entrance", which has two flame-thrower traps (you can disable
them at your leisure after the area has been cleared).

Once the area has been cleared and looted, we need to get INSIDE the Fort
Hagen Satellite Array. To do so, follow the stairs up to the Rust Devil fort
and around the outside of it, heading up across the bridge to find the "Rust
Devil Entry Terminal". You can use this to open up the security door just
below you and enter the hangar itself.


NOTE: Before this DLC, this fort held two [Novice] lockboxes. Nothing major
besides random junk. NOW it is a varitable fortress, and is MUCH BIGGER
than before. It is essentially a new "dungeon" area for us to explore.
Yes! I love it!


Fort Hagen Satellite Array (Robobrain #2 - DLC)
-----------------------------------------------

This area is essentially a new dungeon, so enjoy! We'll fight a boss or two
here (two... at least two uniquely-named enemies), find a unique weapon and
our last Robobrain.

First, take out the laser trap to the right. Note the door to the left as
well as it is what we'll use to get back out once we are done. Continue to
the right and down the ramp you'll see two robots and a Rust Devil above them.
Target the highest-level enemy here and sneak attack them, then wipe out the
rest of the enemy (for me it was a "Mr. Handy Annihilator).

Once they are dead head down there and enter the door on the right. This
large area is a warehouse FULL of enemies: Rust Devils and robots. Enter and
take out who you can stealthily, but that won't likely last very long. Still,
there are plenty of (non-working) tanks here to hide behind so pop out and
take your enemies down one at a time. Once they are dead we can explore.

From the entrance of the room, you can find a med bay on the right (with a
first aid kit). You can also follow this right wall to a staircase that leads
up above where we came in to find a "Fort Hagen Hangar Lockdown Terminal"
with an [Advanced] lock. This opens up the door nearby that leads to an
explosive box. Not a big haul, really.

To the left side of the room is the big haul. The first door is an [Expert]
locked door that leads to, *gasp*, a set of X-01 Power Armor! This is a nice
surprise for sure. Note that there is another [Expert] lock beyond this small
room, leading to the next area. If you keep following the left wall though,
there is another [Novice] locked security gate you can pick for some random
goodies. There are also stairs here that lead up to a control room where you
can find more random junk. This also leads to the next area, giving us a means
of continuing if we can't pick expert locks.


This next area has some friendly robots! Or at the very least, robots that
appear friendly (don't be fooled!). Head down and take the staircase to the
left first (the one heading south) and then take a right to find a button to
extend the bridge. On the north side of this room you find a missile launcher
and three missiles. A sign? Very much so!

Head up the north staircase now (after heading back down of course) and hang
a left. On the room on the right there are three laser tripwires set up. Someone
REALLY doesn't want us here. Disarm them all and check out the room beyond. This
is a sleeping area of sorts. In here, find the "Rust Devil Gaming Terminal",
where you can eject the [_AUTOMATRON HOLOTAPE_]. This is a new mini-game you
can play and function like a twin-stick shooter. Quite fun, really. Just note
that you can't kill the "people" in the game, so shoot away and try to pick them
all up!

Just to the left of the terminal is an [Advanced] safe you can pick. Do so and
then head back to the main room with the friendly robots.


Our Robobrain is set up inside a machine here, with a large robot up the ramp
called "Ahab" and an eyebot inside a cage playing a message on loop. Very, very
annoying really. First pick up the [_JEZEBEL INTERVIEW_] by the eyebot and then
check out the workshop terminal if you wish. The cage to the eyebot is also an
[Advanced] lock that you can pick although I personally just killed the thing.
Ah, silence...

Next, it is time to kill Ahab. This thing is NOT friendly. In fact, you can go
up and talk to it if you want and it will attack, so you may as well attack
first. You can use the missiles if you want, although energy weapons work
nicely as well. No need to worry about "Jezebel" (the Robobrain) being hurt
here. Take the thing out, targetting his arms first and using a sneak attack if
you can. This thing can take several shots to drop, but it will fall soon.
During the fight, beware of robots coming in from the tripwire room (I had two
unwelcome visitors show up during the fight). Take them all out and be sure
to loot him for some robot parts.

Afterwards, go ahead and loot everything and put on your Charisma gear before
talking to Jezebel as there is a moderate speech check in it. Talk to Jezebel
and make a deal with it, eventually gaining the [_JEZEBEL HEAD_]. Well... now
we have a Robobrain brain... with us. Commenting on our actions. This should be
great, right?


Head through the tripwire room now to continue to another large room. There
will be more robots in here as well as a few Rust Devils. The building to the
west has a sleeping area (you may find some Rust Devils asleep here), but the
true threat is up on the walkways above. Kill off the two machine gun turrets
here and the Rust Devils firing down on you.

In the west building, you can find "Ivey's Terminal" which gives a bit of
story. You can also unlock a maglock door here to get to some toolboxes. Head
to the northwest corner to get up to the second level. In a room up here you
can find the "Fort Hagen Hangar Control Terminal" which has an [Advanced] lock
you can hack. It controls the turrets we destroyed, so it is worthless. Keep
following the path, up the stairs to a security door and down to a warehouse.

Just past this warehouse room is a bridge with laser tripwires on it. Disarm
them and sneak forward. Around this housing area is the big bad boss of these
Rust Devils, "Ivey", who is in some power armor. With a sneak attack and a
Gauss Rifle you can take her out fairly easily. You can alternately set up
your own traps in the room and lure her to you for some explosive help. Chuck
in a few grenades and she'll fall quickly. Do note that she has a robot helper
with her (for us an "Assualtron Gorgon" at level 64).

Be SURE to check her afterwards for the unique weapon [_TESLA RIFLE_]. Her
power armor will also have a mix of unique armor pieces (Tesla Pieces) and
normal armor pieces. The robot likely has some good stuff for you as well.


Head past Ivey's room to find an [Expert] locked security gate. This gate
has a Fat Man in it if you want it, along with two mini nukes. The other door
has a Steamer Trunk with various robot parts and other goodies. We are at the
end now, so use the "Fort Hagen Hangar Lockdown Terminal" and open up the door
to head back to the exit.

After making your way outside, you will be told to make Jezebel a new robot
body. Because of course we have to. Heh. Put on your Charisma gear at this
point and talk to Ada. She will tell you that she has started to decrypt where
the Mechanist is. She has two moderate speech checks as well you can pass for
some XP. For now, head back to the settlement where your Robot Workshop is.


Here, make a body for Jezebel. Just use the basic Protectron or Robobrain
parts. Nothing special, trust me: she isn't worth it. After you are done,
talk to it to learn of what it thinks about "helping" humans and to learn
more about the Mechanist. You'll learn the Mechanist location and the fact
that you need an "M-SAT augmentation" to get inside. Fun. This ends this
part of the mission chain and starts the next mission, "Restoring Order".


___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Restoring Order >==O
``-.____________________________________________________[FO-84]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***


o ROBOCO SALES & SERVICE CENTER KEY
o LEAD ENGINEER'S HOLOTAPE
o FACILITIES DIRECTOR'S HOLOTAPE
o FORFEITURE TERMINAL PASSWORD
o CHIEF SCIENTIST'S HOLOTAPE
o RB-2851 MASTER CONTROL PASSWORD
o MECHANIST'S ARMOR
o MECHANIST'S HELMET
o EYEBOT SCHEMATICS
o MECHANIST'S LOG
o SPOTLIGHT SCHEMATICS



Go ahead and talk to Ada like the game says and the two of you will share
information and you'll learn WHERE the Mechanist is as well as what you need
to do to access their lair. We need that "M-SAT" Jezebel told us of, so after
you talk to Ada, get on the Robot Workshop and install one on her. It is under
the "Special Modifications" and uses rather common parts (tag and locate if
needed).

After that, we are tasked with infiltrating the Mechanist Lair, which is
located at the "RobCo Sales & Service Center", just north of Boston Airport.
This area is NEW to the Automatron DLC, so consider it another new dungeon
for us to explore. I'll be heading there after Fast Traveling from the "East
Boston Police Station", if you want to follow along.

From the "East Boston Police Station", it is a short way south to find the
very unassuming "RobCo Sales & Service Center". There is a back entrance here,
but the front one is unlocked and has some goodies so enter it to proceed.


RobCo Sales & Service Center
----------------------------

The entrance of this place is a mess, but typical of most stores nowadays.
The main register has some money for us as well as a [Novice] terminal. If
you hack this, you can unlock the [Advanced] safe directly below, but we like
to do both (as usual).

The door nearby has a tripwrie, so disarm it and head into the basement. Now,
down here near the door on the left you can find the [_ROBOCO SALES & SERVICE
CENTER KEY_]. This door leads to the back entrance, so don't bother. Instead,
locate the odd terminal on the opposite wall and examine it. Ada will scan it
and open up the way into the facility within. Fascinating.

Past all of the doors you will find military-grade surroundings. Check out
the lockers to the left and round the corner to see dozens of laser wires. To
the right is an [Advanced] lock door you can pick for goodies (especially the
"Eyebot Model" on the far end). To the left of the lasers is a Fusion Core
reactor you can steal from and to the left a tunnel leading to an observation
area by the lasers.

Here you can check out a "Security Office Terminal" for some interesting info.
There are several computers to hack in this area too. First up is the middle
"Decontamination Control Terminal" with an [Advanced] lock. With this you can
shut the door, turn on the lasers (they are off? that's weird...) to short
circuit them (now they are off!) and even turn on some turrets.

The door just to the left though makes all of that unneccesary, as you can
pick its [Expert] lock and skip everything. There is also a terminal to an
elevator here that has a [Master] lock that, even if you do hack won't let you
use the elevator without authorization (which we don't heave).


NOTE: This elevator will be important later on! Remember this location!


Choose your way past the lasers and an eyebot will address you once you do,
accusing you of attacking and then attacking you. Kill it off and be ready to
face four junkbot enemies down below, with two coming from either side. Again,
I recommend you shoot off their ranged weapons to turn them into scrap easier.
Also note that there is a [Novice] locked toolbox just to the left of the
security door and a wooden box on the right you can likely get some grenades
from.


Mechanist Lair: Production Wing
-------------------------------

Now that the Mechanist knows we are here, use the access port to the right
to continue. You'll enter a bare room with a [Novice] ammo box on the right.
Continue down to a staircase and a wide-open area. You KNOW there is a fight
up ahead. Get on the right side for cover and sneak attack the tankbot you see
up ahead to start the fight. It has a couple of junkbots to help and a turret
in the distance, but take them out. On the left side, in the second work area
is a robot control terminal with a [Novice] lock. If you wish, you can choose
to activate these robots and kill them off as well.

Continue on through a work area to another room, with robots up above us.
Before you take them out though, you can check out the "Chief Engineer's
Terminal" to learn a bit about the Robobrains construction. Interesting.
There is also a Mr. Handy model on his desk as well as the [_LEAD ENGINEER'S
HOLOTAPE_], just to the left of the terminal. Head upstairs now and take out
the two junkbots you find.

This NEXT room is the first time I actually died in this DLC. Hurrah! The
room up above had junkbots being produced over and over, being shipped along
the ceiling. If you shoot these things they will fall down and start a fight,
so best to let them be until, at the very least, the enemies below are taken
care of. Now, to kill these enemies below smartly... This is the prime time
for a QUICKSAVE by the way.

First of all, from the balcony there is a turret to the left, out a ledge.
Take it out first (they wanted you to god down below and take it from two
directions, didn't they!). After taking it out, enemies will come to check
things out, so get the drop on them as well (for me these were level 64
Quantum Scrapbots... with deadly blades). Use a critical on their legs to
stop their sprint at you if you can and shoot them up as they try to rush
you. Head down below now and as you head north, a tankbot will come down the
ramp at you. This thing will be leveled around your level (a Quantum Tankbot
for me, level 65) but Ada will distract him and you can use the boxes on the
right of the room for cover as you shoot off its arms and take it out.

Once it is dead and looted, you can head up the ramp and hit the button to
extend the walkway, then follow it to another room. There is a first aid kit
and ammo box on the right in here, on a table. Use the access port here to
continue, following the hallway to another access port. Past that you can
check the cabinet on the left for a [Novice] toolbox, but as you round the
corner you'll get another message from the Mechanist. Lovely. Kill the
eyebot and the robots that follow him from around the left corner. Follow
this path down to a path split. Going right leads to a terminal with some
flavor text if you want to read it, but otherwise go straight, killing the
mech as you go (who is pretending to be disabled for some reason). You'll
reach a dead end soon, but press the button you find to enter a giant room
of waste.

This area looks like their waste center, with giant mounds of junk just
piled up. Still, in the back are some enemies (some lying down again), so
sneak forward and take them out (there should be about four of them in total,
just watch your back). Continue through the waste area (leave the nuclear
cores alone) and go up some stairs. Go through a few rooms and on the left
by the Weapons Crafting center is a [Novice] locked ammo box. The manager's
terminal is here as well, along with the [_FACILITIES DIRECTOR'S HOLOTAPE_]
you can pick up and play (it is hidden right by the ammo box).

Continue on to get another visit from the Mechanist via eyebot. It will
lecture you some more, saying you are close before attacking. Kill it off
and get on the lift past it, hitting the button to head past the junk yard
and to the "Research Wing". Use the access port to enter.


Mechanist Lair: Research Wing
------------------------------

Head into the first room on the left here and then hang a left to go into
the back. Back here is a [Master] locked "Property Storage Lockup Terminal"
you can hack. Inside is a wealth of ammo and sad weapons, along with various
drugs, a "Robot Parts" model, and even a bar of gold. How nice.

Continue outside to the first station, where you can find more drugs and a
Mr. Gutsy model. There is also the [_FORFEITURE TERMINAL PASSWORD_] here (for
the thing we just hacked) and the watch station terminal where you can read
some more story. Keep on going to the holding cells.

Wow! They were, uh... well, Robobrains needed humans at some point, right?
And here we are. I hope you like lock-picking, because there is a total of
16 [Advanced] locked doors here to pick if you wish. Several of them have
Feral Ghoul enemies in them (if it has an enemy lying down, chances are it
is still alive!). Many have drugs lying in them as well. There is also a
bobby pin box in the first right cell and a first aid kit on the last left
cell. Overall, lots of XP and some kills to be gotten here if you wish.

At the end of the cells you can hit a button to call a service elevator, but
while you are waiting on it head upstairs. This leads to the cell observation
area. There is a terminal up here (in the middle) with some info on the subjects
you can read and the cart next to it has a Protectron Model on it. You can also
find a Stealth Boy at the very end.

Head back to the elevator and loot the corpse, then head down. You'll be in
the research labs. Head forward to the path split, which gives us three choices
on where to go: left, right and straight. There is also a first aid kit in here
on a shelf if you look.

Head to the right first, to explore the "Cerebral Reconditioning" and
"Brain Extraction" room. The right room has a terminal and a first aid kit for
you (as well as some purified water under the first aid kit, on the shelving)
and the other room has another Robot Parts model as well as another terminal
and the [_CHIEF SCIENTIST'S HOLOTAPE_]. Be sure to read this terminal, as it
is fantastic. There is also something special we can do now that we have this
third holotape. First, we're going to continue on with the guide until we HAVE
to make this choice (it is coming up soon, trust me), but read the "Dealing
with the Mechanist" section below if you want to do something out of ordinary.


Continue heading south now into "Robobrain R&D". This room has another first
aid kit and plenty of drugs on a cart. Head back to the hub now, as that room
finishes our "right and straight" paths from earlier and now head to the right,
towards "Robobrain Assembly" and the "Incinerator". This should be fun!

Head inward and note the path to the right. This is the "incinerator" area,
but has a ton of enemies down that path. If you want, you can go straight
ahead to find the "Robobrain Production Terminal". This is a [Master] level
hack, but if you can do it you don't have to fight the robots down the dead
end area to the right. If you can't, just go shoot them up and loot them. In
particular, check out the "Quantum Robobrain" to find the "Medical Terminal
Password", which will unlock the door.


THIS is the point of no return and the time we have to make a choice. We'll
go over both choices below!


Mechanist Lair: Dealing with the Mechanist
------------------------------------------

We have to make a choice here: a direct confrontation, a direct confrontation
with a twist, or... a sneaky confrontation. Well... which will it be?


*** OPTION A: DIRECT CONFRONTATION ***

This is what most people will end up doing. To do this, you have to use the
terminal password you just got and continue onward to a large room. Here you
will be confronted by The Mechanist, who you get a single chance to talk to
before you are attacked. Say what you will, you aren't getting out of this
without a fight. Save your criticals for two specific bots coming up...

Here we will have to fight a WAVE of robots. This starts off fairly simple
with Eyebots and various Junkbots as the Mechanist throws enemies at you. The
will mainly come from the floor (using lifts) and the sides, as well as from
behind you. Stay on the move and take them all on one by one. I like to use
my VATS on the eybots as they like to dart about, but your energy weapons will
likely take them all out in one shot. Use the columns and/or catwalks in the
area if you need a break and stay on top of your health.

When the Mechanist mentions the "Turretbot", look across from where the
Mechanist stands to take it out. This is where one of your criticals should
be placed: take out one of its turrets in a split-second, disabling its
offense quite a bit as you take it out in subsequent shots. Easy.

The Mechanist will stop and show you just HOW MANY robots they have, which
as you look up and around IS quite impressive. However, the facility seems to
be having problems with its power output, as it starts to count down. This
signals the second wave, where we have to fight more junkbots and eyebots as
the facility warns us of its low power. I recommend staying on the move on the
catwalks as you fight, waiting for the percentage to get low. Soon, Sparky will
send out the second bot to be wary of, the Duelbot. This thing is powerful and
quick, and is where your second critical should come in. One shot to its legs
and you will neuter the thing. Be wary of its eye lasers from here, as that is
literally the only thing he can do to hurt you as he crawls towards you.

Soon the facility will be on back-up power, prompting the Mechanist to
"throw everything" at you. Everything in this case is trash bots, which are
honestly not much trouble. Stay on the move still and take them out as you
can to end this final wave.


With the last of their robots destroyed (or... well, at least with power
in short supply), the Mechanist will stop to treaty with us. You will want
to pop on your Charisma gear here as there are two moderate speech checks
here, but overall it is VERY easy to convince the Mechanist they are in the
wrong even if you can't pass them.

In the end, the Mechanist will see what the problem is and give you the key
to the facility with the [_RB-2851 MASTER CONTROL PASSWORD_]. Head up the ramp
the Mechanist used and locate the "Master Control Terminal". Use the password
to shut things down and you'll be done.

After this, just talk with Ada and you will finish this quest. Congrats!


NOTE: You can also fight and kill the Mechanist if you so wish. If you choose
to fight her, you will see that she uses a Stealth Boy right away and
then runs around trying to shoot you with a scatter laser gun. Shoot
wherever you see her firing from and once her Stealth Boy wears off you
can targer her again, taking her down easily.


We are going to explore the other options below, as well as explore the lair
down below so you aren't done quite yet!


*** OPTION B: DIRECT CONFRONTATION W/TWIST ***

This is the same thing as the above option, but BEFORE you head in to meet
with the Mechanist, equip the SILVER SHROUD armor. This will give you some
unique dialog options with The Mechanist so you can "Speak as the Shroud"
before and after you fight. There is an odd part right after the fight where
you don't, but still, speaking as the Shroud is a rare opportunity, so if you
want to enjoy it this is your chance.

Be EXTRA careful during the fight however, as your reduced (likely reduced)
defense may come back and bite you. Save between waves in order to make this
easier on yourself and be quick with the stimpacks.

Other than that, this option is much like the first one, but with much more
super hero talk! Enjoy!


*** OPTION C: SNEAKY CONFRONTATION ***

This option is easy to miss, and is a bit of a pain to do but also lets
you skip the GIANT robot fight I wrote up above. This means less XP as well,
but it is up to you.

Remember that elevator at the VERY beginning of this section? The one that
needed authorization? Well, thanks to the three holotapes we picked up we
have it! If you wish, you can head back to that elevator now and use it. Yes,
it takes QUITE awhile to get back there, but no choice other than backtracking
now...


Once you get to the computer, use the three holotapes we found as we went
through this area:

o Lead Engineer's Holotape
o Facilities Director's Holotape
o Chief Scientist's Holotape

Load up each of these tapes and let them play. You'll see the authorization
number count up and once they are all played the elevator will be unlocked.
You can now ride it down but put on your charisma gear as we head down. You
will hang a left to head straight to the Mechanist (we explore in the next
section).

Once you confront the Mechanist you can use a moderate speech check to talk
face to face and another to convince her (Her!) you are not the enemy. From
here the talk is much like the talk up above: tell her what is going on out
in the Commonwealth and tell her the "logic" of her Robobrains. In the end
you can either forgive or attack the Mechanist just like the other options.

And all without a giant robot fight! Fun!


NOTE: This area, the "Mechanist Lair", is now a settlement that you can
build in. In addition, all of the robot attachments are now unlocked
and available (with the exception of a schematic... see below).


Mechanist Lair: Exploring the Lair
----------------------------------

After taking over the station and officially "ending" the DLC, we have a
bit of exploring to do. FIRST of all, talk to the Mechan..., er, Isabel Cruz
to receive two pieces of unique armor: the [_MECHANIST'S ARMOR_] and the
[_MECHANIST'S HELMET_]. You will also get the quest "Rogue Robot" from her as
well, which is a RADIANT quest and can be done multiple times in a row.

Now, from the command center take the western door and the first right. This
leads to the Mechanist's bedroom. In here on the first table you can find the
[_EYEBOT SCHEMATICS_]. There is also a Steamer Trunk as well. On the table by
the bed is also the [_MECHANIST'S LOG_] item.

Now, head back to the hallway and take a right. This elevator goes back to
the start of this dungeon, so use it if you wish (no need to now). Back past
the elevator is a room FULL of workshops. Go ahead and use them if you wish,
but there is also a ton of ammo. On one of the computers, you can also find
the [_SPOTLIGHT SCHEMATICS_]. There is also a mini nuke in here as well as
a [Novice] locked toolbox.


I should also point out that the doors along the upper walkways lead to
various areas (shortcuts) around the facility. Not needed whatsoever unless
you want to remember being ambushed by robots fondly or something...

Finally, you can head to the area across from the command center (on the
ground) to find a cargo lift. Around the cargo lift is a [Novice] toolbox to
loot. This cargo lift leads to an easy way to get back to the Commonwealkh,
so make use of it.


And with all of that, we are now essentially done with the DLC! There is
the radiant quest below, but you can do that as you wish as it is repeatable.



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O==< Rouge Robot >==O
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This quest is a Radiant Quest, which means that once you get it, it will
send you to various places around the Commonwealth. Still, talk to the
Mechanist to start it.

Once you have the quest, head to the marker as indicated and take out the
rogue robot. It will likely be a leveled enemy to be around your level (a
tankbot or something), and may come with other enemies (or it may be alone).

Once you are done defeating it, you will AUTOMATICALLY get the XP from the
quest without needing to go back to the Mechanist. Note that you can head
back to the Mechanist for another dose of this quest should you wish. It may
take a couple of tries talking with her, but she'll give it to you again if
you keep trying.



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Fallout 4: Wasteland Workshop
-----------------------------


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O==< Wasteland Workshop: A Summary >==O
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Wasteland Workshop is not your typical expansion. Compared to, say, Automatron,
it has no story, no questline, no goal. It merely adds a bunch of new crafting
options to your workshop. If you love building settlements, you may find these
new options worth spending time on, if not… this DLC probably isn't for you.
Despite the lack of an sort of narrative goal, however, it's still worth going
over what this DLC adds, and explain how to use the new options, and how they
change settlement building.

Cages of Fun!
-------------

The biggest addition (the one around which this DLC is themed, and where all
the new trophies/achievements are) are the cages. For the cost of some Steel,
Copper and some items to entice the hapless creatures you seek to lure, you
can build a cage, which, when powered and provided some time, will draw in a
random critter of the type the cage was built for. Simple enough, right?
These creatures can range in level a good bit, carry loot appropriate for
their kind, and are generally hostile when freed (more on this later).

After setting up your cage(s), leave the settlement and/or rest for a few
in-game days, after which you'll find the cages closed and ratting with the
joy of old life within them. How do they survive captivity unattended so long?
How does a scrappy steel cell contain a mighty Deathclaw who chews through
power armor like paper? Never mind that! To free the captive, you need merely
cut the power to the cage, which can be done by removing the wire connecting
the cage to a power source, turning off the generator powering the cage, or
by being all fancy and building a handy-dandy on/off switch. Be wary, though,
as cages full of yummy captives won't just lure potential victims - they may
also lure their friends. Expect more attacks than usual if you have cages,
and if you're under attack and the power to the cages gets cut, you could
be in for a bigger fight than normal.


Trophy/Achievement Icon
Trapper
Build One of Every Cage Type


Pessimism aside, what's the point of capturing creatures? Well, wild animals
can be tamed with the Beta Wave Emitter (which also takes Power, as well as
the Wasteland Whisperer and Animal Friend perks). In this case, freed
creatures will be docile and add to your settlement's Defense… as long as
the Beta Wave Emitter remains undamaged and powered. Want a Deathclaw sentry?
You got it! If you lure Dogs and Cats, you can also gain less temperamental
animal friends for your settlement. Dogs have a chance to be hostile Mongrels,
but you can save/load before freeing a captured animal to "reroll" what it'll
be. A Junkyard Dog will give you five Defense and improve settlement
happiness. Not bad for a bit of scrap and Canned Dog Food, eh?

Gunners, Super Mutants and Raider cannot be pacified, sadly, and will not be
friendly when released. On the plus side, if you want to make your own
wasteland arena, you can pit these beasts against each other by putting their
cages in an enclosed space and freeing them all at once. Great fun! You can
also have them fight pacified beasties if you have Beta Wave Emitter. This is
key for getting the "Docile" Trophy/Achievement, as you'll need five tamed
critters in one settlement. Build five of any sort of normally hostile creature
cage you wish (c'mon, it has to be Deathclaws, everybody loves Deathclaws!)
then build a Beta Wave Emitter. Once they're freed, you'll get the
Trophy/Achievement.


Trophy/Achievement Icon
Docile
Have 5 Tamed Creatures in a Settlement.


If you want to earn the "Instigator" Trophy/Achievement, you may have to do
more work, as it requires you to have your settlers witness a fight. You can
build an arena to keep the fight concentrated, or just be prepared to reload
if anything goes awry. Either way, you'll want to construct a "Quitting Time
Siren", which will cause your Settlers to stop what they're doing and come
over to the siren. Do so, then start a fight and you should pop the
Trophy/Achievement. You can also (and somewhat more safely) start fights
between Settlers and robots you've created with the Robot Workshop by building
"Arena Contestant" platforms, either blue or red. Just select a combatant,
assign them to one color, then pick another and assign them to the other color.
Preferably after luring everybody with the "Quitting Time Siren". Be warned,
however; killing your Settlers for petty amusement won't be well-received.


Trophy/Achievement Icon
Instigator
Start a Spectated Arena Fight in a Settlement.


Assorted Settlement Boons
-------------------------

Cages aren't all that's been added with Wasteland Workshop, though, and if
you're a hardcore builder, they're not even the most interesting parts of this
DLC! There's plenty of junk; taxidermy, smaller Light Boxes, buses, but here
we'll focus on the few things that make Settlements easier to manage.

Concrete Structures:
--------------------

Concrete now joins Wood and Steel as a basic construction component you can
use to build. It rarely needs Wood, and since Concrete and Steel are much more
common, this will help you scrounge together enough resources to endow your
settlements with structures. This adds new walls that can stack vertically on
each other well, and diagonally bits, if you feel bent in that direction.
(The metal grating also works very well as arena floors, by the way.)

Powered Doors:
--------------

Wanted to use doors for their intended purpose; to control the flow of
traffic? Now you can! Powered Doors come with attached wall-bits (for easier
assimilation onto existing shack walls), one side of which has a power conduit,
which will cause the door to open when hooked up to a power source. Building a
Switch and connecting the power to that before running it from the Switch to
the Powered Door conduit will give you a door that opens and seals at the slip
of a switch. Neat-o!

Generator - Fusion:
-------------------

A huge boon for settlement builders who want their stuff to glow, you'll need
a hefty Science! score (rank 4) to build this monstrosity. In return you'll get
a generator capable of putting out 100 Power, which is enough to hook up as
many lights, turrets, spotlights, powered doors and cages your heart could
ever desire. A must-have in any large settlement. If you go crazy with Light
Boxes, you may need more power than this provides (especially the new 1/4 scale
Light Boxes), but at the very least this will vastly reduce clutter.

Decontamination Arch:
---------------------

A handy little tool, set it up somewhere in a settlement and - when powered
and turned on - will quickly remove all your RADs. Save your Rad-X and build
one of these!

Water Pump - Powered:
---------------------

This Water Pump doesn't need a water source (it must be built on dirt, like
the humble, unpowered Water Pump), but with the Power provided (require four
Power) you'll generate 10 Water per pump, which is a vast improvement over the
3 Water provided by the mundane Water Pump. Another clutter-reducer, made all
the more affordable with the addition of a Fusion Generator.

Garden Plot:
------------

Sometimes planting crops sucks. You can't break-down scrub, which gets in the
way (visually, if nothing else) and un-even ground leads to annoying,
disorderly farms. No more! Create a Garden Plot and you'll find yourself with
a square of dirt you can plant crops in, which can be placed on any flat
surface. Build some concrete foundations to even out the land and place your
Garden Plots on them, or put them on the roof of your settlement structures!
The mileage you'll get out of one of these varies by what you plant; one plot
can hold nine Tatos/Carrots (4.5 Food), between five and eight Corn (depending
how generous the clipping is being), four Razorgrain, and so on.



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Fallout 4: Far Harbor
---------------------


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O==< Far From Home >==O
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Hey everyone, welcome back to even more Fallout 4 Goodness!

Fallout 4: Far Harbor is the THIRD DLC for Fallout 4! You can buy it from the
online store for around $25, or if you happened to get the Season Pass for
Fallout 4 it will be available for free. In order to follow along with this
DLC walkthrough, be sure to download it.

You can tell that you have done so successfully by checking the "Add-Ons"
option in Fallout 4's main menu. If it says "Far Harbor" you are good to go!

Also, welcome back if you haven't hung out with BK or Haeravon in a guide for
awhile. It's good to hang out with you in text-form once again! Let's do this!


***IMPORTANT ITEMS IN THIS AREA***

o [_KASUMI'S PROJECTS: TELEVISION_]
o [_KASUMI'S PROJECTS: KITCHEN_]
o [_KASUMI'S PROJECTS: LAMP_]
o [_KASUMI'S PROJECTS: RADIO_]
o [_KASUMI'S PROJECTS: DREAMS_]
o [_GRANDFATHER'S NOTE_]
o [_BOATHOUSE SAFE KEY_]
o [_KASUMI'S FINAL HOLOTAPE_]


Another Day on the Job for Valentine's Detective Agency
-------------------------------------------------------

Time to get this DLC started! Once you load up the game with the DLC, you
will get a new quest called "Far From Home", which just gives you the very
easy instructions of "Listen to the Valentine Detective Agency Radio".

Go ahead and tune into the radio frequency to hear Elie from the agency
calling out to you to let you know you have a job. Head to Diamond City to
meet with her and you'll learn a fisherman named Kenji Nakano, a friend of
Nick's, has hired you. Note that you CAN get an easy speech check out of
Elie here so equip that Charisma gear, quicksave, and pass it for the bump
of easy experience. Elie suspects a kidnapping case and she's likely right
given her reasoning. Time to go pay Mr. Nakano a visit.


(-NOTE-) It's recommended that you take Nick along with you if he isn't
already. You get special dialog options along the way with Nick of
course, since he is your partner. Plus it just seems right...


The Nakano Residence is in the far north-eastern corner of the map. It's
recommended that you explore the area naturally first of course, as the town
of Salem is nearby and you can get some quests that take you up here as well
(such as the "The Secret of Cabot House" questline, which takes you up that
way). The closest spot is "Mahkra Fishpacking", so let's head there to start
our journey. If you don't have that, just head to "Parsons State Insane
Asylum" and head northeast.

From "Mahkra Fishpacking" head west past the bridge, watching out for a
possible Mirelurk Queen to the south (engage as you wish... this fight might
just get you used to combat again, if you've been taking a break since the
last DLC!). After crossing the bridge, you will want to head north, up the
coastline. Follow it up watching out for ghouls as you go (we found a Glowing
One on the way upwards... stuck on a piece of wood and unwilling to get off
to come at us! Ha!). Soon you will be at the "Nakano Residence" where Kenji
will tell you to come inside.

The Curious Case of the Missing Fisherman's Daughter...
-------------------------------------------------------

Head inside and put on your Charisma gear, then talk to Kenji. Kenji will
have a moderate speech check here if you ask him about how he knows Nick,
which causes Nick to remember (really Nick... guy takes a bullet for you
and you can't remember him!?!).

Listen to Kenji's story and sure enough, his daughter Kasumi has ran away.
At least... so he believes. His wife, Rei thinks she just left to be her
own person. Either way, if you wish you can ask for Caps before accepting
the case which means haggling opportunities. Here you can pass two moderate
speech checks and a hard speech check to up your pay from 350 Caps, to 400
Caps, to a max of 500 Caps for passing the hard speech check. Do so if you
wish. Or just accept the case because you're a swell guy. You are, right?
Right? Fine, take the money... either wall, you'll now be tasked to
"Investigate the Nanako Residence".

Part of your investigation means gleaning more info from Kenji and Rei.
Talk to Kenji first and ask him everything you can. You'll learn about Kasumi's
Grandfather here as well. Next up is Rei. She actually has a moderate speech
check, so your Charisma Gear will come in handy. Once you are done talking to
both of them you'll be told to "Investigate the Boathouse". You're not done
with the main house though! Time to investigate proper!

First, check the TV by the door for [_KASUMI'S PROJECTS: TELEVISION_]. You
will find a lot of these tapes as Kasumi liked to holo-blog. Totally a real
word that wasn't just made up. On the table by Kenji is "Kasumi's Radio", but
it is nothing but dead air. Next, check the kitchen for [_KASUMI'S PROJECTS:
KITCHEN_]. She really wanted to explore. Head upstairs now.

On the upstairs table just past the stairs is [_KASUMI'S PROJECTS: LAMP_].
Gotta love the lamp. Kasumi's room is the last one on the right by the way.
Kenji and Rei's bedroom is completely unremarkable, so head to Kasumi's room
and look on her desk for the [_KASUMI'S PROJECTS: RADIO_] tape. Next up, look
under her bed for the [_KASUMI'S PROJECTS: DREAMS_] tape. Be sure to give
that one a listen, it should REALLY make you wonder how she was, um... born.

That's it for the house, so let's head to the boathouse, which is a bit
north. Be sure to check out Kenji's docked boat as well. Looks automated,
right? Plus cats! In the boathouse, head to the back to find a safe with
[_GRANDFATHER'S NOTE_]. Sounds like a clue when he says "picture where the
key is". It very much is! However, you can ignore that completely if you wish
and just pick this [EXPERT] level safe. If you don't have the picking skills
though, you can head to the front of the boathouse and check the desk. Here
you'll see a somewhat out-of-place picture that you can examine, which is
weird but nets you the [_BOATHOUSE SAFE KEY_]. Use that to get into the safe
and inside you'll find [_KASUMI'S FINAL HOLOTAPE_]. Listen to this one as well
for sure (part of the objectives) and you'll figure out where Kasumi went.

Head back to Kenji and Rei to have a chat with them. This can include whether
or not Kasumi is, um... human or not, but no matter what it means that you
have to make a trip up north to Far Harbor and look for Kasumi the runaway,
which the game agrees by telling us to "Travel to Far Harbor". Agree to take
Kenji's boat and you'll be set, and he'll reward you... even if you didn't
ask for anything!

REWARD
(For finding out where Kasumi went)
Caps 300 - 500


(-NOTE-) The game also gives you two miscellaneous objectives here, in the
form of "Tell the Railroad about the Synth Refuge" or if you want,
"Tell the Brotherhood about the Synth Refuge". These of course depend
on if these organizations exist in your game and are both completely
optional.


RAILROAD: If you do choose to tell the Railroad, just travel to their HQ and
talk to a woman named "Boxer". She'll tell you that she doesn't have a branch
up there but to keep her in the loop with any info that you dig up.

BROTHERHOOD: Talk to Lancer Captain Kells and tell him about your lead and
he'll just tell you to get "actionable" information (after complaining about
having to search for Synths outside of the Commonwealth), after which he
intends to deal with the situation. Knowing the Brotherhood, that probably
means Power Armor, Miniguns, and not a good day for any Synths.

Before you run off anywhere, head out of the house and make your way up a
rocky ledge to the west to find a grave, on which you'll find [_KASUMI'S
HOLOTAPE TO GRANDAD_], which is worth a listen. Once done, go ahead and travel
to Far Harbor now, which means getting in Kenji's boat and well... just letting
it do its thing. You're on your way to rescue Kasumi! Once the screen loading
is done, you'll gain the "Far From Home" trophy/achievement. Congrats!



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O==< Walk in the Park >==O
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***IMPORTANT ITEMS IN THIS AREA***

o [_ISLANDER'S ALMANAC_]
o [_LAST NOTE FROM MOM_]


Welcome to Far Harbor... Now Go Home!
-------------------------------------

As you arrive, head forward to meet with the welcoming party. Captain Avery
seems friendly enough, but not everyone is happy to see you apparently. Still,
your questions will have to wait as the town will be attacked soon!

Go ahead and follow Avery, who will lead you to "The Hull", which is in front
of the main gates. Wait for it... soon survivors will run at the gate... and
not be let in (lame!). Soon you will see what they were running from: Gulpers
and Anglers. These mud-fish looking things come from the left and right, so be
ready for them. If you REALLY want to save the survivors, it is best to jump
down to the street and stand between the enemies and your prey (if not, one
may get beneath you where you can't target it). Take all of these enemies
out and be sure to loot them afterwards.

Once the enemies are dead the gate to town will open up. The leader of the
survivors - Jared Gresham - will actually come up and thank you by the way,
netting you an easy [_140 CAPS_]. After this he'll air his grievances
concerning Far Harbor. He's got a point, too. Dick move, guys. Go talk to
Captain Avery now who will also thank you, giving you an additional
[_275 CAPS_]. Not bad for stopping an attack.

REWARD
(For defending the Hull)
Caps 275


(-NOTE-) If you don't meet Jared Gresham after the attack, you can usually
find him and any other survivors on the docks of Far Harbor, just
south-west of where your boat is moored.


Talk to Avery now to continue your previous discussion. She'll tell you of
Acadia and the fact that we need a guide to reach the town, suggesting that
you meet up with "Longfellow" who you can meet at "The Last Plank", the town's
bar nearby. For his part, Allen will interrupt regularly and pin the blame on
some troublesome cultists, who he's looking for help to get rid of.
Ah, politics...

Exploring Far Harbor
--------------------

You can now explore the town at your leisure, and the quest "Living on the
Edge" starts after you talk to Captain Avery. But before messing with any of
that, let's explore Far Harbor. To start things out, you might as well talk
to Avery, who will tell you a VERY abbreviated bit of Far Harbor history as
well as give basic directions. Ask her about a job and she'll ask you to look
for a missing harborman named Howard Dunbar, and fix some broken Fog Condensers
while you're at it. This starts the quest "Safe Passage".

Head west from where Avery was to find The Mariner, who will cut to the chase
and ask you to get her some "specialized tools" she needs, and will offer 450
Caps for them. Be sure to pass a moderate speech check and she'll offer to
throw in "Old Jimmy's shotgun", as well... whatever that is. This starts the
quest "Hull Breach", which directs you to Eagle's Cove Tannery. All in good
time.

Leave The Mariner's house and note the Power Armor Station to the north-west;
it may just come in handy should you find a new suit of Power Armor you might
wish to store... or if you need to drop off some armor you brought with you.
There's also plenty of convenient containers around, for storing goodies you
may find.

Turn north-east to find Allen's shop, where the shop's taciturn namesake will
barter with you if you require ammo, armor and weapons. First, however, pass a
moderate speech check (after responding to his defensive statement that "we
don't need no help from outsiders!") to get 150 Caps and grudging
acknowledgment of your badassery. There are two special weapons of note,
the "Admiral's Friend" with "Does double damage if the target is at full
health" and fires harpoons (which he also sells) as well as "The Fish
Catcher", a hooked cane with "40% Less Action Point cost". Not bad, not bad.
If you're playing this DLC after beating the main game, you likely have better
though. Still, when in Rome... Eh, actually, bad analogy. If you have an
Explosive Combat Shotgun, you don't need a gladius. Or in this case, a hooked
cane. There's also a Weapon Workbench and and Armor Workbench in his shop,
for your modding convenience.

Further to the north-east you can also find the "general goods" run by Brooks,
who happens to sell a legendary version of a new piece of armor; Recon Armor.
In this case he's selling a "Recon Marine Helmet", which gives +1 Agility and
+1 Perception, but it'll set you back around 10,000 Caps. Ouch.

In the same building you can usually find Teddy Wright d him, who will preform
those wonderful doctorly duties like healing, and selling you chems. He also
chats about his poor patient, Andre, who got a bad dose of Far Harbor
radiation, which is somehow different from mainland radiation. Guess The Pitt
was different, too, so... it's not unprecedented. Offer to help Andre and
you'll be allowed, under supervision, of course. If you investigate Andre on
his bed, you'll be able to treat him with an Intelligence score of 8+, if you
have two or more ranks in the Medic perk, or if you give him a dose of
Mysterious Serum. You know, that stuff you got from the Cabot House questline?
Heal him up if you can, then leave him be so he can recover.

Continue north-east along the pier to find another character of interest, an
old lady named Cassie, who will warn you about the omnipresent island then tell
you about the doomed Dalton family. Eventually she'll get to the point; she
wants you to "avenger her bloodline"... against... the island? Indulge the
crazy old lady and she'll tell you about her poor, freckled cousin Petey, and
the critters you need to smite to avenge him. This starts the quest
"Blood Tide".

You can continue north-east to the end of the dock where you'll find Small
Bertha (who threatens another Harborman with a knife) and another kid who is
somehow less talkative, Tony. Aside from picking up the [_LAST NOTE FROM MOM_]
nearby, there's not much to see and do outside anymore. It's now time to head
in to The Last Plank and talk to Longfellow, which will continue the main
quest "Walk in the Park". The multiple side-quests included under the quest
"Living on the Edge" will be dealt with shortly, but there's no reason to
ignore the main narrative just yet.

The Last Plank
--------------

Head to "The Last Plank" bar but stop just outside as you'll see a Cooking
Stove (near a red door, just north-west of where Cassie likes to sit). Go ahead
and use it: by using the meat of the creatures you killed during the town
attack you should be able to make the "Poached Angler" recipe.


(-NOTE-) Making the "Roasted Angler" meal here will net you the "Just Add
Saltwater" trophy/achievement. Very nice!


Enter "The Last Plank" and you'll hear the bartender is giving away beer once
you enter, thanks to the fog encroaching to everyone's doom. Lovely. Go get
your free "Ice Cold Beer" by talking to Mitch and make sure you have your
Charisma gear on afterward as you can get a moderate speech check from Mitch
here, to get yourself some Vodka. Heh. Also be sure to check behind his
counter for a note called "Run", which is a good read.

Talk to Old Longfellow now, who doesn't sound like he wants to take you at
all. Too many deaths on his runs. Ask him about Acadia and of "Fog Condensers"
as well, which the synths made to counter-act the fog. Very handy. Now, to
convince him to help you: You can do so by passing either of two moderate
speech checks (which is recommended for the XP) or by paying him off. Paying
him off consists of buying him a bottle of Whiskey by the way, which is 6
Caps, so he really DOES want to come with you it seems. Or he just really
likes Whiskey. Who doesn't?


(-NOTE-) Be SURE to pick up the issue of [_ISLANDER'S ALMANAC_] on the table
before you follow Longfellow. This is a new collectible magazine in
the DLC, and this one in particular gives you the perk "You've
unlocked POI map markers across the island". Handy stuff.


On the path to Acadia
---------------------

Head outside and follow Longfellow who takes you west out of town and gives
you some "Mirelurk Jerky". Very nice. Head west and you'll run into hostile
trappers by some buildings. Four in total, with one in the lookout tower on
the right and one on top of the building on the left (note you can get on
the roof by using the leaning pole against the building). Help Longfellow
take them out. Longfellow will be impressed and say you may be good in a
fight. The buildings here have a Chemistry Station and a cooking station
nearby, with some RadStag meat hanging up. There's a first aid kit inside
the left building as well, an Ammo Box in the shack to the right, and an
Explosives Box on the roof where one of the Trappers lurked.

Continue to the west and further on Ghouls will attack from a suspended boat
to the north-east, with some being called "Fog Ghouls". Condense them with
some bullets, then loot a small destroyed house to the east of the boat to
find a Safe [Advanced]. If you fight your way onto a dock to the north you
can also find a Steamer Trunk, but be wary of all the Ghouls playing possum
lying around. Once you have all the loot, return to the road and follow
Longfellow.

Soon you'll be at the mountain trail. Head up it with Longfellow. On your
way you'll likely be attacked by wolves and, at a camp stop, some Gulpers and
Mirelurks. Past that you will likely be attacked by Ghouls before you run into
a Child of Atom (who, unlike the mainland, doesn't shoot on sight!). Here you
can talk to her and ask about Acadia and Atom, then if you wish you can
express interest in joining them to find the location of "The Nucleus" on
your map (which can't hurt).

Continue up the mountain trail and soon you'll be at the top. Head past the
shacks (first one on the right has an ammo box) and follow Longfellow into the
compound. This will end the quest and start the next story mission, titled
"Where You Belong".

Longfellow will also offer to join you if you're so inclined, making him our
newest companion. He also points out "Longfellow's Cabin" to the north of Far
Harbor, which you can use as a settlement. Gotta love new settlements!
Speaking of which... now that you've reached Acadia, it's a good time to ditch
the main story for a bit and work quests for the good people of Far Harbor.
Don't worry, Acadia isn't going anywhere, and it may be worth your while to
earn some good will amongst the Harbormen, gain some new settlements, and
clear the northern part of the island while you're at it. If you can't be
bothered, however, skip ahead to the "Where You Belong" section of the guide,
where details the main story quest of the same name, otherwise continue with
"Living on the Edge".

REWARD
(For reaching Acadia)
XP 520


(-NOTE-) It's a fine time to travel with Longfellow, as helping the Harbormen
will do wonders for his disposition towards you. You can send Nick -
or any other companion you may have brought with you - to Longfellow's
Cabin and pick them up when you're done doing sidequests for the
residents of Far Harbor.



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O==< Living on the Edge - Safe Passage >==O
``-.____________________________________________________[FO-89]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_FOG CONDENSER COMPONENT_] x3
o [_MODIFIED BOWLING BALL SCHEMATICS_]
o [_MARK WILSON'S HOLOTAPE_]
o [_STRIKER_]

Pearl's Request
---------------

When you return to Far Harbor you'll be accosted by a white Ms. Nanny robot
named... Pearl. She can't find the local police force, and decided some random,
so-called detective would do the job just as well. Succeed at the typical trio
of easy, moderate and hard speech checks to ask for money (gaining successively
more Pre-War money each time, and the promise of a positive recommendation for
the hard check), then pass another three successively more difficult speech
checks inquiring into the details of the case before finally accepting. At
this point she'll offer to escort you there, but there's no need to bother;
you'll find your own way there soon enough.

Safe Passage
------------

In the meantime, there's a few quests to continue along the way. From the
entrance to Far Harbor head south-west through the ruined houses (aside from a
church with a Safe [Advanced] on the second floor, there's not much loot to be
had here) until you locate the body of Howard Dunbar, which is occupying the
attention of some Mirelurks. Kill the crabs, then loot the unfortunate
harborman to obtain [_FOG CONDENSER COMPONENT_] x3.

With these in hand, you merely need to find the three Fog Condensers and
install the components. The first one is just around the nearby house to the
south-east, the second is a bit further afield to the south, south-west (just
follow the road, you'll find the second Fog Condenser to the right of the
road), and the third requires you to continue following the road uphill to
the south, where you'll again find the Fog Condenser on the right, near some
water purifiers. Aside from some Mirelurks at the third Fog Condenser (and
the ravages of the ever-present fog), you shouldn't have to deal with too
much trouble along the way.

Beaver Creek Lanes
------------------

That's a far south as you need to go on this trip, all you need to do is
return back north and report to Captain Avery... along the way, though,
there's an area you can explore. Follow the road back into the ruined town
outside of Far Harbor and look for a bus to the right, just south-east of
where you found Howard Dunbar's body. Beyond that bus you can find another
bus, beyond which is the Beaver Creek Lanes building. Exterminate the Feral
Ghouls lying around outside of the building, then head on inside.

What was once a modest bowling alley pre-war is now a lair for Fog Ghouls.
From the entrance head west to reach a large room housing the lanes, on which
you'll find several Fog Ghouls lurking about. Smite whatever shuffles around,
then loot the area for meager goods. You can play with a Terminal to find out
200 year old bowling information (there's also a Vault-Tec Lunchbox on the
counter nearby) and loot some Vim vending machines to get a bottle of Vim and
Vim Refresh, but otherwise, there's not much to see here. Ignore a hole in
the wall to the north and go through a locked door [Novice] west of the
entrance.

Continue west down a hallway until you find some stairs going down to the
west - again, ignore a hole in the wall to the north and some stairs going
up to the east. Eventually you should reach some white double doors that
lead to a room occupied by a generator and some Ghouls, including a Glowing
One. Dispose of them, then loot a First Aid Box on the wall near the double
door, grab the Fusion Core out of the generator, and continue north through
another white door.

Now note that you have two ways you can proceed; up some stairs, or through
some double doors to the east. Go upstairs first to reach an office, where
you'll find a Terminal in a room with a Weapons Workbench and a Chemistry
Station. Peruse the first two options of the terminal to find out some
whack-jobs were - for whatever insane reason - trying to turn a Fat Man into
a modified bowling-ball launcher. Doing so will get you [_MODIFIED BOWLING
BALL SCHEMATICS_], which allows you to create Modified Bowling Balls at any
Chemistry Station. Be sure to eject (and listen to!) [_MARK WILSON'S
HOLOTAPE_], then turn around to find the fruits of their labors; the
[_STRIKER_], and some Modified Bowling Balls to serve as ammunition for this
poor, abused Fat Man. Nearby is also a Safe [Master] which can be bypassed
by using the nearby Terminal.


(-NOTE-) Modified Bowling Balls, unlike their unmodified cousins, weigh
nothing and count as ammunition. It requires Oil and Acid to make
them, as well as a Bowling Ball, however, so unless you really
dedicate yourself to farming, ammo for these weapons will be scarce.


If you go through a doorway to the south you can reach some stairs which take
you to an upper room that has little of interest, aside from some Bowling Pins,
if you need the Wood. Backtrack to the office, then return downstairs and go
through the neglected chained door to the east to reach a diner and kitchen,
which is down a hallway and past two uninteresting bathrooms. Kill any Ghouls
lurking around, be wary of mines on the ground, then loot a Duffle Bag, an
Ammo Box and a Toolbox, as you will. Once done, leave the diner and head into
the kitchen to find a weird Cash Register, which appears unlocked, but really
has an [Expert] lock. Alas, it's empty. Go through a door [Novice] to the east
to reach a closet with an Ammo Box and a First Aid Box on some metal shelves.
Return to the diner and head south to return to the main room of the bowling
alley. If you fancy shooting Bowling Balls at things, you might as well grab
any you find lying around.

Safe Passage, Continued
-----------------------

Leave the bowling alley, return back to Far Harbor and report to Captain
Avery to put the quest "Safe Passage" in the books, then get ready to head
out on your next excursion. If you say "He's Mirelurk food" Longfellow will
disapprove, meanwhile if you say "He gave his life" you'll make Longfellow
happy. Either way, she'll offer you 200 Caps for your work afterwards... but
you can, of course, talk her up to 400 Caps with the standard three speech
checks. Longfellow will also approve of you bilking her for more money.

REWARD
(For repairing the Fog Condensers)
XP 390
Caps 400



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O==< Brain Dead >==O
``-.____________________________________________________[FO-90]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_FENCEBUSTER_]
o [_LETTER TO EZRA_]
o [_VAULT 118 OVERSEER'S KEY_]
o [_The DAPPER GENT_]


Cliff's Edge Hotel
------------------

No sense putting it off any longer, let's head over to the Cliff's Edge Hotel
and help out that poor robot, Pearl. To reach the Cliff's Edge Hotel, just
follow the road out of Far Harbor leading west (the same road you traveled
along with Longfellow to reach Acadia). Keep on the road as it turns
north-west, past the fork south that leads to Acadia. Shortly after an
overturned truck obstructs the road you'll spot a restaurant to the right
of the road with a bright white door. The road leading uphill to the hotel
is across the street, to the south.

When you reach the hotel you'll find Pearl waiting for your outside, who
warns you of some "rowdy" hotel guests that got "handsy". Tell her you want
to look around or that you're ready to follow her, then head into the hotel
lobby to find out that Pearl's "rowdy" guests are nothing less than Feral
Ghouls. Either way, once you start fighting the Ghouls she'll join in, and
head off to the south. You, on the other hand, should turn south-east to find
a counter, and beyond it a door leading into an office. Check out the "Hotel
Terminal" on the pillar near the check-in counter to learn that there's
apparently a Vault on the premises... interesting. You can also pick the
"[Local Attractions]" option to learn about several areas, getting the map
markers for the National Park HQ, Acadia, the Aldersea Day Spa, and the Vim!
Pop Factory.

Go into the office behind the counter, kill whatever Ghouls are lurking
therein, then pick a locked door [Advanced] to reach a small storage room with
two Metal Boxes, a Duffle Bag, a Toolbox and a Vault-Tec Lunchbox to loot.
Once done, return to the counter and head south-west, then turn south-east
through a doorway to reach a stairwell. Ignore the stairwell momentarily to
reach a door [Novice], beyond which you can find some junk.

Moment over, time to stop ignoring the stairwell and head up to the next level,
killing any Ghouls that dare harass you along the way. There's only one way to
go from here; north-west through a doorway to reach a once-lovely room, now
exposed to the elements. Before rushing through the hole in the wall, however,
turn north-east to find a door [Novice], beyond which waits another Ghoul. Not
really worth the time, but... oh well, XP is XP!

Head out through the hole in the wall to reach a balcony, then continue north
to find another, more elevated balcony which is partially collapsed, forming a
ramp to the next level. The first thing you should note is another hole in the
wall, which leads to an unexplored section of the hotel... which you can bypass
if you continue to the end of the balcony to find another broken section of
the floor above, which you can leap onto to reach the roof. But let's ignore
that and go through the hotel the way the gaming genies intended, which
obviously is through the hole in the wall.

Continue east and be wary of some Feral Ghouls and some... are those caltrops
on the ground? Odd. Anyways, make your way through a short hallway to reach a
large room crawling with Ghouls, the remains of a cocktail lounge. Make the
Ghouls dead, then head up some spiral stairs to the south, south-west to reach
the upper level of the lounge, which, in typically hole-in-wall fashion leads
to the roof.

Blast some more Ghouls and keep going north-west through a doorway, then go
north-east down some stairs to reach another interior section of the hotel,
once again crawling with Ghouls, including a leveled Glowing One. Punish them
for presuming to gobble on you, then continue north-west a bit, stopping only
to loot a room [Advanced] to the left if you have a care to accumulate some
junk.

Follow Pearl down another flight of winding stairs, stopping to loot a First
Aid Box on a landing, then down another flight of stairs. Continue south-east
past a functional elevator (which will take you back up to the first floor
shortly) to find Pearl waiting for you. She'll tell you about another elevator
leading down to where the good people live, which you should take down. Once
in the basement, enter a laundry room to the left to score some junk, then
continue through some doors to the north-west to find some Vault Door Controls.
Use your magical Pip-Boy to interface with the door, whereupon a suspiciously
robotic voice will inquire into your vocation. Say you're the detective Pearl
was looking for and the door to Vault 118 will open before you.


Note: There are A LOT of speech checks ahead. Make sure you have plenty of
Charisma-boosting gear.


Brain Dead
----------

As you approach Maxwell he'll babble about the importance of the guests. When
you finally get a chance to respond, ask for some monetary incentive and he'll
give you twenty Pre-War Money. Guess it's a start... the quest "Brain Dead"
will officially begin. Follow Maxwell to a dining room to discover the scene
of the crime... a robot murder mystery scene. Well, one of the "dead" robots
is a Robobrain, so... it's kind of a murder? Whatever, two robots named
Santiago and Keith will babble before Maxwell shuts them up and sends them to
their rooms. Talk to Maxwell and he'll explain the nature of the "game".
Search for clues, talk to residents, and avoid accusations until you're certain
of guilt. Pre-war folks had too much time on their hands.

Anywho, let the investigation begin! Investigate the blood near the "dead"
Robobrain, then investigate the "Brain Containment" part of the fallen bot.
From the deceased droid, follow a blood trail west to find a legendary Baseball
Bat, [_FENCEBUSTER_] lying on the ground. South, near a curtain you can also
find a Paint Can, which clues you into the fact that the "blood" near the
Robobrain isn't really blood at all. Return to the "blood" to confirm this,
then talk to Maxwell and ask him about the residents, dramatically announce
the discovery of the "murder weapon", then point out the blood isn't really...
well... blood. Finally, ask about the victim. Looks like you have two leads;
Santiago Avida and Keith McKinney.

Make your way to the north-west to find Keith and Gilda engaged in a rather
inappropriate performance, considering the recent murder. After Keith botches
his line, Gilda will head off, leaving you alone to question Keith. Tell him
about the baseball bat, then ask about Gilda before ending the conversation.
Search the Console along the south-eastern end of the room to find a
[_LETTER TO EZRA_], which you should read. Return to Keith and pass a moderate
speech check to find out that Keith wasn't the gay---er, the guy!---who
killed robo-Ezra. You can also do this by pestering Keith by ask him about
himself twice, then passing a moderate speech check to force him to give you
an alibi.

Now that Keith has been exonerated, head to the other end of the Vault to find
Santiago in his studio. The silly robot refuses to answer any questions,
however, and wants to drag you on a tour of its "art". No way around this,
you might as well pass some speech checks along the way. First pass a moderate
speech check, and pass or fail it'll move on to its first piece, where you'll
get a choice between two easy speech checks. The second painting presents a
choice between two moderate speech checks, while the third, adorable painting
gives you a choice between two hard and one moderate speech check. Respond as
you will, then he'll head back downstairs and you can FINALLY question him on
the murder. Ask him about red paint, then about returning to the crime scene,
and finally about his paintings of Gilda. This will allow you to make an easy
speech check accusing him of loving Gilda... which obviously isn't something
Keith would care about, right? Next ask him about the case and he'll point you
towards some "banshee" named Julianna Riggs, marking her as your next suspect.

Head across the hallway to find Bert and Julianna Riggs arguing about
Julianna's hypochondria. A deranged robot AND a cat lady? Oh boy... Talking to
Julianna will get you nowhere, but exhaust her dialogue options anyways, then
talk to Bert, who will head towards his lab. Ask him about his research until
you run out of options, then ask about Julianna's fight with Ezra to get
pointed towards the Overseer's office. Ask about the Voice Modulator issues,
then pass a moderate speech check to learn about Julianna's behavior, then
follow up by pass a hard speech check to get Bert's brutally honest opinions
on Julianna.

Before confronting Julianna, you should search the Overseer's Office, the
stairs to which you can find to the south-east... but the doors are locked
[Master]. If that's too hard for you, there's another way to proceed. From
Bert's lab (in the south-western corner of the Vault) head down the hallway
to the north-east, past Keith's room and into a show room to the left guarded
by two stone lions. Rwar. Inside you'll find a variety of Display Cases,
one [Expert] guarding some swords, another adjacent one [Advanced] protecting
some apparel. Along the south-western end of the hall you can score a Pirate
Hat (snazzy!) while on the north-western wall you can find trinkets and plaques
memorializing Ezra's exploits. More importantly head into a adjoining room to
the north-east to find the [_VAULT 118 OVERSEER'S KEY_] on a desk. Score.

Exit Ezra's rooms and head upstairs to the Overseer's office, which now
shouldn't be any trouble to get into. In the Overseer's Office you can find
the "Overseer's Terminal", which of course reveals the true motivation behind
this Vault. For better or worse, their testing never began. Most importantly,
be sure to eject and listen to the "Vault 118 Overseer's Log" to find out that
Mrs. Riggs and Ezra have history, and Ezra hasn't always been the victim.

Return to Julianna and accuse her to expose the real murderer, after which
not-Julianna will make you an offer; lie and cover for the murderer, or risk
more bloodshed. You can also try to pass a moderate speech check to get more
money (200 Pre-War Money) out of the murderer before letting him go. Longfellow
will dislike this, and dislike it even more when you cover for the murderer
by reporting to Maxwell. And it seems like a shame to go through all this work
just to let the murderer escape... On that note, if you want to get more
justice (and reward) out of this fiasco, try to scam the murderer out of 200
Pre-War Money then refuse to be his patsy and kill him. Loot him for 500 more
Pre-War Money, then report back to Maxwell. The reward is the same either way,
and note that you get a double XP reward for completing "Brain Dead" and
"Brain Dead, Part 2". The reward is the same either way, but the 500 extra
Pre-War Money you get from killing the murderer makes for a nice bonus.

REWARD
(For solving the murder mystery)
XP 520 + 390
Pre-War Money x500

Before you leave, note that you can now find Pearl at her shop, where she'll
sell you plenty of ammo, junk, and the unique hate [_The DAPPER GENT_], which
"reduces damage from robots by 15%". At over 5,000 Caps, it's pricey, but
head-wear with prefixes is quite rare.

You can also return to the entrance and head through the previously locked
door to the south-east to find the incomplete "peasant" section of the Vault,
which can be looted for some junk. Anyways, that's all for this place, time
to get back to the surface - plenty more of the island to explore.



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O==< Living on the Edge - Blood Tide (Part 1) >==O
``-.____________________________________________________[FO-91]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_ISLANDER'S ALMANAC_]
o [_ALDERSEA DAY SPA KEY_]


National Park Campground
------------------------

Once you're back outside head south from the hotel to find the National Park
Campground area, the site of Cassie Dalton's first bit of revenge against the
island. This is a simple enough area; just kill the Feral Ghouls lurking
around here, loot the structures for whatever junk appeals to you, then return
to Cassie Dalton in Far Harbor, who will reward you for giving Petey some
vengeance (pass an easy speech check to score an extra 100 Caps)... then will
offer you more work. Poor grandpa George was slain by a nastier beastie than
Feral Ghouls - a Fog Crawler. Accept this next task to get your map updated,
giving you an excuse to press on further north and east. For grandpa George!

REWARD
(For avenging Petey)
Caps 200 - 300

National Park Visitor's Center
------------------------------

Leave Far Harbor again and follow the road you've previously traveled that
runs along the coast to the north-west, the same road that takes you to Acadia
and the Cliff's Edge Hotel. This time, when you reach the road that leads to
the Cliff's Edge Hotel, however, continue following the road to the north-west
then north until you spot a side-road running north-west. If you go down this
road you'll find the National Park Visitor's Center. This area has a quest
that'll take place here later, and can become a settlement, so expect to
return here. For now, however, head through the pavilion, disarm some Frag
Mines (unlike those poor, dead Trappers) then head up some stairs to reach
the Visitor's Center. Head into the building and turn south-west to find a
counter, upon which rests a copy of [_ISLANDER'S ALMANAC_] which will give
give you the perk "You've unlocked Sludge based recipes at the Chemistry
Station." Neat. Loot the place if you with, then return to the main highway
to the east.

Continue traveling north until another road branches off from the main highway,
with the main road turning west. Follow the smaller road north to reach a house
occupied by Trappers. Exterminate them, then loot the house to find a Tool
Chest [Advanced]. In another house - one which is in the process of falling
into the sea - to the north-west you can also score a Wooden Crate [Novice].

Return to the highway and follow the road west to find an eighteen-wheeler that
has collided with a bus. Climb onto the back of the semi and head into a cage
on the back to find a skeleton near a suit of Vim! themed Power Armor. In the
skeleton's hand you can find Carlo's Note, which will detail a possible
nefarious end for the poor truck driver. Oh well. Neither he, Vim! nor the
Power Armor rustlers are going to need this sweet suit of T-51 Power Armor
anymore, are they? Make it your own and do with it what you will, then press
on.

Aldersea Day Spa
----------------

Follow the road west (optionally looting a rest station to the north for
meager loot, if you care to) until you reach a fork in the road. To the west
is a bridge which leads to the destination, but let's detour to the south-west
to reach Aldersea Day Spa. Be wary, however, as the area is crawling with
Super Mutants. Seems they know how to swim. Fight your way to the western side
of the building, being wary of a Super Mutant Suicider that lurks about. Once
the muties are dead there are two entrances; some double doors on the western
end of the building, and a single door [Expert] on the northern end. Playing
to the lowest common denominator again, let's assume you'll just go through
the double doors.

The first floor of this spa is essentially one large, open room, and if you
start a commotion you'll likely have to fend off two Super Mutants and a
Mutant Hound. More Super Mutants await downstairs. South of the entrance
you'll find a locked door [Advanced], beyond which is a small room housing
some chems, a Safe [Advanced] and a Duffle Bag behind a Chaise. Two more rooms
lie to the east, with rather little of interest in them, while along the
north-eastern end of this level you'll find the alternate door to the outside
[Expert].

Return to the entrance and head down some stairs to the east, then down
another flight of stairs to reach the pool room, now patrolled by a Super
Mutant and two Mutant Hounds. Kill them and loot the Super Mutant for the
[_ALDERSEA DAY SPA KEY_], which opens the [Expert] door on the main floor.
Before you leave, however, head north to find a steam room, where you can
score a Steamer Trunk.

National Park HQ
----------------

One more area to dust off before heading to the Dalton Farm; leave the
Aldersea Day Spa and travel south and east to find the National Park HQ.
This area consists of two buildings, including a large L-shaped structure
to the north-west and a more homely building to the south-east. Super
Mutants and their pet hounds lurk in and around both, including a mutie with
a Minigun and a Suicider. In the eastern end of the L-shaped building you
can find a Steamer Trunk, and there's also a First Aid Box on a desk, along
with several other junk-filled containers to loot. The house to the
south-east is less interesting, although you can plunder some Meat Bags
and Desks, as it suits you.

Dalton Farm
-----------

Return back north to Aldersea Day Spa, then from there continue north-east
back to the highway fork. From there turn your attention to a bridge to the
west, north-west. Be wary of Frag Mines as you cross the bridge, then
continue north-west along the highway until you spot a driveway leading to
the Dalton Farm, which is to the right (north of) the road.

As promised, the farm is occupied by a leveled Fog Crawler, a bizarre
insectoid beast that is quite dangerous, having absurdly high physical
resistance (and not bad energy resistance, either), a lot of Hit Points,
and the ability to dish out punishment. Put it down, however, for the sake
of Grandpa George, then return to Far Harbor and tell Cassie the news. She'll
reward you with 200 Caps (you can talk her up to 300 Caps, like last time),
and she'll further incentivize you by giving you control of Dalton Farm,
which is now a settlement. Fortunately you can demolish the existing structures
there, should you feel the need, although the area is big enough that you
shouldn't be wanting for space, if you don't mind building on the beach.

REWARD
(For avenging Grandpa George)
Caps 200 - 300


Note: Occasionally you'll have to deal with the settlement quest "Condensers
Down at Dalton Farm" which will spawn hordes of critters hell-bent on
attacking Dalton Farm. Since many of the critters spawned count towards
the "Hooked" trophy/achievement, this is a great way to make progress
towards said accolade.


Anyways, before you go playing around with your new settlement Cassie will give
you another quest; to avenge her late husband, shot between the eyes by a
Trapper for sport. Something your protagonist can certainly identify with. The
Trapper who murdered poor Daniel dwells at Brooke's Head Lighthouse, which is
at the far southern end of the map... Never fear, however. There are still
plenty of quests to do up north.



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| _/ _` | | / _ \ || | _| |_ _|
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O==< SUNSHINE TIDINGS CO-OP AND SURROUNDING AREAS >==O
``-.____________________________________________________[FO-92]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_TANNERY KEY_]
o [_POWER TOOLS_]

Oceanarium
----------

First, however, let's continue exploring the north, as there's still some
power tools to recover nearby. Start out by following the highway near (south
of) Dalton Farm to the west, then south-west, cross a bridge, then continue
west until you spot some houses to the right (north) of the road. The houses
are the ruins of an Oceanarium, as marked on your map, and are now a stronghold
for Trappers. There aren't too many of them, and the only bit of loot to be
found is an Ammo Box in the eastern-most end of the eastern-most building. Not
a terribly interesting place, but hey, it's progress towards the "New England
Vacationer" trophy/achievement.

Return to the highway and continue following it west, north-west until the
road forks. To the north-west you'll find a collapsed bridge with half a van
at the edge... only it's not REALLY a van, it's the mobile home of a massive
Hermit Crab! These monstrosities are analogous to the Mirelurk Queen from the
main game, capable of taking plenty of abuse and dropping quite a few items
when they die. Fortunately they're not quite as dangerous, offensively.

Eagle's Cove Tannery
--------------------

Kill the Hermit Crab and follow the highway south-east until you spot the
Eagle's Cove Tannery to the right (west) of the road. You'll know you're there
when you start seeing fencing and a Pulowski Preservation Chamber. The tannery
grounds consists of several buildings, including some shabby wooden structures
closer to the road that aren't terribly interesting save for a First Aid Box
in one of them. There are plenty of Feral Ghouls lying prone around the area,
however, so stay frosty.

A larger brick building is the main point of interest, but before you head
inside (via a blue door on its northern edge, explore the warehouse south of
it where you can find another entrance [Master]. There are also some stairs
leading to an office, wherein you can find a Caps Stash and a Safe [Expert].
If you follow a walkway to the north you can also find a loft where two
Wooden Crates await, guarded by a Ghoul playing possum. Explore the
warehouse, then exit and head west to the shore to find a boat, guarded
by a Trapper... or perhaps the Ghouls that killed said Trapper. Once the
baddies are dead, whatever they might be, search the southern end of the
boat to find an Explosives Crate then return back east and enter the main
brick building. For the sake of consistency, let's assume everybody goes
into the unlocked door.

There are plenty of Ghouls inside the tannery, both actively pacing around
and lying on the ground waiting for prey. Open a door to the north [Advanced]
and neutralize a Ghoul in the office beyond, then grab a gun off the top of a
safe, snatch some Pre-War Money from inside the safe, then loot a nearby Safe
[Expert]. Leave the office, then continue east, then north into a more open
part of the tannery, where more Ghouls lurk. Kill them, then note you have
two ways to go; up some stairs, or down a ramp. If you go up the stairs and
follow a walkway beyond it'll terminate at some consoles, where you can loot
a Toolbox and grab some junk. Once that's done, head down the ramp below.

In the basement you'll find - you guess it - more Ghouls. These are led by a
Glowing one. Put them out of your misery, then loot the Glowing One for a
[_TANNERY KEY_], which opens the locked door [Master] leading back to the
warehouse. To the south, in the center aisle you'll find the [_POWER TOOLS_]
you came here for, which are cleverly disguised as a Duffle Bag. Near them
sits a Steamer Trunk full of goodies. Not bad. Grab the Power Tools, then
leave the tannery.

When you exit you'll be accosted by a man named Machete Mike, who has more
than a passing interest in those Power Tools. So much of an interest, in
fact, that he's willing to offer up 2,000 Caps for them... and he'll raise
his price to 2,750 Caps if you pass a moderate speech check, although it
seems to pain him to make such an offer. You can still complete the quest
"Hull Breach" if you sell the tools, as well as "Living on the Edge", but
you'll forfeit other rewards and support from The Mariner later on if you
sell off the Power Tools. It also might seem like a good idea to just
reject Machete Mike and kill him... but this also affects questlines later,
so you're better off just turning him down and leaving.

REWARD
(For selling the Power Tools to Machete Mike)
XP 390
Caps 2,000 or 2,750

REWARD
(For giving the Power Tools to the Mariner)
XP 390
Caps 450
Item Automatic Combat Shotgun

Return to Far Harbor and talk to The Mariner, who will reward you if you
hand over the tools... or get pissy if you sold them (but you didn't sell
them, right?). "Hull Breach" will now end if you didn't sell the tools, and
shortly afterwards Teddy - the good doctor of Far Harbor - will show up and
disparage his fellow townsfolk before he tells you of a way to earn their
respect. Ever see the movie Jaws? Yeah, kind of like that, but you eat the
sea monster afterwards. This should complete the quest "Living on the Edge"
and begin "Rite of Passage".

REWARD
(For helping the citizens of Far Harbor)
XP 520

Before you go, there's one more bit of business to take care of... If you
helped out poor Andre Michaud when you were first in Far Harbor, he should
be fully recovered now, and hanging around the doctor's office. Talk to him
and he'll complain about the island being evil, before he expresses his
intention to punish an inanimate object. Pass a moderate speech check to
try to talk some sense into him, after which it's time to head back out
onto the island!



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O==< Rite of Passage >==O
``-.____________________________________________________[FO-93]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_MANAGER'S KEY_]
o [_DYLAN'S NOTE_]
o [_THE CAPTAIN'S HAT_]


Unmarked Areas
--------------

Might as well continue where you left off and return to Eagle's Cove Tannery.
The location where you have to chum the waters is south of here, so let's just
keep following the highway, heading south, and exploring everything along the
way. From Eagle's Cove Tannery head east to reach the highway, particularly a
fork just outside of the tannery. Take the fork leading south-east and shortly
you'll reach another fork. If you go north-east here you'll find an unmarked
Trapper base, although there are few Trappers and even less loot worth
mentioning. Further east you can find a few more houses across a stream, but
these are guarded by Feral Ghouls playing dead, and the only loot worth
mentioning is a Tool Chest [Advanced]. If you continue south you'll find a
gas station with little of interest aside from a lone Feral Ghoul, while
further south (behind a truck) is another house, now occupied by a Yao Guai.
Inside the house is a Safe [Advanced], and in a shack out back is a Tool
Chest. But... that's far enough afield. Explore what you wish, then return
to the fork and take the neglected southern fork.

Eden Meadows Cinemas
--------------------

Follow the road south until it splits yet again, this time sticking south
until you reach the next destination - Eden Meadows Cinemas, which is right
(west) of the highway. Along the way be wary of a Fog Crawler that might be
lurking near the water left (east) of the road. The cinema, by comparison,
seems relatively tame, but sneak your way to the south and you'll see that
the southern screen is playing, and has a horde of Feral Ghouls enraptured
by movie. Sneak your way into the western-most of the central building's
tower and climb to the top to find a Steamer Trunk with the [_MANAGER'S KEY_]
on top. On a nearby wall there's also a Circuit Breaker, which will turn off
the southern screen and turn on the norther one, causing the Ghouls to head
to the other end of the cinema. In the western tower you can find another
Circuit Breaker which does the same thing. Keep in mind, however, that the
Ghouls can still detect you while the movie is playing; they're interested
in the cinema, but more interested in food. Keeping them occupied just makes
them less likely to spot you.

Dispatch the Ghouls however you find convenient; blowing up nearby cars might
do a bit of damage to them, and they can be easily bottle-necked if you stay
on high ground. Once they're dead, turn your attention to the building behind
the cinema screens. Behind the northern one, in the western-most building
you'll find a Terminal which you can use to open a nearby wall Safe. In the
eastern building is a Safe which can be unlocked with the Manager's Key. North
of the cinema is a small tractor shed with a Tool Chest and a First Aid Box
inside. The southern screen has only one building behind it, which can be
opened with the Manager's Key as well. Inside you'll find two Wooden Crates
guarded by a Feral Ghoul.

Briney's Bait and Tackle
------------------------

Leave Eden Meadows Cinema behind and continue following the highway south.
Unfortunately the highway will shortly prove itself not suited to the ravages
of Far Harbor, having collapsed into some shallow water. Just means you'll
have to catch a few RADS and engage in some careful jumping to follow where
the road once was to reach the intact section on the far bank. While doing
this, be wary of Gulpers to the east.

Once you reach the far bank, continue following the road south until it forks
again, then turn west, stopping to kill some prone Feral Ghouls near some
yellow cars. Continue west until you find two area locations on either side
of the road; to the south is Echo Lake Lumber, which will be worth exploring
later during a quest, while to the north is Briney's Bait and Tackle. Head
north to find the bait shop, which is protected by another giant Hermit Crab
lurking in the parking lot outside. As for the bait shop itself... well,
there's not much of interest. There's a Tripwire rigged to a gun menacing a
breach in an eastern wall, but otherwise, just a bunch of junk.

Rite of Passage
---------------

Grab what you will and, if you need some meat to lure the beast you're going
to be hunting soon, head north from the bait shop to find some Anglers lurking
in the water. They should provide all the meat you'll need. Once done, return
to the bait shop and from there follow the highway south, then south-west past
Echo Lake Lumber. Proceed into the ever-deepening fog until you're east of your
destination, then depart from the road and make your way through the swamp
beyond until you reach Dottie, a witness from Far Harbor sent by the good
doctor.

Head towards the quest marker west of Dottie and drop some meat into the water
- the Angler Meat you may have obtained will work fine. Afterwards several
Mirelurks should spawn. Kill the mundane beasties, loot them, then drop some
of their meat into the water to lure more Mirelurks. Dispatch the second wave
(each wave consists of three Mirelurks) and a Legendary Mirelurk Queen will
rise from the swamp. Kill her, and you'll have proven your worth to the
citizens of Far Harbor, you squishy little mainlander you.

Rayburn Point
-------------

Before you return to Far Harbor, however, turn your attention to the west, as
there's an island over that way, upon which is the map marker "Rayburn Point".
The main point of interest here is a house occupied by Trappers, which by
themselves are nothing special. Kill them and head upstairs to find a Safe
[Advanced] in a wall over a bed. Further west along the beach you can find
more Trappers, but a barn north-east of the house is more interesting. Be wary
of Frag Mines and another Trapper, loot a Tool Chest, then head up some stairs
to find an Ammo Box on a wooden crate, and near it, [_DYLAN'S NOTE_]. Pick up
the note and take the last sentence to heart "Bring a shovel". Fair enough.
Head back downstairs and search under the stairs to find a Weapons Workbench,
near which is a Shovel leaning against the wall. Yoink!

You can find the grave mentioned in the letter to the east, just south of a
blue house, behind some trees. Excavate the "Buried Stash" to uncover "Dylan's
Stash" which contains some chems, a Syringer Rifle, and some ammo for it.
Neat-o. Inside the house you can find a Safe [Master] and a First Aid Box
[Novice], if you crave more loot. And who doesn't?

Return to Far Harbor and you'll see some Harbormen gathered together. Approach
and Teddy will give you a rousing endorsement, and faithful Dottie will back
him up. The crowd disperses quickly and Teddy will further reward you, giving
you some Caps, The Captain's Feast (a one-time edible that boosts your XP gain
by 10%), [_THE CAPTAIN'S HAT_] and he'll point you towards several new quests,
which will both be very rewarding in their own right. Unfortunately The
Captain's Hat can't be improved with Ballistic Weave. Shame.

REWARD
(For completing the Captain's Dance)
XP 501
Caps 560
Item The Captain's Hat
The Captain's Feast




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O==< The Changing Tide >==O
``-.____________________________________________________[FO-94]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_LEVI'S HOLOTAPE_]
o [_THE HARVESTER_]
o [_RESCUE DIVER SUIT_]


The quest "The Changing Tide" has now begun, tasking you with helping Cassie
Dalton more, Mitch (the bartender and owner of The Last Plank), Small Bertha,
and The Mariner. Lots of busy work, it seems. Head into the The Last Plank and
talk to Mitch, who will praise your accomplishments before letting you speak.
Ask about Avery to find out she's a fickle islander at best, then take Mitch's
offered drink to get Mitch - and more specifically Debby - to talk about their
troubles. Apparently ol' Uncle Ken is in trouble, and Mitch will reluctantly
ask you to help him. Pass a hard speech check to get him to offer up some
supplies if you can (he'll give you two RadAway and three Stimpaks), and the
quest "The Hold Out" starts.

Exit out the north-eastern door to reach the docks at the end of Far Harbor,
where Small Bertha stands guard near her brother, Tony. Talk to her and she'll
cut to the chase and offer you a job (offer to do it for free and you'll make
Longfellow happy). Long story short, you'll need to clear out Echo Lake Lumber,
an area you were near earlier, which shouldn't be much trouble to return to
and deal with in quick order. This starts the quest "Turn Back the Fog".

You've already started Cassie Dalton's questline "Blood Tide", if you've been
following this guide, anyways, so you don't need to bother with her again
(although you'll need to complete the third part of her quest to finish "The
Changing Tide"). All in good time. Before you run off to save Far Harbor,
however, return to The Mariner and if you gave her the tools and didn't kill
Machete Mike, she'll give you a new quest; secure the MS Azalea, an area far
to the south... and a fine first step towards Brooke's Head Lighthouse.
This starts the quest "Hull Breach 2". Creative.

The Hold Out
------------

Make your way back to the National Park Visitor's Center - a place purposefully
neglected earlier so you could return later for the quest - and return to the
visitor's center building. Inside you'll find Uncle Ken, who is... a bit
deranged and unfriendly. Name-drop Mitch and he'll calm down a bit before he
detects more baddies coming, at which point he'll grant you access to the
area's Workbench (hence becoming a settlement, which should earn you the "Push
Back the Fog" trophy/achievement if you have Longfellow's Cabin and the Dalton
Farm settlements).

Go check out the Workshop to find that it has a bunch of junk in it, which can
be used to build some defenses or walls before the hostiles arrive. The enemies
will attack from the collapsed gate to the south-west and the pavilion to the
north-east, but it's fairly easy to block the former off and focus on the
later. Do what you will, and shortly Trappers will arrive. Fend them off and
talk to Uncle Ken afterwards and he'll try to shoo you off. Pass a moderate
speech check "convince him to come" and two more speech checks will open up
(although Longfellow dislikes this); the moderate speech option "I'm taking
you back" and the hard option "Consider it a vacation", either of which will
get him to abandon his homestead. Convince him to leave or not, Mitch rewards
you the same either way. The only difference is whether Uncle Ken will reside
in The Last Plank, or if he'll stay at the National Park Visitor's Center
settlement.

REWARD
(For checking up on Uncle Ken)
XP 390
Caps 610
Item Fire Belly Recipe

As for the settlement, it's got a large building (the Visitor's Center), but
it may not be able to fit in quite everything you want. Fortunately if you
break down trees and the junk walls you'll have plenty of room to build pretty
much whatever you want. It's also the first Far Harbor settlement that doesn't
have standing water you can build high-end water pumps in. Just be sure to
break down (not store!) the junk lying around, as it often gets rid of nearby
debris piles, which are otherwise eyesores at best, and impediments to building
at worst. Play with your new settlement if you wish, then when you're ready to
claim another, make your way back to Briney's Bait and Tackle.

Echo Lake Lumber
----------------

Kill any foes that may have spawned in your absence (the giant Hermit Crab
will not respawn, unfortunately), then head south, south-east across the
highway to reach Echo Lake Lumber. This sprawling area consists of game stalls
to the north-east, some bleachers to the south-east, while the actual lumber
yard is to the south-west. One of the stalls is locked [Novice] and it and
another stall has a Cash Register [Novice] inside, but it and the rest are
otherwise uninteresting.

Your task here isn't to wonder at the pre-war relics, however, but to
exterminate all the Feral Ghouls lurking around. You'll find some near the
bleachers, and picking a fight with one will likely lure out others. After
that, the main point of interest is the store to the south-west of the
bleachers. This store houses the majority of the Ghouls here, and consists
of multiple floors. The first two levels are decorated with numerous shelves,
many still holding valuable pre-war junk (that's not an contradiction!). Loot
and shoot your way up to the fourth floor to find a locked blue door
[Advanced], beyond which lurk more Ghouls, including a Glowing One.

Snuff the Glowing One and its minions and a man named Malcolm will show up
and graciously offer to let you leave his land peacefully for your good deed
of killing the Ghouls. Umm... how about no? Chat him up and remain diplomatic
and he'll make you an offer - after revealing that he's got rather abhorrent
dietary practices and too much of a relationship with the fog - you send him
Far Harbor settlers, and he'll do his thing.

Agreeing will net you 615 Caps (and earn Longfellow's disapproval) after which
you can return to Far Harbor, talk to Small Bertha and send the settlers over
to their new home unaware of the threat... but this sill not unlock the
settlement for you. Or you can accept Malcolm's bribe, tell Small Bertha
about Malcolm, learn that his claim is legitimate, and either argue on his
behalf or in favor of getting rid of him (Longfellow approves of this). This
route will actually unlock the settlement and get you a payday from both
Malcolm and Teddy. So much for siding with Malcolm, if you have any sense and
aren't willing to trade your principles for Caps, refuse to play a part in his
cannibalistic, fog-addled scheme, after which he'll turn hostile and attack.

REWARD
(For accepting Malcolm's bribe)
Caps 615

Deal with Malcolm however you wish, then mess with the nearby Terminal, from
which you can eject (and listen to!) [_LEVI'S HOLOTAPE_]. Loot a First Aid Box
on the wall near the door, then head upstairs to find a Steamer Trunk and a
Duffle Bag, the former of which contains [_THE HARVESTER_], a Ripper weapon
that has a "Chance to stagger on hit." Neat.

Return to Far Harbor and talk to Small Bertha. Again, if you took the bribe
from Malcolm you can send the settlers to their doom (this won't unlock the
settlement!) or you can convince Small Bertha to let Malcolm have his land,
which is also a less than ideal way to complete the quest. If you tell Small
Bertha to kill or drive off Malcolm, Longfellow will approve, and everything
proceeds as normal. If you didn't take Malcolm's bribe you'll just tell Small
Bertha the news and she'll run off to see the Captain.

As long as you didn't dissuade Small Bertha by telling her to respect Malcolm's
claim, she'll run off to tell Captain Avery the news... after stubbornly giving
you the 14 Caps reward she offered you. Follow her to the building housing
Brook's general store and Teddy's infirmary to find Captain Avery meeting with
Teddy. Small Bertha will chat with them, get the two adults to see things her
way, and invest in an inland settlement. More importantly, you'll now have
control over Echo Lake Lumber.

REWARD
(For clearing out Echo Lake Lumber)
XP 390
Caps 424

Before running off anywhere, talk to Captain Avery again and she'll sing your
praises before giving you a reward; the [_RESCUE DIVER SUIT_], which allows
you to breath underwater (not a big deal if you have "Aquaboy/Aquagirl" and
has some hefty radiation resistance (+250). This will complete "Changing the
Tide", but never fear; you can continue with "Hull Breach 2" and "Blood Tide",
which gives you a fine excuse to continue exploring south down the eastern
end of the island.

REWARD
(For changing the tide)
XP 615
Item Rescue Diver Suit

MS Azalea
---------

Time to head south! Fortunately for the next area there's a road that leads
almost right to the objective. Make your way back to Beaver Creek Lanes and
follow the road running east of it to the south. The road will vanish under
some dirt for a while, but keep heading south-east and the road will appear
again and continue to follow the eastern coast south. The road will later be
interrupted by an avalanche. Navigate these nuisances and loot any houses you
find along the way; you won't find anything exceptional, but if you want to
grab a bit of junk... well, there you go. A ways after that the road will
apparently collapse entirely, at which point turn east, head over a fallen
tree and continue following the road - if you continue south down the slope
you'll hit some Angler-occupied water, if that's of any interest to you.

Follow the road east, then south-east until it splits again, with the
eastern-most path leading along side a house with a tree leaning on the
ruined roof. The bottom floors of this house are occupied by Feral Ghouls
(including a Glowing One!) while if you run up the collapsed tree you can
reach the otherwise inaccessible third floor, where a Ghoul guards a Steamer
Trunk. To the south-east of the house you'll find a cemetery with a gruesome
idol on it. Weird. Seems like the Trappers at the MS Azalea are artistic
sorts. Head east from the house to reach the shore and, if you go north you
can find some Trappers to kill near some docks. On the other hand if you
head south you'll cross paths with a Mirelurk. The roads above won't get
you to your destination, so from here on out just follow the shore south,
then south-west to spot the beached ship.

Cross the shallows to reach some wooden walkways, to the west of which is
the MS Azalea and to the east of which is a barge covered with shipping
crates... both of which are crawling with Trappers. If you clear out the
barge and the shipping crates you can gain some meager loot (a few
Footlockers and a First Aid Box) as well as protect your flank. Once done,
continue following the walkway to the south-west to find a Trapper-infested
wooden tower. Fight your way up said tower, then press a button to summon
an elevator, which you should ride up to finally reach the deck of the MS
Azalea.

Here you'll find the rest of the Trappers in this area, including their
leader, Bilge, a Power Armor wearing brute. Once Bilge has bee smote, you'll
be able to return to The Mariner, but you might as well clear the ship and
loot it. Start out by searching some shipping crates to the south-west to
find a Footlocker and an Ammo Box to loot. Enter the central structure of
the ship and loot your way down some stairs, then loot an Explosives Crate
at the bottom of the boat. From there head south-west to reach some wooden
walkways spanning over some oily water. Make your way south-west and enter
the first shack to the right to find a Duffle Bag, then return to the walkway
and head south into another structure, this on on a barge. In this structure
you can find a Toolbox, a Large Toolbox, and a Safe [Advanced].

When your greed has been sated, return to Far Harbor and tell The Mariner
the news for a tidy reward. Talk to The Mariner again (you may have to wait
a bit for her to be willing to give you this next quest - three days or so
should do it) and she'll tell you about another crazy idea, in case the
island attacks with overwhelming force; in this case, a Mirelurk Queen.
What's immune to Mirelurk Queen acid? Mirelurks. So what does she want to use
to reinforce the hull with? Mirelurks. Agree to help (starting the quest "The
Hull 3") and ask where you can find somd and she'll point you towards Haddock
Cove, which just so happens to be en-route to another over-due quest...

REWARD
(For clearing the MS Azalea)
XP 390
Caps 400

Speaking of which, you still have Cassie Dalton's last act of vengeance to
carry out, but her quest is rather far out, but you can kill two birds with
one stone by knocknig out "The Hull 3" along the way. These are both
non-essential side-quests, and if it's not something you care to deal with
just yet, consider returning to the main story (skip to the section "Where
you Belong"). If you don't mind making the run now, though, continue with
"Hull Breach 3/Blood Tide (Part 2)".


(-NOTE-) If you're been traveling with Longfellow all this time, there's a
good chance you've maxed his disposition by now and will have heard
his whole, sad contentious story concerning the Children of Atom.
On the plus side, he'll give you the "Hunter's Wisdom" perk for your
troubles, which reduces the damage and energy resistances of "animals
and sea creatures" by 25%. Neat. Consider replacing Longfellow for
Nick when you move on to continue the story.



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O==< Hull Breach 3/Blood Tide (Part 2) >==O
``-.____________________________________________________[FO-95]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_HOLOTAPE_]
o [_HUSKY FAMILY HOLOTAPE_]
o [_CHORES LIST_]
o [_SCRAWLED JOURNAL_]
o [_NORTHWOOD QUARRY NOTE - 2_]
o [_ISLANDER'S ALMANAC_]
o [_MYSTERIOUS HOLOTAPE_]
o [_DOUGLAS'S NOTE_]


Make your way back to Echo Lake Lumber, from which the journey south to
Brooke's Head Lighthouse will begin. Along the way random side areas will be
explored, as long as they don't have any quests taking place at them later.
Why save for tomorrow what you do today, right?

Zephyr Ridge Camp
-----------------

From Echo Lake Lumber head west around hedge to reach the road running
alongside the settlement. Yep, more of this. Follow the road south-west (stick
to the paved road, not the dirt road) and ignore the areas off to the east
(they're involved in various quests, and there's no point in head over to them
just yet). Eventually the road will turn south, at which point some Trappers
will be lying in ambush. Dispatch them and keep heading south along the road
until you spot a wind turbine to the west, which is also occupied by Trappers.
You'll need to be wary of one of the Trappers here, usually the one at the top
of the tower, as they possess a Fat Man and a great vantage point. Sniper
rifles come highly recommended. Clear out this Trapper camp - Zephyr Ridge Camp
- and loot the shack to the south to find an Ammo Box. To the north you'll find
a Weapons Workbench, near which is an Explosives Box. Finally, head upstairs to
find a Steamer Trunk and a Terminal, the latter of which you can use to shut
off annoying spotlights.

Rock Point Camp
---------------

From Zephyr Ridge Camp travel south-west into the wilderness until you find
another map marker; this one indicating the Rock Point Camp. More Trappers
exist in this area, which consists of a ruined house with a truck encased in
a giant rib cage out front, a boat house to the west (wherein you can find an
Ammo Box), and wooden walkways connecting to a stone-y island to the sound and
a sunken ship to the west. Run the planks, killing Trappers as you go. Along
the way be sure to loot a First Aid Box just west of the boat house, an Ammo
Box and a Wooden Crate enroute to the sunken ship, a Steamer Trunk on a small
rowboat south of the sunken ship and a second Ammo Box on an rocky promontory
at the end of the southern-leading walkway.

Now for a bit of unmarked loot, because why leave stones un-turned? Swim from
the sunken ship to the north-west to reach an island. No locations here, but
there are plenty of Gulpers. Kill them and search the northern end of the
island to find a Safe [Novice] just waiting to be plundered.

Haddock Cove
------------

Return to the boat house, go up some stairs to the east, and follow a dirt
road east, then south-east until you pass a house to the west. From here head
south behind the house to find Haddock Cove, where The Mariner told you
Mirelurks dwell. And Mirelurks there are, plenty of them, lurking along the
beach to the south and in the shallow water between the elevated shacks looming
above. Once you've killed the Mirelurks in the area (there are more than enough
to provide carapaces for The Mariner), turn your attention to the shacks, where
the loot lives.

Start with the north-eastern-most shack (the shack east of the shack with with
a capsized boat under it) to find the body of Bray Husky, the leader of the
settlers here whose voice you heard on the previous holotape. Loot him, then
grab the [_HOLOTAPE_] off a table to the south.


Did You Know?: The characters who occupied this area are named after a WWE
faction named The Wyatt Family. Their leader, Bray Wyatt, was
called Husky Harris in a previous gimmick, hence "Bray Harris",
the leader of Haddock Cove. In WWE his fellow faction members
are Luke Gallows, Erick Rowan and Braun Strowman, hence the
characters Luke, Rowan and Braun. Bethesda are apparently a
bunch of marks!


Follow a walkway south from Bray's shack to reach another shack, where you'll
find the body of Braun beneath some stairs. Upstairs you can find a Tool Chest
with a First Aid Box on top, and the corpse of Luke nearby. Continue west
across a walkway and loot a pair of Wooden Crates, then go down some stairs to
reach a lower level, where you'll find a Trunk, the [_HUSKY FAMILY HOLOTAPE_]
on a wooden crate, and two Ammo Boxes on a metal shelf. Follow a walkway west,
then north to reach another shack with a Duffle Bag and a Wooden Crate inside.
Further north you'll reach the shack with a boat underneath is, which contains
a Tool Chest, some metal shelves with loot on them, a Weapons Workbench and on
a nearby table the [_CHORES LIST_] Holotape and some ammo.

Anywho, you're now done with this place. Return to The Mariner at your leisure,
but the reward for turning in those carapaces will be given below:

REWARD
(For bringing The Mariner three Mirelurk Carapaces)
XP 429
Caps 615
Item Defender's Harpoon Gun

To Fringe Cove Docks
--------------------

Next stop is east of Haddock Cove, where you'll find a partially flooded house.
Head up to the top floor to find three notes; [_A VENGEFUL CREATURE_], [_THE
CHILDREN TRAPPED_] and [_A STRANGER ARRIVES_] on a table, and another note [_A
SAFER WAY_] and three Stealth Boys under said table.

From Haddock Cove travel south-east through a swamp crawling with Anglers and
Gulpers. There's a road on the Pip-Boy map screen, but much of the actual road
it represents is in poor condition (and a good bit north of where it's marked
on the map). just go south-east as best you can, following the road as you
wish. There are plenty of houses to loot along the way, and even a misplaced
Safe [Advanced] just sitting in the muck south of the road (the actual road,
not the map), near a tree marked with glowing Blight. If you keep following
the road you'll eventually spot a house just south of a yellow shipping crate.
In this house you'll find - on the second floor - a wall Safe [Advanced] near
a desk. In a smaller room to the north-west you'll locate the bodies of two
Synth Refugees and a Duffle Bag with a [_SCRAWLED JOURNAL_] in it, amongst
other loot. No sense in leaving it behind, right? Head up the stairs as far
as you can to find your progress terminated at an Ammo Box... which is a nice
enough consolation prize.

Northwood Ridge Quarry
----------------------

Continue following the road (or continue heading south-east) until you reach
the Fringe Cove Docks. There's no need to explore this place yet, and
fortunately you can discover the area without getting too close, so do so and
continue east, north-east, then east again - past Gulpers and through some
shallow water - until the road splits.

Time for a lucrative diversion. At the split in the road, head off-road to
the east to find Northwood Ridge Quarry, which is a sprawling area consisting
of two main components; the flooded quarry itself and the buildings (both
pre-war ruins and post-war assemblages) around said quarry. The site is the
scene of a fight between Trappers in shacks and Mirelurks - including Mirelurk
Queen - in the quarry itself.

Let the two fight it out and ensure you're the last living thing in the quarry,
then loot the shack precariously leaning shack over the edge. On the first
floor of the shack you can find a Chemistry Station, a Toolbox, a Duffle Bag
and an Explosives Crate [Advanced]. Goodies for all! Also be sure to search the
table near the Explosives Crate to find the note [_NORTHWOOD QUARRY NOTE - 2_]
and a Mini Nuke. You can also head to the southern end of the shack and push a
button to set off a series of explosions, should you see the need to do so at
any point.

From these shacks follow a white rock quarry path to the south, south-west
until you reach a smaller, humbler shack which contains a bed (for napping!),
an Explosives Box [Novice], a Large Toolbox and a Tool Case. There's also a
Tool Chest outside. Continue south a bit further until you spot a warehouse
to the west, along the western edge of which is a caged-off area you can enter.
Do so and head to the eastern end of the building to find a door protected by
a Tension Trigger rigged to a Frag Grenade. Disarm the trap and enter the
building, where you can find [_NORTHWOOD QUARRY NOTE - 1_] on a desk. Groovy.
Further west is a generator with a Fusion Core in it, and finally there's a
Chained Door to the east.

Return back to the first shack - the one around which the epic struggle
between Trappers and Mirelruks occured - and from there follow the quarry
ledge north-east past some spikes. Turn north and head down some stairs to
reach the watery, Mirelurk Egg-filled quarry floor and continue north to find
a door leading into an enclosed, underground part of the quarry, which is also
crawling with Trappers. Kill the Trappers on the wooden platform, then loot
the area for copious amounts of potentially useful junk. On the first level
of the platform you can find two Wooden Crates, while on the second you'll find
a Steamer Trunk and, on a nearby table, an issue of [_ISLANDER'S ALMANAC_] on
a table. This issue just so happens to reduce the damage you take from
Mirelurks melee attacks by 5%. Hard to argue with that.

Brooke's Head Lighthouse
------------------------

Leave the quarry and make your way back west to the road, which you should
now follow south, perhaps stopping to loot some houses west of the road as you
go. Shortly you should reach the defensive structures the Trappers at Brooke's
Head Lighthouse have built around the house and ligthouse here. Expect heavy
opposition as you fight your way into the house, and when all the nearby
Trappers are dead, get to looting. On a table in front of the house is an Ammo
box and in a shed to the west you'll find a Power Armor Stand complete with an
operation Power Armor Frame and a Weapons Workbench.

Head back into the house an ascend to the second floor, where you'll find more
loot. In a room to the north-east you'll find another Ammo Box, while a third
Ammo Box can be found near some stairs to the south. In the south-eastern room
you'll find a First Aid Box on a bed, while a second First Aid Box [Novice] can
be found in a bathroom to the west. Make your way up to the third floor and
head south to find a fourth Ammo Box and a Duffle Bag under a bed.

Return to the ground floor and continue south to reach the lighthouse, which
you must ascend to reach Douglas's lair. Kill Douglas and loot him to find a
[_MYSTERIOUS HOLOTAPE_], then search the top of the lighthouse to find
[_DOUGLAS'S NOTE_], a Steamer Trunk, an Ammo Box and a Large Toolbox. Next
investigate the bathtube to find [_DOUGLAS'S KEY_], which was mentioned in
Douglas's Note. Head south and ride a boat-elevator down to the ground and
head down some stairs to reach the beach, dispatching several more Trappers
and a Turret along the way. Make your way onto a ruined boat and beyond to
some docks beyond, where you can find two more Ammo Boxes and an Explosives
Box. The real treasure here, however, can be found in the water to the
south-east. Jump into the water near a fishing net and you should spot an
Industrial Trunk, which can be opened with Douglas's Key.

You've looted the place thoroughly, taught Douglas a lesson for following
the island's bidding, and can finally report the good news to Cassie... which
will wrap up the final Far Harbor quest. These quests have taken you around
much of the island and provided a fine excuse to knocking off many optional
non-quest areas along the way. Good stuff. There's still more exploring to
be done, however, especially in the center of the island and along the
south-eastern corner. The former will be postponed until you have story
excuses to bother with them, but the latter can be explored at any time...
so why not now? If you want to explore more, skip to the next section
"Cranberry Island and Huntress Island", otherwise skip ahead to "Where
you Belong".

REWARD
(For avenging Daniel and ending the Dalton story)
XP 455
Caps 500
Item Bloodletter


(-NOTE-) At some point during this exploration section you should have
stumbled across your 20th Far Harbor location, which will earn
you the trophy/achievement "New England Vactioner".



Trophy: New England Vactioner
-----------------------------



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Cranberry Island and Huntress Island >==O
``-.____________________________________________________[FO-96]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o [_ELIZA MAP OF HOME_]
o [_ELIZA JOURNAL 1_]
o [_ELIZA JOURNAL 2_]
o [_ELIZA JOURNAL 4_]
o [_ELIZA JOURNAL 5_]
o [_ELIZA JOURNAL 6_]
o [_ELIZA JOURNAL 7_]
o [_ELIZA FAMILY DRAWING_]
o [_CRANBERRY ISLAND SHED KEY_]
o [_CRANBERRY ISLAND SUPPLIES NOTE_]
o [_LOVE LETTER TO BRIDGET_]


Waves Crest Orphanage
---------------------

Brave explorers, you! Let's get on with it. From Brooke's Head Lighthouse head
east, north-east along a road until you reach Waves Crest Orphanage, looting
any houses along the way that catch your fancy. The orphanage itself isn't
terribly interesting; there are a few Ghouls inside, and a Steamer Trunk on
the second floor, but the real fun lies up the road a bit to the north, where
you'll find another giant Hermit Crab you can kill and loot.

You can continue further north along the road, looting houses along the way
until you reach some docks and warehouses across from the Vim! Pop Factory,
which won't be explored until later. At these docks you'll find what used to
be a Trapper haven, now over-run with Feral Ghouls. There's a variety of loot
to be had here, the best of which is a Fusion Core in a generator.

Cranberry Island
----------------

The next stop on this journey is Cranberry Island, which is to the east of
Waves Crest Orphanage. Cranberry Island consists of three map markers, the
northern-most of which is a fine place to start out. Kill whatever wildlife
you might encounter here, then loot a warehouse with a Tarberry press in it
to find the note [_ELIZA MAP OF HOME_], which marks a route through the island
connecting to three electrical signals in an "S" formation. You'll be finding
a lot of Eliza's junk on this island... it's something of a treasure hunt!

While this is interesting stuff, it's not immediately lucrative. Let's remedy
that, eh? Find a beach green boat nearby and search the cabin to find two
Safes, one [Novice] and one [Expert]. Not enough? Head back to shore and climb
a ramp to reach the back of a semi truck, then search in a cart on the back
to find an Explosives Box. Further east you'll find another ramp leading into
a shipping crate, then go up some stairs to reach a roof to find an Ammo Box
and a dead Trapper. Drop off the roof and head into the building below it,
then go to the northern end of the building to find [_ELIZA JOURNAL 1_].
Interestingly enough you can find another copy of this note in a warehouse
across the street, just head upstairs and search a metal shelf near a First
Aid Box... although if you grab one, the other journal will turn into [_ELIZA
JOURNAL 2_]. Guess you just need to find enough of them, and they'll always
be in the right order? Fair enough, grab them both, then continue following
the coast to the east.


(-NOTE-) All the Eliza notes will change to ensure that you're getting them
in the correct order. If you find any out of order, they'll be
different versions.


Eventually you'll run across a power plant, where several Wolves lie in wait.
Teach the bad dogs a lesson, then search the yellow cylinders to find a Circuit
Board that needs to be repaired. This requires either four pieces of Circuitry,
a Perception score of six, or a high enough Luck score. Once done, head
south-east and activate a Circuit Breaker attached to a horizontal yelllow
cylinder. Looks like something happened! Before continuing on, however, grab
[_ELIZA JOURNAL 3_] off the corner of the concrete slab the generator rests on.

Backtrack to the Cranberry Island Docks and venture south down a road until you
find a yellow truck, half on the paved road and half on a dirt road. Follow the
dirt road and enter a the western-most of two thoroughly ruined houses to find
[_ELIZA JOURNAL 4_] on a bed. Leave this house and head south-west to reach
another ruined house, where you'll find [_ELIZA JOURNAL 5_] on a table.

Continue south-west to find a second generator platform, this time occupied by
a Yao Guai. Kill the beastie bear, then repair a pipe on the vertical cylinder
(requires five Steel, a Strength score of seven, or the ever-potent power of
luck to fix) before turning around the activating another Circuit Breaker on
a generator. Once all that's done, carry on to the south-west to find a patio
table whereupon lies [_ELIZA JOURNAL 6_].

Cranberry Island Bog
--------------------

Return north-east to the dirt road, then follow it back east until it bisects
a paved road. When this road turns into a bridge, veer off to the east to reach
another building which contains three rows of tables. Search the western end
of the middle table, near a scale, to find [_ELIZA JOURNAL 7_].

This building happens to be on the outskirts of the second of three map
markers; the Cranberry Island Bog, which consists of a variety of uninteresting
structures and machinery surrounding a bog. Search the southern end of the bog
to find another generator near a bridge. Like the other two generators, here
you'll have to repair something (this time some wires - use six Copper, rewire
them with five Intelligence or again rely on Luck) then activate a nearby
Circuit Breaker.

Once done, return back across the boat and wooden walkway to the north, then
head west at a giant yellow farming machine to reach a shack. Search the
shipping crate on the ground to fine a powered door, which, now provided with
electricity from the island's three generators, can be opened. Beyond the door
you'll find the Ghoulified remains of the Gibbons family, to which Eliza
belonged, including Victoria Gibbons, Patrick Gibbons, Frederick Gibbons and
Steven Gibbons. Put them down, then loot two First Aid Boxes, grab two Damaged
Hazmat Suits, pick up the [_ELIZA FAMILY DRAWING_], then search a Footlocker
for the [_CRANBERRY ISLAND SHED KEY_] and the [_CRANBERRY ISLAND SUPPLIES
NOTE_].

Cranberry Island Supply Shed
----------------------------

Return to the generator to the south, south-east, and from there climb up a
hill to the east, then turn south to reach a road, which you should follow
north-east until you spot the map marker for the final location; the Cranberry
Island Supply Shed. Kill the Mirelurks lurking in the mire, then use that
handy-dandy key you just found to open the door, wherein you'll find a
wonderful stash of supplies. Looks like Nathan failed at his job (not all
Nathans can be great Nathans, after all), but the Gibbons' family loss is
your gain. You will find a total of 15 Cloth, 5 Cork, 15 Duct Tape, 6
Fertilizer, 9 Fiber Optics, 6 Fiberglass, 12 Gears, 16 Lead, 19 Leather,
4 Oil Cans, 7 Rubber, 32 Screws, 15 Springs and 20 Steel, along with whatever
is in the Steamer Trunk. Enough supplies to get a good start on a new
settlement post-war. Stupid, lazy, unreliable Nathan...

Huntress Island
---------------

Only one more place to go! Head north from the Cranberry Island Supply Shed
to reach Huntress Island. Althoug the map marker is further north, the only
interesting loot is along the southern end of the island. Head north-east
from a dock to find a small shed which contains some minor loot... Mostly,
however, it serves as a landmark. From here head south-east to find a bench
with a skeleton lounging around like a pimp. Next to it is an Overdue Book
and the note [_LOVE LETTER TO BRIDGET_]. Other than this there's little of
interest; you can find some Radstag to hunt, some Wolves to the east, and
three Yao Guai near a hosue to the north. Loot whatever junk you can find,
kill whatever game you come across, then get read to (finally) continue
with the main story for this DLC!




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Where You Belong >==O
``-.____________________________________________________[FO-97]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_ISLANDER'S ALMANAC_]
o [_ACADIA STORAGE KEY_]
o [_FARADAY'S PROGRAM_]


The Beginning of a Bigger Mystery?
----------------------------------

Head inside Acadia and forward to meet the leader of this Synth community:
DiMA. DiMA will welcome you if you are friendly and, if you have Nick with you,
will start talking to him as well. Apparently the two have some history
together that Nick is unaware of, which leads to some good questions you can
ask DiMA.

Ultimately that will have to wait as you explain you are here looking for
Kasumi. DiMA advises she is here and then makes you think about your own
origins. You can also choose to inform him of The Brotherhood, The Railroad
and the status of the Institute, all dialog choices that change depending on
your status in the main game (naturally). Finally, end by talking about Acadia
itself. Once you are done talking, you will get the quest "Acadian Ideals",
which much like "Living on the Edge" is a side-mission designed around helping
out the Synths in Acadia.


(-NOTE-) If you informed the Railroad about Far Harbor, you can get the
Miscellaneous Quest to "Tell the Railroad about the Synth Refuge".
Doing so will have Boxer schedule a trip up north to check out Acadia
when she can.


OK, let's go talk to Kasumi now. Make your way out of DiMA's place and down
into the guts of Acadia (first door on the right from the entrance to Acadia).
There's a lot of people to talk to on the 2nd floor down, but the BIG thing to
get down here is just on the counter on the left as you walk in (where it
begins to turn): an [_ISLANDER'S ALMANAC_]. This particular issue gives you
the following perk "You receive 10% less damage from Radiation based attacks."

You could talk to everyone here at this time, but for now let's continue to
the bottom of the area (go back to the stairs and down another level) and go
find Kasumi in the back. Don't worry, you'll get to starting up side-quests
here soon, enough.

Kasumi is working on a machine (surprise!) but you can talk to her and tell
her why you're here. Yep, she left of her own accord, believing she is a synth
which gives you two moderate speech options if you wish. Pass one and she'll
move the subject from being about her leaving to the secrets of the island,
telling us she thinks DiMA is up to no good and wants you to help her look into
that. Well... this probably needs to be looked into. This gives you several
new objectives:

o Uncover DiMA's Secrets

o (OPTIONAL): Hack Faraday's Terminal

o (OPTIONAL): Gain Access to the Storage Room

o (OPTIONAL): Talk to DiMA

Well... quite a lot to do. It should be noted right away that the "Hack
Terminal" and "Pick Storage Room" can't both be done: once you do one you'll
figure out what DiMA is hiding, so do either as you wish. The Storage Room
approach will be covered first, followed by the Hacking approach.

Gaining Access to the Storage Room
----------------------------------

The Storage Room is on the lower level with Kasumi, so it is nearby. If you
head over there you can read Cog's note to learn he has a key, or you could
just pick the [EXPERT] lock.

Let's track down the key first, just to cover all options. Head upstairs to
the second level to find Cog, who will chat you up a bit. Get down to business
concerning the key and pass an easy speech check to find out that he lost it
while helping move supplies up in the telescope room. If you want to find the
key, head upstairs and make your way to the southern end of DiMA's room, where
on the left you can find stairs to an upper level. Follow it around to a table
where you can find the [_ACADIA STORAGE KEY_] DO NOT pick up the key if you
want to pick the lock though.

Either way, you'll be in the storage room. There's a few goodies to find in
here like Ammo Boxes and RadAway in the back (yay!) but you'll find a point
to sit and wait in here as well, which lets you eavesdrop on DiMA, Farraday
and Chaser. Here you learn what they are REALLY worried about. This will also
happen to put a copy of [_FARADAY'S PROGRAM_] near his computer up on the
first floor.

Hacking Faraday's Terminal
--------------------------

ALTERNATELY, you can choose to hack Farraday's computer. Like Kasumi tried to
warn you, this is a [MASTER] locked computer so it is quite rough, but if you
can do it you learn everything from Farraday's journal entry. You can also
choose to download [_FARADAY'S PROGRAM_] from his computer.

Talking to DiMA
---------------

The final optional thing you can do before reporting back to Kasumi is to go
talk to DiMA directly. Go ahead and do so to hear about his concerns for
yourself (which doesn't seem to even bother him that much). You can ask him
questions as you wish to fill in information and he will come up with a plan,
asking YOU to go retrieve his memory back-ups but also asks you to please not
start a war with the Children of Atom as he is very much hoping everyone will
stay peaceful. Good luck with that, eh?

Go and report in to Kasumi now and tell her what you learned. She will agree
that getting back his earliest memories should be a priority, asking us to go
retrieve them as well while she stays here. You can ask about pay here if you
wish (which should net you [_500 CAPS_] from her), but in the end this will
end your current mission and start the next story mission, titled "Best Left
Forgotten". If you want to get on with the main mission, skip to the "Best
Left Forgotten" section, but if you want to complete all the side quests for
Acadia before hand (and pretty much en-route) to The Nucleus, continue with
the next section of the guide, "Acadian Ideals". Don't worry, there's not too
many side quests this time around. Just three, in fact, and you've already
explored almost everything. Honest! It's only one section this time!

REWARD
(For conspiring with Kasumi)
XP 651
Caps 500



Trophy: Where you Belong
------------------------




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Acadian Ideals >==O
``-.____________________________________________________[FO-98]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_RECON MARINE CHEST PIECE_]
o [_OLD RELIABLE_]
o [_SERGEANT ASH_]
o [_STORAGE DRIVE_]


Exploring Acadia
----------------

There's a few things to see in Acadia, so why not explore the place properly
and pick up some new quests while you're here? From Kasumi on the third level,
let's get to exploring. There's a bunch of loot here, but the best cache is to
the north, in the room near (west of) the storage room. Head inside and hack
a Terminal [Master] beyond which is another storage room full of loot,
including four Ammo Boxes, a Duffle Bag, an Explosives Box, three Mini Nukes
and a Steamer Trunk.

As good as that loot is, there's little else to see on this level as of yet,
so head upstairs and talk to Cog, who you can trade with if you want. He's a
general store merchant, and sells you a little bit of everything, despite his
constant whining that he has nothing of interest. In fact, he's also got a
legendary [_RECON MARINE CHEST PIECE_] that grants the ability "Reduces damage
while standing and not moving by 15%".

There's also Dejen walking around here, who'll sell you arms, armor and ammo,
including a legendary Two-Shot Lever Action Rifle, [_OLD RELIABLE_]. Saves you
the trouble of hunting for one, right? He also sells [_SERGEANT ASH_], a
Flamer that has a "20% chance to cripple the target's leg."

There are several named Synths wandering around here, but most of them are
completely uninteresting, save Aster, who acts as the town's doctor... or
would that be mechanic? Whatever, offer to help her and she'll give you the
incredibly trivial task of collecting Aster plants, for which she'll reward
you with a paltry sum of Caps.

Now head up to the first floor, where all the important Synths dwell. Talk to
Chase and she'll compliment you, tell you about her job, and make a veiled
threat. Pass a moderate speech check "How do you find them?" to learn a bit
about how she operates, and exactly what kind of Synth she is. Offer to help
and she'll tell you to go looking for a Synth who failed to arrive at Acadia,
staring the quest "The Arrival".

Next talk to ol' big-eared Faraday and he'll babble about how much work he
does, doing his best to make the impression that he's the only thing keeping
DiMA, Far Harbor and Acadia operational. Pry his data banks for information,
then offer to help him, too, and he'll tell you about some hardware that failed
to arrive. No, not another synth. Pass the moderate speech check "What
happened?" to learn more details (or at least learn that Faraday doesn't have
a clue) then ask for money (you can talk him up to 200, 300 and finally 400
if you can pass an easy, moderate and hard speech check accordingly) before
agreeing and subsequently starting the quest "Data Recovery".

The Arrival
-----------

Like Chase mentioned, your first step in locating the Synth is to head for
Far Harbor and talk to Brooks, the general store guy. Go talk to him and he
will feign ignorance, but tell him his designation number like Chase gave
you and he'll play along quickly. Good robot! Remember who your masters are!
Anyways, turns out our synth flew the coop shortly after arriving. After
meeting with Brooks, he ran out of town, into the fog, last seen heading
south...

Well, it isn't much to go on, so let's head out south and start looking for
him. Continue south past "Beaver Creek Lanes" and follow the path past a Red
Rocket station (which looks like someone is building a motorcycle in) and then
up to a house to the south where the marker is. Here, examine the bloodstain
on the floor to get some more markers telling you to follow a blood trail. Do
so and follow the blood down the road southeast. It is smattered out and
sporadic, but the markers guide you to where you need to go. Follow it to a
house on the edge of a cliff and enter. You'll be told by some (amazingly
non-violent Trappers) that they aren't about to let good meat get away. Yeah,
it seems the poor Synth was eaten by cannibals. Look like synths are good for
something, after all!

There is a moderate speech check you can pass here if you wish (may as well
since it is some free XP), but the Trappers will give you the [_MISSING SYNTH'S
HEAD_] as an item since you were tracking him and tell you to leave them be...
Hah, yeah right... you know what to do. Take out all three trappers here to
avenge our unknown Synth Refugee. Note that the poor synth's head wasn't
recorded up in the important items list up above. Don't want to spoil things
for you ahead of time! You're welcome.

Head back to Chase and let her know what happened. She seems to have seen
this type of thing before, but still she'll offer you a reward here. She
starts out with 200 Caps, but you can up this to 250, 300 or 400 Caps if you
can pass an easy, moderate and hard skill checks respectively. You also get a
leveled rifle here (nothing unique), but a free weapon... well, it's still
something.

While you're here, be sure to talk to Dejen here (the dark-skinned synth who
sells weapons - he likes to hang out around Cog, by the counter in the large
room on the second floor) who will now have a quest for you. He seems to trust
us a bit more now that he knows you can run quest. He will ask you to track
down and kill a Courser that is in Far Harbor for him. Accept the job to get
the quest "Hunting the Hunter".

REWARD
(For locating the missing Synth)
XP 520
Caps 200 - 400
Item Hitman's Maximized Institute Rifle

Hunting the Hunter
------------------

This won't be the first Courser you've killed, unless you are playing this
DLC SUPER early or something!? Either way, this quest is very easy and won't
require you to run around everywhere. Once you get the quest, look at the map
and you'll see your prey is just to the southeast of Acadia.

This area is un-marked, but is along a road and near a Trapper outpost, so
he MAY be attacking the Trappers when you show up. Still, fighting a Courser
can be tricky so be sure to QUICKSAVE as a precaution and then try to find
him as you approach. He is likely using a Stealth Boy, so you need to aim where
he appears to be and spray the area with bullets (oh Explosive weapons, is
there anything you can't do?). Do so until you can target him and then use
critical hits to finish him off.

Once he is dead, loot his corpse and report back to Dejen of your success and
to complete the quest. Very easy. No big rewards, unfortunately.

REWARD
(For destroying the Courser)
XP 455

Old Pond House
--------------

Last quest! Promise! This "Data Recovery" mission is rather convenient if you
plan to follow the main storyline, as it takes you south-west of Acadia to the
Southwest Harbor location, from which The Nucleus is just to the north-east.
Along the way, however, you'll run into the Old Pond House area. Turn that
frown upside down, however - it's just one place, one more of a rapidly
dwindling supply of areas to explore. Kill the half dozen or so Trappers in
and around the house, then find a Safe [Novice] in the second floor bedroom
and the Explosives Box in the attic. See? Not too bad.

Data Recovery (Southwest Harbor)
--------------------------------

Continue south-west from the Old Pond House to reach Southwest Harbor, which
is perilously close to the Vim! Pop Factory... a place that's still being
saved for later. The Trappers at Southwest Harbor have no such stay of
execution, however, so put them out of their fog-addled misery. If you travel
due south-west you'll come across an unmarked store now populated by a few
Ghouls, but aside from a Safe [Novice] inside, there's not much purpose to
visiting.

Keep venturing south-west until you reach the buildings that mark the
Trapper-fortress of Southwest Harbor. The entirity of the Trapper operation
consists of about eight Trappers and two Turrets, but the size of the area
really works against them, as it's unlikely you'll be in direct conflict with
more than three or four at a time. Exterminate them, and once the area is
clear, check the waterline to the south-west. You should spot a boat here
with all the fire around it. Go check it out to find two [_STORAGE DRIVE_]
items on the deck, which is precisely what you were sent to retrieve. There
is also a Steamer Trunk in the cabin you can loot, and "Victoria's Trunk"
which will sadly require a key you don't have yet. There's also another
Steamer Trunk along the south-eastern part of the Trapper camp, on the
second floor of a ruined building, at the foot of a bed.

Loot the area as much as you care to, then return to Faraday to complete
both "Data Recovery" and "Acadian Ideals". Neat. Best of all, you're now
down with side-quests in Acadia!

REWARD
(For recovering two Storage Drives)
XP 325

REWARD
(For helping the citizens of Acadia)
XP 390




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O==< Best Left Forgotten (Part 1) >==O
``-.____________________________________________________[FO-99]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_BUTCHER'S HOOK_]


N/A

Time to try and make your way to "The Nucleus", to act like we want to join
The Children of Atom. Just about the only way any sane person wants to join
them, really... to steal something. Heh. If you did the "Acadian Ideals" quest
earlier, this could be a very easy trip, and even if you didn't it's not too
bad. From Acadia head south-west to the Old Pond House (which is covered in the
"Acadian Ideals" section, above), then venture west to reach The Nucleus. If
you've completed "Acadian Ideals" you can just fast-travel back to the Old
Pond House. From here, you need but travel west a good distance to reach The
Nucleus, but for the sake of exploring some previously neglected areas in the
middle of the island, the next few steps will go on a bit of a detour to the
north. If you can't be bothered, you can always just skip down to the header
you need.

Pine Crest Cavern
-----------------

However you got to Old Pond House, from there head west and slightly north
to reach some cliffs over-looking a Trapper camp below, marked on your map
as the Pine Crest Cavern. Slide down to the first room and take out the two
enemies on the upper level and fight your way down and to the west from there,
killing whatever Trappers and Turrets dare show themselves. Once everyone is
dead and looted head back up to the upper right house and search it for a
[Novice] locked Chem Box and a [Novice] Explosives Box. Just down the way to
the left house you can also find some Ammo Boxes (near where the Turret was),
one of which is [Novice] locked.

Descend to the ground level to reach a ravine running under the Trapper shanty
and run north along its length (be wary of Tripwires rigged to Grenade
Bouquets!) to find the actual "cavern" part of Pine Crest Cavern. It's a
pointless detour that will take you further away from The Nucleus, but...
well, you're already here, so it might as well be covered. Plus, it's easy
enough walk or fast-travel back, right?

Head inside the cavern and venture north to reach a chamber with a red door
[Novice] to the north and a ramp down into a watery pass to the north-east.
Either way, both lead to a Trapper camp (although the door puts you on somewhat
better ground). Exterminate the Trappers and their Turret, then loot their camp
for the typical arms, ammo, chems, food and junk they possess, including a
Steamer Trunk in a small room on the second level.

If you pass through the bottom floor of the structure, heading east as you go,
you'll reach a tunnel that ultimately winds to the north before splitting into
a four-way. Dismantle another Turret, loot two Ammo Boxes to the north, then
head down a passage to the west to reach a door leading to Kitteredge Pass.

Kitteredge Pass
---------------

More of the same, really, continue down a tunnel to the north to find a
hole-of-no-return in the ground. If you drop down the pit you'll find yourself
in a watery pit with a few Ghouls waiting to welcome you, so you might want to
drop some ordinance down there before you trust your fate to gravity. When you
do drop down, venture north until you reach a fork, then turn west to reach
another fork. If you keep going west at the second fork you'll reach a
well-camouflaged exit to the island, but there's no map marker that way, so
don't bother. If you go north, however, you'll read a dead-end where a
Trapper met his end fighting off several Ghouls, who will gladly turn their
unfriendly attentions upon you. Kill them and loot the Trapper for some
goodies, as well as an Ammo Box and an Explosives Box [Novice] nearby.

Return to the first fork and this time continue north to reach a larger
chamber where some Trappers were clearly not treating their fellow man well,
before some Ghouls arrived to inflict similar brutality upon them. Many of
these same Ghouls are currently playing possum on the cavern floor, so use
VATS to sniff them out, then eradicate them. There's a good bit of loot to
be had here, but the most interesting bit is a Steamer Trunk to the north.
When you're done looting and slaying, head east down a tunnel to return
outside and gain the Kitteredge Pass map marker, a fair ways north of Pine
Crest Cavern.

Horizon Flight 1207
-------------------

One more stop on this exploration diversion; head north-west from Kitteredge
Pass to reach the site of the Horizon Flight 1207 crash, where you'll find
a friendly Super Mutant named Erickson. He's a little touchy at first, but
he'll warm up to you fairly quickly. Ask him about his dogs and he'll
elaborate about training them, and suggest that, if only somebody would buy
some, he could train more. That's right, he'll sell you guard dogs for your
settlements for 250 Caps each. He'll also sell ammo, aid and the legendary
Meat Hook, [_BUTCHER'S HOOK_], which has the property "Refills your Action
Points on a Critical Hit". Neat-o. When you're done dealing with Erickson,
head into the main part of the plane and hack a Terminal [Advanced], which
will open the door to the cabin. Up here is an Industrial Trunk, but taking
anything is stealing, and Erickson and his dogs have a ridiculous ability to
catch you stealing... even if they don't catch you. So, don't steal, as
they'll probably turn hostile anyways, and nice, dog-selling muties are
hard to find.

Initiation
----------

Fast-travel back to Pine Crest Cavern or, if you didn't bother exploring
earlier, just continue west from Old Pond House. Either way, you'll reach
some water you need to cross, and fortunately there's a land-bridge of sorts
you can use if you don't want to get your feet wet. Or you can just swim,
either way. If you take the land bridge you'll find a nice slope leading up
to some cliffs over-looking The Nucleus, but you'll also have to deal with
an Angler and a Fog Crawler. Ignore the cliffs, however, and head south along
the shore from the western end of the land-bridge until you spot some Children
of Atom flags to the west.

Head up west, then north-west, and west again to reach The Nucleus, where
you'll see a brutal loyalty test take place. After it's over, go ahead and
approach to be interrogated by Grand Zealot Richter, one of the group's
leaders. You can tell him that you came here through one of their missionaries
if you wish (as it is true) or just question him. You'll eventually have to
express interest in joining the group, but entry isn't automatic. Instead,
you will have to prove your worth. Richter points out there is a holy spring
nearby we will have to drink out of, leading to us either making it back or
not before we can join.

This starts the quest "Visions in the Fog", which needs to be completed before
you can complete "Best Left Forgotten" (which is why this quest is split into
two parts!). Onward! Let's have some visions...




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O==< Visions in the Fog >==O
``-.___________________________________________________[FO-100]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_THE SACRED ELEMENTS_]
o [_NOTE FROM ATOM'S SHRINE_]
o [_MOTHER ICON_]
o [_ROBES OF ATOM'S DEVOTED_]


Joining Atom's Faithful
-----------------------

Drink from a glowing spring, huh? Sounds... deadly, but you've little choice
if you want to join the Children of Atom, or fake the same. The spring they
want you to drink from is located slightly to the northwest, not too far away.
You can take a right from the guards and take a little swim to get there, or
use a shabby bridge to cross the water. Either way, you'll catch some RADS and
have to fight some Gulpers on the way. Once you arrive at the destination do
you will discover "Atom's Spring".

Atom's Spring
-------------

Before you drink from the spring, heal up your radiation and health, as you're
about to go on a little trip. You won't be taking any damage for a bit, but
Rads are still bad for you. Drink from the spring once you are ready and you'll
see a figure above you. Head to your left to get up to her and start to follow
her. She will take you on quite a wild ride. Just follow her for now: the
animals and enemies you see won't hurt you. Do your best to avoid the RADS
though, as she does take you past some barrels of radiation. Soon the ride
and whispers will stop, and the shadow will point you to a building to the
south telling you to investigate it.

Children of Atom Shrine
-----------------------

Heal up once again as you'll have to worry about fighting once more. Head
down to the building and discover the "Children of Atom Shrine". Head to
the right and out on the street area you'll need to take down several Ghouls,
many of which are leveled. Still, leveled or not, Ghouls shouldn't be too
much trouble.

Wipe out the ghouls and once they are all dead enter the nearby building. On
the metal shelf on the right you can find the [_THE SACRED ELEMENTS_]. Go
ahead and read it (no need to take it if you don't want). Nearby is a terminal,
but you can't hack it as it requires a password. Has to be a clue somewhere.
The text you read mentioned "Elements" which is our clue: to the left of the
terminal is the table of elements. To the left of that is "Scrawled Text",
so examine that to see the words "Mother". Yep, that is your password. Go
ahead and enter it into the terminal and open the door. Inside is the [_NOTE
FROM ATOM'S SHRINE_] you can read as well as the [_MOTHER ICON_] you can take.
Do so.

That is all you needed to do here. From here just fast travel back to "The
Nucleus" and talk to the Grand Zealot. Show him the icon and he will be more
than impressed. You can ask questions about your experience here if you wish
but agree to join the cult and he will let you in, giving you access to The
Nucleus and the [_ROBES OF ATOM'S DEVOTED_]. Wear them if you want to look
the part... although one has to wonder why Children of Atom garments would
have radiation resistance on them? Heresy!

With that this quest will become complete and you can continue on with the
main quest "Best Left Forgotten". You also unlock the "What Atom Requires"
mission, which like "Acadian Ideals" and "Living on the Edge" tasks you with
helping out various members of the current faction. You know how this tends
to work; side quests first, then main quests. In this case, the "What Atom
Requires" quest (and related quests) will be covered below, after which the
main story will continue. If you can't be bothered to pursue all the content
in the DLC, however, feel free to skip ahead to the "Best Left Forgotten
(Part 2)" section.

REWARD
(For having a holy vision)
XP 520
Item Robes of Atom's Devoted




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O==< What Atom Requires >==O
``-.___________________________________________________[FO-101]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_RADICAL CONVERSION_]
o [_EDGAR'S NOTE_]
o [_FOOTLOCKER KEY_]
o [_AUBERT'S NOTE_]
o [_INQUISITOR'S COWL_]
o [_WARE'S BREW RECIPE_]
o [_CAMPGROUND BANNER_]
o [_GWYNETH'S JOURNAL_]
o [_ATOM'S JUDGEMENT_]


Children of Atom Quest-Gathering
--------------------------------

Time to help Atom's Faithful, and explore the Nucleus while you're at it.
Even if you don't particularly like these goofy cultists, helping them out
can prove lucrative for you, and it might as well be done while everybody is
all friendly. You know, on the off-chance that the main quests force you to
pick sides? Anywho, this quest starts off with the following three objectives:

o Help Zealot Ware

o Show the Icon to the High Confessor

o Assist the Grand Zealot

Let's talk to a bunch of people here first to get the quests we need, then
you can set about completing them one by one, business as usual. Once you
complete the gauntlet of quests for everyone, then "What Atom Requires" as
a whole will be finished.

First thing's first: head into the "Vessel" (the submarine) and talk to High
Confessor Tektus. Show him the Mother Icon if you haven't yet and he'll be
convinced good things are going to come from you. You can ask him a TON of
questions here so ask him what you will. DO NOT bring up the "Wind Farm" key
or the "Nuclear Sub" key if you have them unless you are decided on what
faction you want to kill on the island (which we aren't deciding on yet...
this section is just to get these quests out of the way...).

Finally, ask the High Confessor if he needs any help and he'll entrust a
task of rooting out a traitor to you. This starts the "WITCH HUNT" quest,
which we will get to below. FIRST, I say we collect the other quests to be
had in this area.


Leave the sub now and to talk to Grand Zealot Richter, who is likely just
to the left. Ask him for work (or rather, he will put you to work) to be
asked to find a woman named "Gwyneth" and execute her. Richter considers this
another test of course, but accept and you will get the quest "The Heretic",
and be told to talk to Zealot Theil. We will of course cover this all down
below.


Next up is Zealot Ware, who is to the left of Richter, but down on the lower
floor (below the wooden housing construction). Once you find him, talk to him
and he'll ask you what you think of Brother Devin. Reply as you wish and he'll
ask you to help talk Brother Devin out of his fast. This starts the quest
"The Trial of Brother Devin", which is one of the shortest in the game, but
we're NOT QUITE done getting quests quite yet...


This last quest isn't NEEDED, but we are all set up to complete it and we
may as well. Go talk to Mei, the owner of the General Shop. She'll try to
sell stuff to you right away of course, but ask her if she needs help and
she'll tell you of her pet project: repairing the de-contamination arches
near the entrance. She'll recruit you here to help here, telling you that
you need the "PUMP REGULATOR" from the VIM! Pop Factory. Yes, if you have
been following this guide, this is the same pump regulator we already got.
See, I told you this quest would be easy!

Talk to Mei and tell her you have the pump regulator. While you are here,
you may as well ask for a caps reward, which go on top of your normal reward.
You'll have to pass some charisma checks, so make sure you equip your
charisma gear! An EASY check will net you 150 Caps, a MODERATE check can up
that to 250 Caps, and a HARD check will net you 350 Caps. Not bad at all.
Take what you can get and you'll also get her rifle as promised, the uniquely
named [_RADICAL CONVERSION_]. "Ignores 30% of the target's damage and energy
resistance." Not too bad!

Mei will then ask you to go ahead and install the part. Agree and you'll
officially start the quest "Ablutions".


We are now done quest-gathering. Four quests and many of them are very,
very easy. We'll go through them one at a time below. Let's do it!


Ablutions
---------

We'll go ahead and do this quest for Mei really quick. To recap, you should
have just got a cap and rifle reward for getting Mei the "Pump Regulator"
from the VIM! Pop Factory. This should already have been accomplished earlier
on in the guide.

If you do NOT have the Pump Regulator, see "Best Left Forgotten (Part 3)" up
above to see where the item is in the VIM! Factory (and where the factory is).


Once you get your reward, Mei will ask you to install it. Agree to do so and
head down to the very bottom of the sub warehouse, using the ladders by Zealot
Ware to descend to the bottom. It is heavily radiated down here, so beware.
Follow the right-hand wall to find the machinery that the marker is pointing
out for you.

Interact with the machinery for some options. Here you can...

o Do nothing.

o Install Pump Regulator.

o (INT 7+) Reverse Mai's bypass, fixing the decontamination system.


Go ahead and pick the final option if you can (you can up your INT if you
need to via clothing and items to achieve it... or just let the arches spray
radiation on you I guess...). Once you are done, go back up to the entrance
and test the system with the button.

This automatically completes the quest for you once you are done. You can
report back to Mei if you wish, but we're done with this quest.


Witch Hunt
----------

This is the quest that High Confessor Tektus gave us, just so we are on
the same page. He wants us to look into a traitor for him. The first thing
we should do is read the "High Confessor's Note" in the MISC tab to see what
he slipped us. A paper that just says "Aubert".

So, he suspects Sister Aubert. Aubert actually works in the sub, on a lower
level than Tektus. Put on your charisma gear and go down. You can visit the
room to the left down here for various items and the room on the right is the
"Locker Room", which is going to be important later, so keep it in mind.

Head straight ahead and jump down to see Sister Aubert. She's got a bit of
an attitude, but talk to her and pass a Moderate Speech Check about Tektus to
learn she doesn't really care for him. Hmm...

We are told to search her bunk now, which the game points out to us with a
maker. There can be a LOT of radiation here, so use a Hazmat Suit if you got
one or some RadX if you don't.

At her bunk you want to look around to find a letter by the table with skulls.
It is by the wall, on the floor and can be a little hard to see, but pick it up
to see [_EDGAR'S NOTE_]. Interesting. We are told to "Access Edgar and Aubert's
footlocker" next.

The note that we just read gives you a clue to where the key is. To find it,
head back to the entrance of The Nucleus and into the locker room near the
exit. You can find the [_FOOTLOCKER KEY_] behind the bench here. Pick it up
and head back into the sub. Once you're in the sub, go down a level to the
floor below and into the room on the right (the locker room I mentioned up
above). Open the footlocker in the corner to get [_AUBERT'S NOTE_]. The smoking
gun, as they say.


From here there are quite a few choices we can do. You can give this note
to High Confessor Tektus to have Aubert taken care of, of course, but your
more morally-upstanding party members will HATE that. It completes the quest
though.

If you wish, you can confront Aubert with the note. Here you can even choose
to blackmail her for about 96 Caps if you wish, and then you can STILL give
Tektus the note (very evil). Or you can choose to give her the note and let
her destroy it (don't worry - we can still complete the quest). Your more
moral companions love that by the way.

If you choose to let her destroy the note, put on your charisma gear and go
back to High Confessor Tektus. Here you can lie and pass a MODERATE speech
check to tell him Aubert is loyal and you found nothing. Doing this passes
the quest as well.


No matter which way you complete the quest you'll get the reward that the
Confessor promised: the [_INQUISITOR'S COWL_]. This thing has "Wearer's
Intelligence increases with Rads." Quite unique, but who want's to be a ghoul?
Still, this is the end of this quest. You can talk to him and ask him for
more work if you wish, but that's all he has.


The Trial of Brother Devin
--------------------------

Like I mentioned up above, this quest is REALLY short. Brother Devin is up
by the entrance to The Nucleus, praying near the sub. Go equip your Charisma
gear here, quicksave, and talk to Devin.

You'll learn he is fasting until Atom's Messenger comes and visits him. You
can ask what he saw as well, but what you want to do is pass the HARD speech
check and tell him YOU are Atom's Messenger. If you fail, reload and try
again. Use items if needed. We want this quick-resolution.

This makes him complete his fast and let's you go report in to Zealot Ware.
Talke to Ware and he will give you four of his potions and, more importantly,
the [_WARE'S BREW RECIPE_]. You can make this yourself at cooking stations
with 3 Tree Sap, so be sure to collect them whenever you see them. We are
done with this quest. Told you it was short.


The Heretic
-----------

This is one of the longer quests in this section. This is the quest given
to you by Grand Zealot Richter, who tasked you with finding the Heretic
Gwyneth, and taking her out. Lovely, right?


After talking to Richter, go find Zealot Theil. She should be back by the
shops guarding them. Talk to her and she'll tell you the story of Gwyneth
and what happened, suggesting you search the "Holy Sites" that Gwyneth is
defacing. Exit the Nucleus at this point to see where the map has marked
these Holy Sites at.


This will be pretty easy traveling, but if you want to speed it up a bit
go ahead and fast travel to Atom's Spring. From there we're going to travel
a bit to the southwest, to the map marker where you will uncover the map
location "Glowing Grove". Here check out the "Heretical Sign" and you'll
take it with you.

We need to head to the second marker now, so head southeast. You'll have to
travel over a hill if you go straight, but good jumping will serve you well.
Watch out for Gulpers as you go. You'll come to another map marker as you
arrive, the Radiant Crest Shrine". Check out the Heretical Sign here as well.
The game pieces it together for you, forming the [_CAMPGROUND BANNER_] as
you deduce that you need to head to a nearby campground.

The campground is question is just to the south. Head directly to it and
kill the wolves that are likely hanging around (they may be to the south,
just watch out for them). Search the only cabin you can actually get into to
see that Gwyneth has clearly been living here. On the floor in here you can
find the [_GWYNETH'S JOURNAL_] holotape. Listen to it to be told to go
"Investigate the Church" next. Loot the place and head out.

The church is to the southwest and is hard to miss. It unlocks a third map
marker, the "Ruined Church". Quicksave as you enter the church and put on
your Charisma gear if you don't have it on already. To talk to Gwyneth now.

You have some options here with what to do with her. You can of course kill
her like you were asked, but you also have two EASY speech checks. With these
you can either tell her to leave the island or tell her to return to the
Children of Atom. Your choice of course. Personally, we had her return.

Once you are done with her, go to the back of the church and climb up to the
top to find an [ADVANCED] safe you can pick and a [NOVICE] first aid kit. You
can head to the steeple as well to find a sniper rifle and ammo.


Head back to The Nucleus now and report in to Richter to tell him you are
done. Ask about payment here (my bad habit...) and he'll give you a reward:
[_ATOM'S JUDGEMENT_], a high damage melee weapon. Sweet. Note that you can
talk to him afterwards for a MODERATE speech check about his previous life
if you wish.


This ends this quest and, if you are following this guide, ends the main
"What Atom Requires" quest as well. Not bad!



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Best Left Forgotten (Part 2) >==O
``-.___________________________________________________[FO-102]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


***IMPORTANT ITEMS IN THIS AREA***

N/A



(-NOTE-) From this section on, I'm not 100% sure how close this guide follows
the "Enhanced Version" on Gamer Guides. There are a lot of optional
ways to do things in this DLC, so keep those save files updated!


Heading to DiMA's Lost Memories
-------------------------------

Head inside "The Nucleus" proper and you'll hear a speech going on. Listen
in if you wish. There's brothers and sisters here you can talk to, but for
now we are focusing on this particular quest (we'll cover more of "What Atom
Requires" and this area in another section.. If you want though, you can find
the vendors for this faction in the upper living areas. Check them out if you
wish.


Head towards the objective marker up at the top of this sub-base and to the
back to find the door to the "Nucleus Command Center". It is guarded by a
Child of Atom, but you can lie about your reasons to be here and they won't
really care, letting us in without much fuss. Let's do this!


Nucleus Command Center
----------------------

So, here we are. We'll be up against some "pre-war" security here, just like
DiMA warned. Head forward to see lasers guarding a hallway, but note the path
off to the right. Head right first (it is a dead end) for a couple of ammo
boxes and go down to a maintenance room where you can find a stealth boy in
the large toolbox. The door here just leads to a dead end, so head back to the
laser-guarded hallway.


If you are patient enough, you can take out each of these lasers one by one,
disarming them on one side and then the other. Be SURE To do both sides on
each laser line and don't move on until you do. Or, if you want to maximize XP
you can trip the lasers and take out the six machine gun turrets that pop out.
Do this near the entrance though, as they can tear you up if you aren't ready
for them.

Past the laser hallway is an area with some more machine gun turrets on the
walls and a Mr. Gutsy in a hallway. Kill them all and you'll find some rooms
on the left for the barracks. You can find ammo in the footlockers here. The
terminal nearby is a "Facility Announcement Terminal" that is flavor-text only
(there's another one of these later on).

Continue to follow the linear path, killing off a Protectron. The left door
up here leads to a kitchen area with junk in it, but you can kill another
Protectron. At this point before pushing further inward I would QUICKSAVE as
tougher enemies are coming! Up ahead is that tougher enemy I warned about: an
Assaultron Dominator (this enemy may vary on your level, of course). This robot
can become invisible and has a very strong melee attack, so try to get in a
sneak attack if you can and be sure to use your toughest weapon. If you have
a follower (like Nick), you can also use them as a decoy if you can get away
with it.

Head past the Assaultron down the hallways and kill another Protectron and
some Machine Gun Turrets on the right, guarding the door we need to get to.
There is a steamer trunk to the left of the door and a quick-exit to leave
this area across from the door. Just keep that in mind. Use the "Command
Center Access Terminal" by the door and enter the room.


NOTE: It is a GOOD IDEA to make a hard save at this point. This upcoming
"Memory Puzzle" section is known to be a bit buggy and can make the
games un-winnable, so you want a back-up save before you enter it
JUST IN CASE. Yes, this happened to us...


The computer we need to use is right in front of us, but it requires some
power be turned on if you try to use it. Behind the computer is a room with
some first aid kits by each door and an ammo box, and you've undoubtedly seen
the closed door to the left of the computer. Once we turn on the power to use
the terminal, another high-level Assaultron will come out of that door, so be
sure you QUICKSAVE and if you want you can even get some mines or grenades
ready. To turn on the computer, go to the room behind it and follow the red
cord to the power switch on the wall. Once you flip it, the Assaultron will
come out and attack.

Take it out using the back room as cover or a fall-back point as needed and
then we can move onto recovering DiMA's memories. Use Faraday's Program on
the terminal, select the first memory, and you'll load into a new area...


Inside the Simulation
---------------------

As promised, you will hear DiMA once you enter the simulation giving you
instructions. He's rather slow though, so let me explain what we're doing.

The BLUE data stream is the "START" goal and the YELLOW data stream is the
"FINISH" goal. Going between these are small bug creatures whose goal in life
is to get to the yellow goal and bring back data packets to the blue goal.
We need five of these for EACH PUZZLE to get to 100%.

We are going to be doing a total of FIVE PUZZLES in this area. The first
three are related to the main story and are honestly rather easy. The fourth
and fifth ones are a bit harder (ESPECIALLY the fifth one) but will give you
some special dialog with Nick (for the fourth one) and the location of some
special armor out in the world you can go find.

When you do these puzzles, you will be in permanent "Settlement Building"
mode. This is helpful though, as you can find and store Code Blocks and Decoder
Relays in your "workshop" to use later. Meaning you don't have to carry blocks
around here. Remember this and it will serve you well in these puzzles.


Memory 0V-9AX0 (Memory #1)
--------------------------

We're going to be pretty casual with these instructions until the Fifth
Memory, where we'll be very in-depth.

This memory is easy though: start off with finding the code blocks to your
left. You can store all these in your workshop and then use them to make a
bridge forward for your bugs.

You'll then see a green line hitting a block. There green beams are what
destroy red walls blocking our way forward. Moving them around and destroying
red walls will be a BIG part of future puzzles, but they are just introducing
it here. Move the block it is hitting and the red wall be destroyed.

Build a bridge leading forward for your bugs and you'll see your first relay
block. This reflector block changes the green beam's direction, so pick it up
and use R2 to rotate it to shoot the beam to the right and destroy the next
red wall.

Build another bridge forward and the goal is in sight for the bugs! Now,
whenever you get to this point in these puzzles, red offensive constructs will
shoot at your bugs. You need to build your defending nodes from your menu to
protect them. You can build up to five and you gain them automatically. Spread
them out down the path to protect your bugs and let the bugs work and this
first puzzle is DONE. You now know the basics of all these puzzles: it just
gets harder from here on out.


Listen to the memory play-back and you'll get an objective pop up on your
screen (we'll go over these later, but this one is story related). Step into
the Yellow Memory Beam to continue to the second memory puzzle.


Memory 0J-2NN8 (Memory #2)
--------------------------

Time for the second memory. Right from the start, head down to your immediate
left and take the clock down to continue (this lets the green stream flow on).
Follow the new green stream and pick up the blocks on the way, freeing up the
stream again, and putting the blocks in your workshop. At the next place the
stream stops we'll need to grab the Decoder Relay to the left and use it to
make the stream go right, taking the block out of the wall and destroying the
red firewall up ahead (red wall destroyed!).

Head forward to see a GIANT red wall in the way. Past the doorway there are
a ton of blocks we can store, so grab them all and note you get A SECOND RELAY
on the left. Now, we need to build a three-block high structure in the middle
of the hallway, topped with a relay block, and pointing towards the giant red
wall to destroy it (2nd red wall destroyed).

All that is left now is to build a bridge to the data. I would build one
that is two-spaces wide along the entire path, then IMMEDIATELY start to set
up your defenses. Deploy two spaced-out defense units on the bridge itself
to the left and right, one in the wide-open middle area, and finally two more
near the start of the area. That should get the job done. From here your bugs
should be safe to get all of the data needed.

Once more you'll get a memory play-back and an objective pop up on your
screen. Again, we'll go over these later, but this is story-related. Go ahead
and step into the yellow memory beam to continue to the third memory puzzle.


Memory 0H-3X0P (Memory #3)
--------------------------

At the start of this area you have to undo the block wall to build a way
forward. It's OK to fill in all the spots here, leaving us three blocks to
store. Out in the big area ahead, note the green ray going forward. Turn to
your left and look up to see a cubby up there with blocks. We need to get up
there. Turn left again (looking back where you came) to see steps. You can
get to the cubby using these steps and a short bridge, gathering up all the
blocks that you find (including a Relay block). Undo your bridge as well.

Drop down now and build a reflector in the middle area, pointing left to
destroy the first red wall (lining its receptor up with the green beam of
course). Store all the blocks you uncover (including a 2nd reflector) and then
build your first reflector column two spaces to the left (building a new stand)
so that it fires into the newest receptor and shoots a green beam HIGH above
us. This destroys the HUGE red wall that was in our way and opens up the way
to the goal, but we have to build a bridge for our bugs (build it two-lanes
wide on the left or right).

There is one more HUGE red wall in our way before the goal though, as you
can go see by going down the hallway. The receptor for it is high up in the
air though. Head back to the first area and use the steps leading up to reach
this higher ground. The green beam shows you where we need to go, so head down
there and build a three-high block column topped with a reflector to destroy
this giant red wall (3rd red wall destroyed). Store the blocks you used for
this block column (leave the relay block). Drop down now and build a bridge
to the goal. Focus on creating a one-lane path on the left-hand side, but you
can then use excess blocks to widen the path as you wish.

You'll want to set up your defenses at this point. I'd put two near the
starting area (past the bridge, one near the bridge and one near where the red
wall was), one near the far turn at the hallway and one on the bridge near the
goal. Use the last one wherever you want (I put it on top where you built that
last relay). Your bugs should be well protected here and should have no problem
getting you the data you need.


Once more you'll get a memory play-back and an objective pop up on your
screen. Again, we'll go over these later, but this is story-related. Go ahead
and step into the yellow memory beam to continue to the fourth memory puzzle.


Memory 0Z-7A4K (Memory #4)
--------------------------

The second to last puzzle is your trickiest yet, and is NOT required to
proceed with the story. It will get you some dialog with Nick though and
sheds some light on DiMA and Nick's relationship, so worth doing.

First off, gather up the blocks that are up and to your right. This includes
a reflector block. Use these blocks to build into the center area, building a
block two blocks high in the middle (note that four blocks are needed to do
so: two to make the base to the middle, two to go up) and top it with a decoder
block. Aim that block to the left. This destroys the first red wall.

Gather up the blocks you uncover, including a second reflector block. Now,
bring the first active reflector block down ONE block (shorten it), and move
its beam facing right (towards the red wall).

Now build a small platform three blocks out from the ledge following the beam
and one block high on the end. Put the reflector on that outermost block, face
the beam right, and you will destroy the second red wall.

We can build a bridge for our bugs to go forward now, spanning two gaps.
Build it two spaces wide at max to conserve some needed blocks. There is a
HUGE red wall in the way though, which is our final obstacle to overcome here.

Take down EVERYTHING in the first area and go to the path down below (past
the 2nd red wall is a path leading down to a lower area). Down here look at
the receptor we need to hit to the right, then go to the green glow to the
left and build a platform to shoot the beam down the path (destroy everything
but the reflector once you've done that). Now go up the pathway and build a
platform to shoot it right into the receptor. This destroys the giant red wall
up ahead (3rd Red Wall Destroyed!). Gather up everything but the decoder relay
when you are done.

Go back up and and build the final bridge toward the goal. Do so by using the
prongs that stick out (not enough to fill in all the gaps), so use the prongs
here to make two one-lane pathways to the goal.


Time to set up our defenses. Set up two near the goal and third bridge, then
scatter the rest down the pathway, switching sides with each one you put down
to vary them up a bit and leave moderate gaps between them. This will let your
bugs survive and get the memory up to 100% after a trip or two.


Unlike the previous three memories, this memory doesn't spark an objective
and isn't directly tied to story goals. It is about Nick and DiMA though, and
let's you have a special chat with Nick about what it means to him, so it is
very much worth listening to. Go ahead and step into the yellow memory beam to
continue to the fifth and final memory puzzle.


Memory 0Y-8K7D (Memory #5)
--------------------------

This memory is the hardest yet and is going to take you awhile to accomplish.
Luckily for you though, we have you covered step by step down below, and have
even included a video at the end to help you out. Follow it or these steps to
crush this puzzle!


1. Take all the surrounding blocks from your island. This lets you build
up a cache of blocks which we will need for sure.

2. Fine the island with the DECODER RELAY on it. Build a partial bridge to
it and jump over to it (we're going to use lots of partial bridges). Pick
it up.

3. Find the island with the green beam coming down (behind where you started
at). Build a partial bridge and jump over there. Take ALL the blocks and
store them in the workshop. Even the DECODER RELAY.

NOTE: Note that you can't shoot the beam towards the goal from here. It is
too short. We need it to be three blocks high and from this middle area
you can only shoot 2 or 4 blocks high. This is the CRUX of the puzzle
in this area...

4. Continue past this island to the island further back, building a short
bridge. Once again, take ALL the blocks and store them. We MUST take the
blocks out going left to right though. You will notice there is a place
for a green beam to travel off to the right. We will be using that later.

5. Head back to the green beam island (we don't need the bridge we just
passed, so tear it up). Build a middle column here three blocks high
and put a Decoder Relay on it facing the red wall island nearby. This
will destroy the red wall.

6. Head over there (partial bridge) and pick up ALL the blocks. This nets
you another DECODER RELAY (#3). Note some of the blocks are high up so
you may need to build to reach them, but do so.

7. To the left is a small island with more blocks on it. Build over there
and add all these blocks to your collection, then head back. You will be
set on blocks now. Destroy the bridge you used, we won't be going back
over there.

8. Back on "red wall" island, build a central column three blocks high and
put a Decoder Relay on the top. Point it toward the red wall island nearby
to destroy it (2nd Red Wall Destroyed). Build a bridge over there. FULL
bridge this time. Claim the DECODER RELAY (#4).

9. Build a central column on THIS island as well. Three blocks high. Put that
Decoder Relay you just got on top of it, facing it to the right. This will
let it pass through the blocks we removed earlier and HIT the green relay
tiles, which pops the beam up in the air in the distance. Very nice!

10. Head back to the original green beam island. Destroy the bridge on the
way back. We don't need it anymore. Move onto the original island and
now left to where we got the first decoder relay.

11. Go down to the left and then work your way up to the top of this small
structure over here (this island is the only one with real up and down
sections). At the top you will find a boxed room where the green beam
is shining up in. Lots of blocks here, take them all out and store them.

12. Check out the red wall nearby. See where it needs the beam? From the
enclosed room you can drop down to the bottom and point a beam right at
its direction. To do this, build a block on the wall next to the beam
so you can build a Decoder Relay by it and aim it to the red wall. This
will destroy it (3rd red wall destroyed).

13. You can claim TWO Decoder Relays by doing this. One on the top (build a
bridge to reach it) and one on the bottom. This is all we need to complete
this puzzle.

14. Head back to the last Decoder Relay you put down and pick it up. This
gives you THREE Decoder Relays. Now, head back to the Green Beam Island
and build out towards where the beam is shooting up. Once you are out
there, build a column over the beam two blocks high and top it with a
Decoder Relay (Three blocks high in total). Point it to the right, where
you just were. Remove the blocks under it so the beam heads that way.

15. Head back to the starting area. Build a column of blocks two high with a
Decoder Relay just past the starting area, between it and the goal. Point
it to the goal. Destroy the blocks under the relay. Make sure you build a
bridge to the goal for the bugs.

16. Line the area between the goal and the starting area with your Defender
machines. You can build little platforms for them if you want, to make
sure the bugs are getting a clear path between the goal and starting
area.

17. Head to the island where you got your first Decoder Relay and build a
column with your last Decoder Relay pointing to the one you just built
that is aimed at the goal. This will complete the circuit and destroy the
last red wall between you and the goal. YES!


Once you are done with THIS memory, you will hear about some special armor
that DiMA is aware of, getting the locations of the armor in your PIPBOY and
a new objective.

This is the end of the memory game puzzles. Time to leave and continue on.


After the Memory Game
---------------------

Now that we are done with the memory games, we will have several new
objectives we can follow up on:


o Objective: Recover the Wind Farm Kill Switch Code

o Objective: Uncover the Location of the Nuclear Launch Key

o Objective: Uncover DiMA's Secret Medical Facility

o Objective (MISCELLANEOUS): Find the Marine Combat Armor Shipments


We are actually going to do the "Find the Marine Combat Armor Shipments"
objective down below first. I know I was first itching to do that, so the
next section will be all about obtaining that armor. If you don't care about
it, just skip it and we'll continue with the other three objectives in the
section after that.


NOTE: We can use some of the locations we discover for good Fast Travel
points during the story quest sections, so doing the below section
does help!


Go ahead and exit The Nucleus now using the exit door they so graciously
left us. It pops you up in the rafters of the sub warehouse, where you can
drop down to the housing area the Children of Atom have built up. You can
easily make your way out from there. See you in the next section!



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Special Armor Hunting >==O
``-.___________________________________________________[FO-103]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

***IMPORTANT ITEMS IN THIS AREA***

o [_CHORES LIST_]
o [_FAMILY ANNOUNCEMENT_]
o [_HUSKY FAMILY HOLOTAPE_]
o [_HOLOTAPE_]
o [_ASSAULT MARINE ARMOR LEFT LEG_]
o [_ASSAULT MARINE ARMOR RIGHT LEG_]
o [_HARVESTER_]
o [_ASSAULT MARINE ARMOR CHEST PIECE_]
o [_ASSAULT MARINE ARMOR HELMET_]
o [_MARINE TACTICAL HELMET_]
o [_MARINE WETSUIT_]
o [_ASSAULT MARINE ARMOR RIGHT ARM_]
o [_ASSAULT MARINE ARMOR LEFT ARM_]



Find the Marine Combat Armor Shipments Part 1
---------------------------------------------

This one should be rather easy to do. It's not a long trek for us, anyways.
Head to the "Children of Atom Shrine" and head southwest from there. Aim for
the map marker and you will discover "Haddock Cove".


Haddock Cove is a shanty-town, more or less (besides just being a cove).
Note that it is filled with Mirelurks though, including leveled ones and the
chance for legendaries. "Bloodrage Mirelurks". Good stuff. Wipe them out from
high ground if you can.

Time to get in the water. Go the the shack by the boat to find lots of good
junk in here around a Weapons Station (stuff like ballistic weave even). There
is also the [_CHORES LIST_] holotape here. Now, take the platform to the next
shack south and by the sleeping bag you can find the [_FAMILY ANNOUNCEMENT_]
holotape. This one is pretty good.

Move onto the next shanty house, the one to the left with the stairs by it.
There are two ammo boxes down below here as well as [_HUSKY FAMILY HOLOTAPE_]
to find and a steamer trunk. Go up now for some wooden crates with goodies
then across the way. You'll see what became of Luke over here. Sad. There is
a first aid kit up here as well. Grab it and head down. Braun is down here.

Head past the Kitchen Stove out to the next shack to the north (watch for
new enemies out here, I was jumped by a Mirelurk King and there was another
Bloodreage Mirelurk to the right). The next shack to the north has Bray in it.
Not as safe as they thought, I guess. Next to him is a [_HOLOTAPE_] where he
details what happened. Not good. There is one more shack to your left from
the tape that has multiple stories. You can climb it up to the top and fight
some baby mirelurks (eggs) on the way up to find a garden gnome and sniper
rifle at the top. Heh.


Now it is time to get the actual Marine Combat Armor. Follow the coast south
to the edge of the water and swim out to the marker. You will see a destroyed
ship out here. Swim down into the water and enter the lower door from the
north side. You'll get inside the cargo bay area and find a steamer trunk off
to the left. This nets you the [_ASSAULT MARINE ARMOR LEFT LEG_] as well as
the [_ASSAULT MARINE ARMOR RIGHT LEG_].


Only part of the set, I know. That's why we're on to "Part 2" of putting the
set together. Onward!


Find the Marine Combat Armor Shipments Part 2
---------------------------------------------


This shipment will take us a bit out of the way but we'll get to explore a
named location and get some more armor pieces (and THEN some, actually). Head
to Atom's Spring to start the journey.

We are going to head NORTHWEST to "Echo Lake Lumber" as our first checkpoint.
The trip up there will be fairly un-eventful, just watch for any Gulpers or
Angler enemies on the way and watch your radiation levels.

Once you get there you are going to face a TON of Ghouls. Seriously, there
are quite a few of them, noteably in the bigger house in the center of this
area (the one that is four stories high). Head in there and clean them up,
collecting the junk you need. As you head up the house you'll come across an
[ADVANCED] locked door. You can pick it or go around it to the left (this door
isn't actually locking us out of anything - you can pick it from either side).
At the top of the house you can find the unique [_HARVESTER_] weapon though,
a melee mini-chainsaw weapon.

Time to explore the rest of the area. You can find plenty of stands around
the big house. It's clear this area used to be a shopping / amusement park
area, likely for lumberjack games and/or boat racing. Check all the stalls
here to find a number of good junk items as well as a [NOVICE] locked door,
a [NOVICE] locked ammo case, and a [NOVICE] locked cash register.


Now that we're done with this area, we need to head west to ""Rayburn Point".
Our second checkpoint, if you will. Cross the swamp on the way west and kill
the Anglers you find. If you try to head there directly, you'll have to do a
short swim in some radiated waters. Nothing major. You can climb up the
embankment you find next to a ruined boat.

Just EAST of Rayburn Point is an unmarked Trapper Lodge. Here you will fight
against Trappers for sure but some Wolves may be nearby as well (they may be
fighting each other as well). Take them all out. The Trappers will be inside
and outside the house. Once they are dead, check the house by the shore for
a [NOVICE] first aid kit and a [MASTER] safe (this safe has some drugs in it,
but nothing GOOD... not worthy of being a master safe if you ask us).

Head west to the garage now and head upstairs. Read "Dylan's Note" in here
to learn of a nearby stash. There is also an [EXPERT] locked steamer trunk up
here as well. The grave in question from the note is just to the east. You
can see the message "Excavate Buried Stash" once you examine the dirt, but you
also need the shovel from the garage to unbury it. Do so and you'll uncover a
box with various drugs, a "Short Syringer Rifle" (which we don't consider to
be significant loot, by the way...) and Berserk Syringes. A good stash to make
enemies attack each-other if you were so inclined.


Head west now to "Rayburn Point" proper. This is just a house full of Trapper
enemies, so take them all out. Nothing too noteworthy, enemy wise. On the top
floor of this house is an [ADVANCED] locked safe and beyond the house is a
boathouse with even more trappers.

Our marker points to the sea nearby, so we are close. Time to go for a little
swim, much like last time (pop a Rad X if you want to limit your rad intake).
Swim out to the marker and explore underwater to find a trunk with your loot
inside. This will net you the [_ASSAULT MARINE ARMOR CHEST PIECE_], the
[_ASSAULT MARINE ARMOR HELMET_], the [_MARINE TACTICAL HELMET_] and finally
the [_MARINE WETSUIT_]. The marine pieces here aren't very big on the DEF, but
you can view them as an extra bonus to the armor pieces. They LOOK awesome, if
that means anything to you!


Find the Marine Combat Armor Shipments Part 3
---------------------------------------------

Last piece of armor on our armor hunt! For this one we'll end up visiting
"South Harbor" and "Harbor Grand Hotel". If you took our advice earlier in
the guide, you can fast travel to "South Harbor" right now so do so. We'll
then aim to head east to "Harbor Grand Hotel" as our checkpoint.


Head east past the docks and down the road. You may encounter wolves on
the way and the Red Rocket station that you find has a first aid kit in it
behind the counter. The house to the south also has a bobby pin box on the
second floor, if you need it. Keep heading east and soon you'll arrive at
the "Harbor Grand Hotel".

There are quite a few Super Mutants living in this area, including a few
that are hanging up on the roof. Snipe them off if you can. Head to the right
side of the building (around it) to get to a pool area with a lot of Mutants
you can wipe out. Note the steamer trunk in the pool as well. The reason we
went this way is because nearby is a destroyed section of housing (at the end
of the building) that we can use to get to the hotel's roof, which is handy as
you probably have Super Mutants shooting down at you. Head up the stairs and
use the broken ceiling to reach the roof (finding an [ADVANCE] locked wooden
crate on the way up.

Wipe out the enemies on the roof and head to the north corner to find an
explosives box. Head back down now and NOTE the entrance to the hotel by the
pool. We'll come back to this area as part of a story mission, so ignore it
for now and wipe out the enemies to the north on the outside of the hotel.

We are now set up to go out for another swim and get to our armor. This one
is a WAYS out, but with the marker it is easy to find. Take some RadX to lower
the rads you'll take and go out for a swim. You'll see the top of the ship
sticking out of the water on this one, so when you get out to the marker swim
down and you'll find the steamer trunk amongst some coral. Open it up for the
[_ASSAULT MARINE ARMOR RIGHT ARM_] as well as the [_ASSAULT MARINE ARMOR LEFT
ARM_]. This should complete your armor set.


Now, if you want to equip these I HIGHLY recommend taking into account the
fact that they are UNMODDED, so at the very least visit the Armor Bench and
add some prefixes to them. These aren't legendary pieces either, so take that
into account on whether or not you want to equip them. Either way, we are done
collecting the special armor after Memory Puzzle 5, so congrats on your new
armor set.




___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Best Left Forgotten (Part 3) >==O
``-.___________________________________________________[FO-104]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_WIND TURBINE CODE_]
o [_VIM CEO'S PASSWORD_]
o [_WHAT'S DONE IS DONE_]
o [_AVERY'S LOCKET_]
o [_AVERY'S SKULL_]
o [_DECEMBER'S CHILD_]
o [_VIM POWER ARMOR SCHEMATICS_]


In this section, we're going to do the three remaining objectives left for
this quest. They are:


o Objective: Recover the Wind Farm Kill Switch Code

o Objective: Uncover the Location of the Nuclear Launch Key

o Objective: Uncover DiMA's Secret Medical Facility


Let's start with the "Recover the Wind Farm Kill Switch Code" objective.


Recovering the Wind Farm Kill Switch Code
-----------------------------------------

Head to Rayburn Point (which you can fast travel to easily if you did the
previous area - otherwise, head to "Atom's Spring", north to "Echo Lake Lumber"
and then west to Rayburn Point) and you'll note the marker for "Recover the
Wind Farm Kill Switch Code" is just to the north. This is a general marker
that they put out for this quest though, the real goal is "DiMA's Cache" to
the northwest.

Start to make your way north of Rayburn Point and on the way you'll likely
see a house submerged on the way. There's a crate in there with some RadX if
you want it. Past that is a boat that's sinking slowly. "Zeke's Safe" is in
here and you can rob it of a stealthboy if you wish.

Up north there are some Lure Weeds and, as you may have guessed some Angler
enemies. Kill them all off and harvest the lure weed if you wish. Continue on
northwest from there to find "DiMA's Cache" and a buried cache is indeed here
waiting on you to dig it up. Do so and you'll uncover a box. Inside this box
is the [_WIND TURBINE CODE_].


NOTE: Picking this up officially starts the quest "Clearing The Land", where
we decide what we do with all our DiMA knowledge. In time, in time...


Uncovering DiMA's Secret Medical Facility
-----------------------------------------

Next, let's do the quest "Uncover DiMA's Secret Medical Facility". Again, we
can make good use of Fast Travel here by going to "Southwest Harbor" as the
marker for this medical facility is just to the southwest.

You can get over there with a quick swim across the water once you zone in.
Aim for the building you can see, but head right, landing on an embankment
to the right. Follow this right until you can get up the embankment, but be
wary of the Super Mutants guarding the entrance to the building. You can get
in a sneak attack from the side easily here (one perk of approaching this way,
actually) but take out the three mutants and the guards.

Note that you can go around the building in order to find an alternate
entrance to the factory (this place has a couple of zone to explore) as well
as kill a few more mutant hounds. There's a first aid kit in the guard shack
as well. We're going in through the front door however to continue.


NOTE: This officially starts the quest "The Way Life Should Be", just so
you know.


VIM! Corporate Headquarters
---------------------------

Once you enter the front door, the quest "The Way Life Should Be" will start
in earnest. First though, we have to kill off all of the Super Mutants and
hounds in this area. We are in the main area of the building, with SOME cover
overlooking the foyer, so use that and shoot down all the enemies, retreating
if needed. Note there is one Super Mutant up above on the second floor, so be
ready for him.

Time to explore. From the entrance you can head right to the bathrooms.
Nothing of interest there (some teddy bears are stuffed into one of the toilets
back here... the developers are funny people). To the left is a movie theater
that leads to the stairwell. On the stairwell is an [ADVANCED] locked door that
leads to a closet with a first aid kit and ammo box.

Head up the steps and the next floor is the gift shop (which was across from
the way you came in - the theater sent you down a little bit). Check it out
for some cash register (one is a [NOVICE] lock), various junk, and a tour
terminal. Discover the history of VIM!

Head back to the stairway and up to the second door. The first office door
on the left has a gap in the floor but an [ADVANCED] safe built into the wall
behind it. To the left is a break area of sorts where you can get some VIM if
you want it. Back in the cubicle area you'll see a door to the "VIM! Factory
Roof", but just to the right is a work station with an [EXPERT] safe and
"Madison's Terminal" which is [NOVICE] locked. You can read some company mail
from this terminal (rather interesting) and unlock the safe if you need to.

Head to the right now (where the upper Super Mutant was attacking from) for
more company terminals and a red [ADVANCED] locked door. This is the CEO's
office. You can hack the [ADVANCED] locked CEO Terminal to get his perspective
before the bombs fell. On the desk is the [_VIM CEO'S PASSWORD_] as well.


Take the nearby door to "The Island" to continue on.


VIM! Factory Roof
-----------------

Despite us loading into "The Island", both doors from the company working
area and CEO room will take us out to this area. Head forward here and note
the [ADVANCED] locked door to the left. Move past it and take out the Super
Mutant on this level and up above.

Now, there are a couple of paths we can take. You can go back and take that
door to reach the other end of the roof or you can just take this path up the
staircase to the door we need to go to. We recommend just exploring this roof
area a bit, killing the Super Mutants you find (there is a Suicider on the
very top: be careful of him) and picking up any junk you want. The biggest
thing of note is the area with all of the Chem Stations, where they likely did
some of their R&D. There is also a door to the "Factory Floor" here you can
find, but ignore it and head to the very top where the marker is.

This will load us into the "VIM! Factory" as well.


VIM! Factory
------------

Sneak down the stairs and stealthily kill the hound here. There is a bathroom
nearby with a first aid kit in it. Up ahead are a number of Super Mutants, in
the hallway and down below (you can get a good view down below from the broken
wall on the right over here). Take them out, killing off whoever you can from
stealth and then taking them on in the hallway to the left as they come.

Once the fighting has settled down, grab the Steam Trunk in the first room
and pick up the [_PUMP REGULATOR_] from the table. This item is used for a
quest called "Ablutions" later on in the game for the Children of Atom, so
nabbing it now is going to save us quite a bit of time later.


Head down the hallway now until you see the "Vim Mixing Terminal" on the
right with a [NOVICE] lock. Unlock it and read the notes. This Grun guy
sounds fun. You can unlock the mag-lock on the security door as well for a
first aid kit and lots of ammo.

Head down to the mixing containers (you can swim in the vim if you are crazy)
and drop down to the lower floor. Down here the marker points us to a terminal
near a security door. Grab the first aid kit and items by the terminal, then
head into the elevator and go down to a new room.


Down here you'll find that the marker points to... a grave? Very odd, but
go ahead and unearth it to find a whole host of items: [_WHAT'S DONE IS DONE_]
audio tape, the [_AVERY'S LOCKET_] item, and [_AVERY'S SKULL_]. Yeah, you...
YOU KNOW what this means!


Picking up these three things adds a few objectives:


o Objective: Confront DiMA about Avery's murder

o Objective: Tell Far Harbor about Avery's murder

o Objective (OPTIONAL): Report back to Kasumi


Go ahead and loot the rest of this room (there isn't much to speak of here,
just various junk), but as you loot to the left you will hear a voice and
will be told to "Talk to KYE 1.1". If you can't see Kye, there is a good
reason: he is a computer program. SAVE here just in case (backup save!), then
you can talk to Kye via the console left of the door.

If you have NICK in your party, he will actually recognize Nick and will let
him in as his programming is allowed to let "early Synthetic models" into the
room. Because Nick is similar in structure to DiMA. Good stuff and an easy
entrance! If you don't have Nick, you'll have to put on your Charisma gear
and pass a moderate speech check to enter. Not hard.

Enter the medical room and you'll get a few medical supplies for your
troubles, a steamer trunk, and the unique weapon [_DECEMBER'S CHILD_].


We're "done" with this area for now, but we need to finish exploring. Head
back to the factory floor and explore the lower level. Other than various
junk and random enemies, you want to be looking for a loading dock door,
where you will find an [ADVANCED] locked terminal. Behind this huge set of
doors is that Grau enemy that was talked about earlier. This thing is a Super
Mutant Behemoth, so be ready to take it out. Your reward, besides the drops of
course, is another Steamer Trunk.


Next up we need to explore the upper layers of the factory. There's only one
thing that is a "MUST GET" item in this area, and that is a set of VIM! Power
Armor. You can find it on the upper levels near an exit (we're being a bit
vague here - apologies) near an exit, but you can hardly miss it if you explore
a bit as the Power Armor is huge and very obvious. In that room you can also
find the [_VIM POWER ARMOR SCHEMATICS_] which let you make your own VIM! power
armor pieces if you want (this adds options to the power armor work station).



Uncover the Location of the Nuclear Launch Key
----------------------------------------------

This "Nuclear Launch Key" marker location actually points to an area that
we've already visited: the "Harbor Grand Hotel". Head there now to continue
this section. I entered the hotel from the pool area (the one I pointed out
earlier) and enter the door up the steps there to enter the Hotel proper.


Once you DO enter the hotel, this "Quest" is ended and you AUTOMATICALLY
begin the quest "Clearing the Land". Well, that quest was started awhile ago,
but THIS quest at the very least is over with. Let's continue under the new
quest now since we've completed this one.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Cleansing the Land (The Set-up) >==O
``-.___________________________________________________[FO-105]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***

o [_TO FRANNY_]
o [_SAFE ROOM SECURITY TAPE_]
o [_NUCLEAR LAUNCH KEY_]
o [_FRINGE COVE DOCK KEY_]



Harbor Grand Hotel
------------------

NOTE: If you are following the guide, you should be entering Harbor Grand
Hotel at this point. Just so we're on the same page.


Kill the Super Mutant on your level once you enter. Note that you can find
an [ADVANCED] lock in the kitchen up here to the right. You can also head
downstairs to find two more entrances and some more random junk, so loot
it all and then head to the floor you entered from. Continue from here past
the kitchen to the hotel rooms on the right. You'll have to wind your way
through some broken walls, but in the far hotel room you will find a keypad
you can interact with.

This opens the way to a secret room. Inside by the skeleton you can find the
[_TO FRANNY_] audio tape. Interesting. You can also find an [EXPERT] wall safe
in here as well as a [NOVICE] locked ammo box. There's other variosu junk here
as well. Interact with the terminal here now and listen to the tape to hear
what actually happened here. You'll be rewarded with the code needed for the
launch key later, "4467512". Good to know. You can also eject the [_SAFE ROOM
SECURITY TAPE_] from the terminal. Our objective will be changed to "Obtain
the Nuclear Launch Key".


This new objective marker is south of Haddock Cove, which we visited when we
were armor hunting up above (meaning you should be able to fast travel there
at this point). Do so and we'll get this nuclear code...


Haddock Cove to Fringe Cove Dock (Recovering the Nuclear Launch Key)
--------------------------------------------------------------------

We will need to head southwest quite a ways to reach the Nuclear Launch Key
and the map marker down there, which is "Fringe Cove Docks".

Head down the path but beware of Angler enemies. There is a lot of lure weeds
on the way down here, with lots of swamp area, but there's a broken road to
guide us as well. About half-way down the path you'll come across a house you
can enter. You'll find some dead "Synth Refugees" here by the way. Up on the
second floor is a "Scrawled Note" in a duffel bag you can read, as well as an
[ADVANCED] safe in the wall you can loot.

Continue down the path southwest and you'll come to a cove. The marker here
will point underwater but the area will be guarded by at least three Angler
enemies of various levels (you can expect leveled enemies here if you are
higher level like me). Once the enemies are taken out, follow the marker to
find the ship underwater and enter the cabin to find the safe. Thanks to the
hotel section up above, it opens right up for us and the [_NUCLEAR LAUNCH KEY_]
is ours.


While we are here, you should REALLY head a bit further southwest to the
"Fringe Cove Docks". This area is a giant dock of course, but is also crawling
with Mirelurks. Take them out and explore. The only real note-able thing here
is the fact that the main warehouse here has a [MASTER] door lock, which can be
hard to crack unless you've fully leveled up your lockpicking skill. However,
you can also get to this area from underneath by jumping down into the water
and climbing up into the warehouse as the floor has given way. Be prepared to
fight some leveled up harder enemies here though (Mirelurk Kings and whatnot).
The "prize" in the warehouse is a steamer trunk that contains the key to the
door here: [_FRINGE COVE DOCK KEY_]. You can find plenty of junk in this
location though, just be sure to check the various railcar boxes scattered
around this area to find plenty of wooden crates with various mines and goodies
inside them.


With the key obtained, we have choices to make. These are end-DLC choices by
the way, so let's cover this all in a new section.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Cleansing the Land / The Way Life Should Be (The Decision) >==O
``-.___________________________________________________[FO-106]___.-´´
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***IMPORTANT ITEMS IN THIS AREA***


Option 1:

o [_LUCKY EDDY_]
o "Destroyer of Arcadia" PERK

Option 2:

o "Far Harbor Survivalist" PERK

Option 3:

o [_ATOM'S BULWARK_]
o "Crusader of Atom" PERK

Option 4:

o [_ACADIA'S SHIELD_]



OK, now that we have both the Nuclear Launch Sub Key and the Wind Farm Code,
we now have to decide how we want to end the DLC's main story. These choices
are of course entirely up to you, but they encompass the quests "Cleansing the
Land" and "The Way Life Should Be". We'll go though all four options below.


NOTE: MANY of these choices destroy shop-keepers and entire factions, so BE
SURE you have saved, completed quests, or bought whatever you want
BEFORE you do these!


For the record, "Option 4" is arguably the BEST option given how it ends,
but it is entirely up to you. Here's your four options:



o OPTION 1: Destroy/Save Acadia
--------------------------------

This option finishes the "The Way Life Should Be" option and actually lets
you turn against Acadia if you wish.

We already know what DiMA has done with Captain Avery. There's two ways we
can make Acadia pay. The first is to head to Acadia and confront DiMA about
what he has done. SAVE before doing so. Once you talk to him, he'll ask you
to keep things secret but you can tell him to turn himself in if you wish.
You will need to pass one of two HARD speech checks, but if you do he will
agree with you and head to Far Harbor.

From here you can fast travel to Far Harbor to watch the proceedings. Here,
one of two things can happen. Allen Lee will of course call for the destruction
of Acadia. You can tell him to shut up or that they are innocent if you can
pass a MODERATE or HARD speech check respectively. Also, if you have helped
out the city of Far Harbor, most of the citizens will take your side and Acadia
will be spared.

Or you could of course side with Allen. Doing this will launch an attack
against Acadia after they execute DiMA (and the general store owner, who gets
shot down in seconds no matter what you do), and you will be told "Watch or
participate in the attack on Acadia". Fast travel there at this time to see a
good number of townsfolk ready for an attack. Talk to Allen and then the attack
will commence.

This turns everyone in the place hostile against you, so you may as well help
destroy everyone. This is fairly easy as most of the Synth Refugees are very
low level. This DOES include Kasumi by the way, so you will need to kill her.


At the end of the attack Acadia will be no more (which means no more meddling
with the island). You will also be given the unique weapon [_LUCKY EDDY_] from
Allen and a bottle cap reward, as well as a unique perk:


OPTION ONE PERK:

You will receive the "Destroyer of Arcadia" perk, which states: "When severely
damaged, you'll receive a massive bonus to your damage output for 30 seconds!"


You also get the "Close to Home" quest popping up after the destruction is
complete.


There are a few others ways to get Acadia attacked of course. You COULD start
out by approaching Far Harbor with the news that Avery is a Synth. You can
tell Captain Avery directly if you wish, getting some MODERATE and EASY speech
checks here to get Avery to believe you.

Note-ably you can also approach Allen Lee yourself. You'll have to provide
proof of course (good to know he's not FULLY crazy), and that involves taking
Avery's Skull to Teddy to have him examine it. You can then lie about the
evidence to Allen or let him see it. There's some HARD speech checks here as
well, but if you wanted this path can lead to Allen calling the town for a
meeting and going after Acadia if you wish.


It should go without saying that in order to NOT destroy Acadia, all you
need to do is confront DiMA with this and then agree to keep his secret. Easy
enough, right? Agreed.


It should also be noted that you can, from here, choose to SAVE or DESTROY
the Children of Atom or Far Harbor from here. Acadia's fate isn't a resolution
for the other factions, but this section is still worth noting.



o OPTION 2: Destroy/Save The Children of Atom
----------------------------------------------

Destroying the Children of Atom has to be one of the easiest options there
is in this DLC. The reason for this, as you may know, is that the children
live with a nuclear-armed submarine. PLUS, you have the Nuclear Launch Key
at this point. Oh yeah, you know what that means...


So if you wish to destroy the Children of Atom things will be pretty easy
on you. You can, if you want, ask DiMA about it and convince him with some
MODERATE speech checks if you want some minor XP. But what you'll want to end
up doing is heading to The Nucleus itself. Here, you can talk to the High
Confessor and ask about the Nuclear Launch Key. He will tell you about their
efforts to find the key and you can now tell him that you have it.

Here you can get a MODERATE and two HARD speech checks in order to convince
the High Confessor to use the key itself. He will agree if you pass, and go
address the children while you use the key (on the console, behind his little
throne area). Do so and then exit. Listen to the speech if you wish, but you
need to get out within the countdown. Get a little ways away (near the far
entrance) and watch the fireworks.

Once the Children of Atom are taken care of, you'll get a perk:


OPTION TWO PERK:

"You've received the "Far Harbor Survivalist" perk, which grants a bonus to
all damage resistance types".


This is actually one of the better perks for the four endings, in my opinion.
Note that you can also go visit Far Harbor to see them have a meeting about
what happened. Avery will question you afterwards (reply as you wish), and
Allen will give you a Bottlecap rewards (about 1600 caps or so).

You can also go meet with DiMA about this. He'll be fairly sad about the turn
of events, but oh well. DiMA's not happy unless you choose HIS plan, so meh.
The quest "Close to Home" should open up after this...


If you want to side with the Children of Atom, you will want to go with
Option 3... or 4, I suppose. You could also go with Option 1 and 3 if you
wished. Just as long as you don't blow them up, right?! Heh... More on these
options below...



o OPTION 3: Destroy/Save Far Harbor
------------------------------------

This options is fairly easy as well, but not quite as easy as taking out
the Children of Atom.

Like the previous option, you can if you wish choose to head to DiMA and
talk to him about the Wind Farm code that you've recovered. If you can pass
a MODERATE speech check (there are two of them here, one for Far Harbor
turning on him, one for siding with Atom), you can convince him that Far
Harbor needs to be taken out.


From there, we need to head to the "Wind Farm Maintenance", which is a small
way to the east of Acadia. You can't miss it with the map marker. Go ahead and
enter it. You'll see a few Children of Atom dead around an Assaultron (almost
like then knew about this place).

Head down to see a locked security door. We need to power it up. Off to the
right is a fuse box, but it needs FOUR fuses before it will work. The first
fuse is just to your right, on the table. The last three are to the left of
the security door, in the room with all the junk. They are spread around on
the tables and shelves here, so pick them up, turn on the power, and open the
security door. QUICKSAVE at this point.

As you pass through the door, take out the two ceiling machine guns and the
Assaultron that is likely coming from the left (it may be wandering around
though, so keep your eyes open). Follow the marker to the right now (the left
is a dead end) and watch out for an Assaultron Dominator. These things can
always be tricky (which is why we saved), so fire at it in the hallway and try
to shoot its legs off to help yourself out.

Continue to the room and kill off a laser turret. In the back you can find
a Steamer Trunk. Loot it and interact with the terminal back here. You want
to choose the last option and you'll take down Far Harbor's defenses, leaving
the fog to roll in.

You are automatically told that you are enemies with Far Harbor at this point
and also told to "Inform high confessor of Far Harbor's demise". We can also
go witness the downfall of Far Harbor.

You can actually travel to the "Far Harbor Ruins" to see the town being killed
off by Gulpers and Fog Crawlers. Quite a sight. They are all enemies to you of
course, so kill them all and loot the town if you wish. Or just watch.


Don't forget to head to the High Confessor to let him know. He'll have "felt
it happen" of course, thanking you for your service and giving you the unique
armor [_ATOM'S BULWARK_]. This chest piece does "Damage resistance and energy
resistance increase with Rads." You'll also get your perk here:


OPTION THREE PERK:

"You've received the "Crusader of Atom" perk, which grants a bonus to weapon
damage. The higher your rads, the greater the bonus."


A pretty horrible perk, in my opinion. You can get a recap of the situation
from DiMA if you wish. The quest "Close to Home" should open up after this as
well.


o OPTION 4: Peace for EVERYONE (The Replacement Plan)
------------------------------------------------------

THIS is probably the best option in the game. Or at least it is the most
peaceful one and allows the most places to be spared.

In order to get this option, go tell DiMA that you know what he did with
Captain Avery. Tell him you will keep his secret and then he will suggest
that you do the same thing with High Confessor Tektus. Agree with this plan
and you'll end up with the [_ACADIA'S SHIELD_] unique chest piece.

You will start the quest "Reformation" after this, to continue on with
this plan.



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O==< Reformation >==O
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***IMPORTANT ITEMS IN THIS AREA***

o [_WHAT ATOM REQUIRES_]
o [_A NEW PATH_]
o [_SISTER GWYNETH'S VISIT_]
o [_AN EXECUTION_]
o [_MARTIN'S NEW AGE_]
o "Protector of Acadia" PERK
o [_ATOM'S BULWARK_]


NOTE: Starting this quest will complete the "Cleansing the Land" quest.


So... you agreed to replace High Confessor Tektus for the greater good of
the island, huh? Can't say I blame you. The man seems intent on destroying
the entirety of Far Harbor after all...


Well, just as DiMA told you, we have to "Recover Martin's Holotapes". Head
to the "Atom's Spring" map location and start a small trek to the west. We
are headed to an un-marked location actually, but follow the map marker and
near a road with a ruined trunk, you'll find a drainage tunnel. Head inside
the tunnel and you'll find a room leading to the "Pump Control".

This is just a small room with an awful lot of items. On the left you can
find the [_WHAT ATOM REQUIRES_] holotape, along with the [_A NEW PATH_] note
and the [_SISTER GWYNETH'S VISIT_] note. It really does sound like Martin
wasn't 100% convinced he was on the right path (just like Gwyneth). To the
right is the [_AN EXECUTION_] holotape.

These are the tapes that DiMA needed, so head back and give them to him
now. He'll take them and give you a new tape to lure Tektus off by himself:
the [_MARTIN'S NEW AGE_] holotape.


From here it is NOT TOO LATE to do the other options up above if you wish,
so be sure you are heading forward with this option (which I am... I still
think this is the best option).

Head over to The Nucleus and go meet with the High Confessor. Tell him of
the tape you have and Martin's plan to return. He'll ask to hear the tape.
Play it from the MISC menu here and you'll convince him. He will ask to meet
up with you in the Command Center, promising that he'll be alone.


Head to the Command Center now to meet up with him. He is off to the room
on the right, so go meet him. Quicksave here if you wish and equip your
Charisma gear. Go talk to him and you can ask him a few question, but after
that you'll either have to pass a MODERATE speech check to convince him to
runaway or you can attack him. Or you can convince him and THEN attack him
for that small XP bonus. We recommend killing him off here though. You can
loot his unique clothes and get some gamma ammo afterwards.

Once the job is done, interact with the whole in the wall to hide the body
and head back to Acadia. You'll see the High Confessor here, alive and well,
as he heads back to his flock intent on being peaceful. You'll now get the
"Option 4" perk here:


OPTION FOUR PERK:

You've received the "Protector of Acadia" perk: "When severely damaged,
there's a chance you'll receive a massive - but temporary - bonus to damage
and energy resistance."


You will also be told to "Speak to the High Confessor" now, as well as
receive the "Close to Home" quest. Very nice.

Be sure to go to The Nucleus to hear the peace speech that the Confessor
is now preaching. Talk to him afterward to receive the [_ATOM'S BULWARK_]
chest plate.



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O==< Close to Home >==O
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***IMPORTANT ITEMS IN THIS AREA***

o [_RESOLUTE POWERFUL ASSAULT RIFLE_]



This is the "Story Wrap-Up" mission of the DLC, and can be either good or
bad depending on your choices up above.


Let's get the bad news out of the way: if you went with destroying Acadia
at all, Kasumi will be dead and the job of going back to the Nakano Residence
and informing her family is left up to you. Head back and report the bad news.
You'll complete the quest here but won't get the reward you normally would,
but WILl be told to "Talk to Nick" and "Talk to Ellie" as MISC objectives.


Any ending that doesn't involve Harbormen or perhaps you killing off Kasumi
is what I'd call a happy ending (for the Nakano family at least). You can go
talk to Kasumi after everything is wrapped up and she'll feel like going
home. You can of course pick whatever dialog option you wish, but I always go
with agreeing with her to go back home.

Do that and you can fast travel back to the Nakano Residence to witness the
reunion. Kenji and his wife are very thankful, and offer Grandpa's stash as a
reward. The quest will officially complete now, but you'll get "Dig up the
Stash of Supplies", "Talk to Nick" and "Talk to Ellie" all as MISC objectives.


The stash is near the boathouse. Just follow the marker and dig it up, then
open the Steamer Trunk. You'll get a lot of bottlecaps, some ammo, and the
unique weapon [_RESOLUTE POWERFUL ASSAULT RIFLE_], which has the modifier
"Time slows down for a moment when chambering the final round in the magazine"
on it. You can mod this thing a ton too.


And that, ladies and gentleman, is the main story for Far Harbor all wrapped
up. Go explore the island and do any other quests that you can and from the
Fallout 4 authors we once again thank you for hanging out with us and playing
some more Fallout 4!


(-NOTE-) I hope you've found this guide helpful. Be sure to give the guide a
recommend using the link up at the very top if you've enjoyed it.

Also, be sure to swing by my Facebook page (Facebook.com/Bkstunt)
and say Hi, or shoot me an email! I appreciate it!


,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'



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O==< BOBBLEHEADS >==O
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In this section you can easily look up and find where the game's various
bobbleheads are located. Granted, they are all covered in the guide itself
(with many tied to particular missions), but we would be remiss if we didn't
list them out individually as well!



o Strength Bobblehead

Description: "It's essential to give your arguments impact."

Effect: Your Strength has been permanently increased by 1.

Location: You can find this Bobblehead in the Mass Fusion building, northeast
of Diamond City. Unlike most Bobbleheads, this one is in a rather humorous
location as it is resting inside the building, on top of a metal structure at
the very top of the building. You will need to ascend to the top floor and
search the metal ledges up there to find it. Note that with a scope, you can
easily look up and see it after you enter the building. You will also need to
fight your way through several Gunners to retrieve it. Also note that you
naturally come through here if you go through the Institute or Brotherhood of
Steel main missions.



o Perception Bobblehead

Description: "Only through observation will you perceive weakness."

Effect: Your Perception has been permanently increased by 1.

Location: This is honestly one of the first Bobbleheads you will likely get in
the game. It is located in the Museum of Freedom, located on the southern edge
of Concord (which is south of your starting location of Sanctuary). You can
find this Bobblehead when doing the quest "When Freedom Calls", as it is
located in the same room where you meet Preston and Sturges, on a desk.
Very hard to miss.



o Endurance Bobblehead

Description: "Always be ready to take one for the team."

Effect: Your Endurance has been permanently increased by 1.

Location: The Endurance Bobblehead is located in the "Poseidon Energy"
building, which is in the Southeast corner of the map (East of the Quincy
Ruins). After getting in the building via one of the master-locked doors
(or through the pipes in the water to the south), you will have to fight
your way up past the catwalks to the central metal building where you can
find this bobblehead on a desk (in a room with a steamer trunk, skill
magazine, and all sorts of other goodies). Beware of Mirelurks and Raiders!



o Charisma Bobblehead

Description: "Nothing says pizzazz like a winning smile."

Effect: Your Charisma has been permanently increased by 1.

Location: This bobblehead is the LAST one I got, and is honestly a bit hard
to get. That is mainly due to the fact that you have to do two side-quests
BEFORE you can access the location that has this bobblehead. First things
first: head to the "Cabot House" location north of Goodneighbor (northeast
of Diamond City). You can interact with the speaker outside the house and
talk your way inside (use the speech check!). Doing this leads to the "Special
Delivery" side quest, which will have you traveling north to "Parsons State
Insane Asylum". Remember this location, as we'll be coming back to it. After
you complete that first side quest, you'll need to complete a second called
"Emogene Takes a Lover", which will take you to Goodneighbor and then Charles
View Amphitheater. Finish that quest up and you'll get a third quest (I know,
I know...) called "The Secret of Cabot House". You will gain access to the
INSIDE of Parsons State Insane Asylum in this quest. Follow Jack throughout
this quest and once you reach his office check out the desk for the Charisma
Bobblehead.



o Intelligence Bobblehead

Description: "It takes the smartest individuals to realize there's always
more to learn."

Effect: Your Intelligence has been permanently increased by 1.

Location: You can find this bobblehead at the Boston Public Library, which is
just east of Diamond City and should be retrieved shortly after you get to
Diamond City. To get inside the Library you'll need to either pick the door or
pass an easy speech check, but once you are in you can find it past the
Protectron barrier to the north, in a computer room sitting on a console.



o Agility Bobblehead

Description: "Never be afraid to dodge the sensitive issues."

Effect: Your Agility has been permanently increased by 1.

Location: This bobblehead is a LONG ways away from your starting location,
and is found in the southeast corner of the map. Specifically, in the "Wreck
of the FMS Northern Star", which is a destroyed ship in the southeast corner.
You will need to make your way onto the deck of the ship and fight your way
to the bow (past several Raiders), where you can find this bobblehead just
sitting on the bow of the ship. It looks like Fallout Boy is balancing on
the edge of the ship!



o Luck Bobblehead

Description: "There's only one way to give 110%."

Effect: Your Luck has been permanently increased by 1.

Location: Spectacle Island is where you'll want to go if you are looking for
the Luck Bobblehead, but it also isn't a place you'd visit without TRYING to.
Spectacle Island is the island to the far east on the map, and requires a bit
of swimming to reach (so bring some RadX or a Hazmat Suit). Once you are there,
kill off the Mirelurks as you head south and explore the wrecked ship you find
to locate the Luck Bobblehead. Be ready for a fight with a Mirelurk Queen
afterwards though!



o Barter Bobblehead

Description: "Never forget to walk away with more than you've brought."

Effect: Prices are permanently 5% better.

Location: This bobblehead is easy to get and very beneficial all game long
(read: get it ASAP!). To get it, head to Longneck Lukowski's Cannery, which is
south of the Museum of Witchcraft in the upper northeast portion of the map
(along the coast). Once you get in, you'll see a man named Theodore arguing
with Trader Rylee. Intervening in their discussion afterwards leads to the
"Mystery Meat" quest. That's not what we're after though: instead head to the
back and follow the catwalks here to the northeast corner (you will have to
wind your way up there) and up in the corner room you find you can find a
"Tales of a Junktown Vendor" magazine AND the Barter Bobblehead.



o Big Guns Bobblehead

Description: "The best way to win an argument is to be the loudest."

Effect: Permanently gain +25% critical damage with heavy weapons.

Location: The Big Guns bobblehead is located inside of Vault 95, which you can
find on the northeast edge of The Glowing Sea (or southwest of Diamond City
quite a ways). It is completely taken over by Gunners, so be ready to fight
your way inside (including taking out their Assaultrons). Once you are inside,
clear out the initial resistance and head right, which leads down into the
Gunner's sleeping area. You will find this bobblehead sitting in this area,
on top of a radio in their "living room".



o Energy Weapons Bobblehead

Description: "Arrive at peaceful resolutions by using superior firepower."

Effect: Permanently gain +25% critical damage with energy weapons.

Location: Unlike most bobbleheads, you will need to advance the main story a
bit to get this one. This bobblehead is located at Fort Hagen, which is south
of Sanctuary in the "central western" area of the map. However, you CANNOT reach
this bobblehead until you start the main quest "Reunions", so for a much more
detailed guide to this area and this bobblehead, refer to that quest in the
guide.



o Explosives Bobblehead

Description: "The best way to solve a problem is to make it go away."

Effect: Permanently gain +15% damage with explosives.

Location: This bobblehead is located at Saugus Ironworks, which is located in
the northeast portion of the map (east of the Malden Ruins). You may want to
consider getting the quest "Out of the Fire" first, but it isn't really
necessary. You will have to fight your way through "Forged" enemies here
(they are just fancy-named Raiders, to be honest). Clear out the inside and
locate the "Saugus Blast Furnace". You will have to kill a named-enemy named
Slag here. Once you kill him off, check the area behind where he was standing
for a steamer trunk and to the left of that, up on a console, the Explosives
Bobblehead.



o Lock Picking Bobblehead

Description: "Always strive for the unobtainable."

Effect: Lockpicking is permanently easier.

Location: This bobblehead is located in Pickman's Gallery, which is northeast
of Goodneighbor / Diamond City. Head inside the demented gallery and you'll
need to make your way down to the basement. If you can pick at a master level,
you can pick the door on the first floor to reach the sewers, but if not you'll
have to head to the top floor and search for a broken wall that will lead you
to the sewers. Fight your way forwards (watching out for Raiders and traps)
until you find Pickman. He is about to get jumped, so help him out. Once you
are done talking to Pickman, search the floor in this room near the pillars
to find the bobblehead (it is by the burning garbage can). You may as well
get Pickman's Gift while you are here!



o Medicine Bobblehead

Description: "The smart man knows a bandage only hides his wounds."

Effect: Stimpacks permanently heal 10% more damage.

Location: The Medicine Bobblehead is located inside of Vault 81, which is
located to the west of Diamond City (fairly easy to find). You will need to
either pay (with fusion cores) or talk your way into the vault and even then
you won't be able to get to this bobblehead. Instead, you will need to do a
few things for the dwellers of the vault and then you will uncover the "Hole
in the Wall" quest, which leads to this bobblehead (and the companion Curie).
It is honestly best to check the "Vault 81" section of the guide for an
in-depth look on everything going on in the vault.



o Melee Bobblehead

Description: "It's important to do business up close and personal."

Effect: Permanently gain +25% critical damage with melee weapons.

Location: This bobblehead is located at Trinity Tower, at the very top inside
of a locked cage. Just saying that is a bit vague though... in all honesty,
if you are wanting to get this bobblehead, you should accept and complete the
quest "Curtain Call" as the Melee Bobblehead is one of your ultimate rewards
at the end of the quest (as well as the companion Strong), so follow that
quest in the guide and you'll be set.



o Repair Bobblehead

Description: "Why go down with the ship when you can try to fix it?"

Effect: Fusion cores permanently last 10% longer.

Location: The Repair Bobblehead is located AT the Corvega Assembly Plant,
which is itself located south of Lexington. Lexington (just to make sure you
know where we are) is near the four-way interstate marker southeast of
Sanctuary. I say the bobblehead is AT the plant because it's not actually
inside: it is outside, along the catwalks above the building. Follow the
stairs up (way up, leading southwest) and around the blue globe, leading up
to a dead end where you can find this bobblehead sitting on a crate at the
end (near a toolbox and lantern, so it is easy to spot!).



o Science Bobblehead

Description: "Always be prepared to explain the hows and the whys."

Effect: Get one extra guess when hacking terminals.

Location: You can find this bobblehead at Malden Middle School, which is
located in the ruined city of Malden. That is a bit vague though, so lets
clarify a bit. If you head southeast from Sanctuary you'll find the (ruined)
city of Lexington. From there you can head northeast (past the water) and
head past Covenant to find the Malden Ruins. Locate the middle school from
there and enter into the basement. Once you do this, you will find out (slight
spoils!) that you have actually found Vault 75. This actually starts a quest
called "Vault 75", which following will also get you this bobblehead. The gist
of it is to kill enemies inside the vault until you gain access to the lab
area, then follow the objectives to the enemy with the admin key card. After
you kill him (or her) and get the admin key card, search the desks in the room
you find yourself in for this bobblehead (I was shocked that you DO NOT get
this bobblehead at the "end of the area"!).



o Small Guns Bobblehead

Description: "Because it's easier to have courage from a safe distance away."

Effect: Permanently gain +25% critical damage with ballistic guns.

Location: This is another bobblehead you will have to fight your way to! This
one can be found at Gunners Plaza, inside of the building. Gunners Plaza is
located south of Diamond City, and south of the "Milton General Hospital" and
"West Roxbury Station" locations. As the name implies, the outside and inside
of this area is full of Gunners, so be ready to wipe them out. Note-ably, once
you are inside you can kill some named Gunners for the "GNN Recording Room Key"
which you can use to access a central recording room that has the Gunner
Commander in it (you can alternately pick the master lock). Take him out and
loot the room for this bobblehead.



o Sneak Bobblehead

Description: "The safest distance between two points is a shadowy line."

Effect: You are permanently 10% harder to detect.

Location: This bobblehead is a trip to get. Literally. You can find it at
Dunwich Borers, which is a giant quarry located in the northeast portion of
the map (west of the Museum of Witchcraft). You have to kill off the Raiders
outside the quarry and then head north at the bottom and enter the quarry
itself. Here you will fight your way through a number of Raiders until you
reach "Station 4", where you can find this bobblehead just to the left of
Station 4's terminal. Now to just get out...



o Speech Bobblehead

Description: "Let your words be your weapon."

Effect: All vendors permanently have 100 more caps for bartering.

Location: There aren't too many of these, but the Speech Bobblehead is actually
tied into the Main Quest Missions. This particular one is tied into the mission
"Unlikely Valentine", which takes you to Vault 114, to the east of Diamond
City. It is in your best interest to tie these two things together and just
plan to get this bobblehead once you do the Unlikely Valentine quest (which
can honestly be done early in the game's story, depending on how fast you want
to rush the main story missions of course).



o Unarmed Bobblehead

Description: "When words fail, there's always fists."

Effect: Permanently gain +25% critical damage with unarmed attacks.

Location: This bobblehead is located at the Atom Cats garage and is one of the
easier bobbleheads to get (since the Atom Cats aren't out to kill you like MOST
things in this game!). That being said, the Atom Cats Garage is in the far
southeast corner of the map, so it is quite a ways away from Sanctuary. It is
out on a small peninsula, northeast of the Quincy Ruins but southeast of
University Point (it has the junkyard icon). Once you get there, search the
warehouse in the back to find this bobblehead chilling on top of a car.



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O==< SKILL BOOKS >==O
``-.___________________________________________________[FO-SKL]___.-´´
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This section will list all of the skill books found throughout the game,
telling you what they are, what they do, and where to find them. In order
to find every single one, you will end up traveling to every corner of the
wasteland, so finding them all is going to be quite a journey. This guide
is partly designed as a "Tour of the Wasteland", and so you should try to
follow the guide so you can find these at the same time. But if for whatever
reason you have missed one, this section has your back!


NOTE: We are going to list these skill magazines in alphabetical order by
title, but the magazines themselves in no particular order. We are
semi-assuming you know some general locations as well, so we can better
guide you to the magazines.


NOTE: We are including some miscellaneous magazines and books in here as well,
such as Taboo Tattoos and Hot Rodder. These don't unlock skills, but they
usually give you some sort of customization item.


Astoundingly Awesome Tales
--------------------------

"You've collected an issue of Astoundingly Awesome Tales!"

Note: These magazines do not provide a single perk, unlike most other
magazines. Instead, each issue provides its on separate perk. We'll list
them all out below:


LOCATIONS:


o Astoundingly Awesome Tales - (Volume #1): "Regenerate 1 point of health
per minute."

Location: Boston Mayoral Shelter (down in living area, on a nightstand by
the bed).


o Astoundingly Awesome Tales - (Volume #2): "Do +5% damage with scoped
weapons."

Location: Coast Guard Pier (Southwest of Diamond City, on river).


o Astoundingly Awesome Tales - (Volume #3): "Take 5% less damage from robots."

Location: Dunwich Borers (at Station 3, head to the bottom of the pit and check
the armor table at the bottom).


o Astoundingly Awesome Tales - (Volume #4): "Do +5% damage with the Alien
Blaster."

Location: Hubris Comics (Northeast of Diamond City), located on the top floor
in the dressing room (under the blood pack on the table).


o Astoundingly Awesome Tales - (Volume #5): "Gain +5 Poison Resistance."

Location: Pickman Gallery. When you encounter Pickman and clear the room, look
on the floor under the steamer trunk to find this magazine.


o Astoundingly Awesome Tales - (Volume #6): "Do +5% damage against Mirelurks."

Location: Skylanes Flight 1981. Find this in a bathroom on the upper floor of
the south-western section of the plane.


o Astoundingly Awesome Tales - (Volume #7): "Do +5% damage at night."

Location: Outpost Zimonja, on a Workshop. Hard to miss.


o Astoundingly Awesome Tales - (Volume #8): "Gain +5 Action Points."

Location: Vault 114 (after rescuing Nick Valentine - up the exit stairs, near
a chair and candles).


o Astoundingly Awesome Tales - (Volume #9): "Do +5% damage with the
Cryolator."

Location: Inside the Railroad HQ (During the "Road to Freedom" quest).


o Astoundingly Awesome Tales - (Volume #10): "Gain +5 Radiation Resistance."

Location: Sentinel Site / Sentinel Site Prescott, found in one of the side
rooms on your way down to the bottom area. Check the desks on your
way down.


o Astoundingly Awesome Tales - (Volume #11): "RadAway heals +5% radiation
damage."

Location: East Boston Preparatory School, fight your way to the top floor and
check the tables in the southeast room.


o Astoundingly Awesome Tales - (Volume #12): "Your canine companion
permanently takes 10% less damage."

Location: Inside the Institute: out on the left balcony in Holder's *(upper
level) apartment.


o Astoundingly Awesome Tales - (Volume #13): "Do +5% damage against Ghouls."

Location: Crater of Atom (Inside Mother's House, top floor, found during "The
Glowing Sea" main mission).


o Astoundingly Awesome Tales - (Volume #14): "Do +5% damage against Super
Mutants."

Location: Trinity Plaza, inside the church, up by the steamer trunk in the
front of the church (guarded by Super Mutants).



Grognak the Barbarian
---------------------

"Critical Hits with unarmed and melee attacks permanently do +5% damage."

LOCATIONS:


NOTE: For some reason, we have 11 of these comics. Note that the perk only goes
up to 10 ranks though, so... extra opportunity, I guess! Thanks Bethesda!


o In your house in Sanctuary, on the counter between the kitchen and the
living room.

o Wicked Shipping Fleet Lockup, in the room with the Wicked Shipping Fleet
Lockup Key and the Terminal.

o Vault 81, as a reward for doing the "Short Stories" quest.

o Hyde Park. On top of the tallest building, on a safe behind a chair
(near some candles).

o Corvega Assembly Plant, near the steamer trunk where the "boss" of the
area is located.

o Back Street Apparel, in an apartment upstairs on a table (near a master
safe).

o Mass Pike Interchange, up on the freeway where the Gunners are stationed.
Inside a shack, on a toilet. Reading material!

o Swan's Pond, in the gazebo near a TON of radioactive barrels, by a skeleton.
Be sure to pop some Rad-X for this one!

o This one is unmarked, but head to Andrew Station (southeast of Diamond City)
and northeast of it you should be able to find "Joe Spuckies Sandwich Shop".
The house to the west of that is destroyed, but you can get up to the
third floor to find this magazine by a mattress.

o Vault 75 (Malden Middle School Basement), found in the Overseer's Office,
on a bed.

o Museum of Witchcraft (northeast portion of the map), in the top floor, on a
table. Look for it after taking care of the big guy...



Guns And Bullets
----------------

"Ballistic weapons permanently do +5% critical damage."

LOCATIONS:

o Ft. Hagen (upper level, in kitchen - during "Reunions" quest).

o Cambridge Police Station (safe on lower level).

o BADTFL Regional Office (During "Exploring Cambridge" / Long Time Coming
Quest).

o S. Boston Military Checkpoint (inside the outpost, on a desk).

o Quincy Ruins, up on the upper highway, on a desk by the Gunner's Terminal.

o Fraternal Post 115, inside loot the podium near where the boss Dead Eye was.

o Inside Gunners Plaza, in the upper floor lounge area (on a table by the
checkers board).

o At The Castle, near the central radio, on a desk. Very hard to miss.

o Ticonderoga Safehouse (best found during the quest "Boston After Dark").

o Rook Family House (located in the northeast part of the map), in the shelter
on the table by the lantern.



Hot Rodder
----------

"Permanently unlock a new custom paint job for your Power Armor."

LOCATIONS:

o Robotics Disposal Ground. In the south eastern corner of the building,
on a desk.

o Atom Cats Garage. Located in Zeke's living quarters, on a table.

o In the PARKING GARAGE just west of Milton General Hospital (south of Diamond
City). Make your way to the top floor and you will find it near a bed.



La Coiffe
---------

"Permanently unlock a new unique hairstyle."

LOCATIONS:

o "Charleston Laundry", an unmarked location just a bit southwest of the U.S.S
Constitution/Weatherby Savings & Loan (or, a bit south east of Bunker Hill.
It has a "Dry Cleaning" sign on the building. It is inside a shopping basket
once you enter the laundromat.

o Inside Fallon's Department Store, on the top floor in the hexagonal room,
on the table (same room as the steamer trunk).



Live & Love
-----------

"You've collected an issue of Live and Love!"

Note: These magazines do not provide a single perk, unlike most other
magazines. Instead, each issue provides its on separate perk. We'll list
them all out below:


LOCATIONS:

o Live & Love - (Volume #1): "Companions permanently gain +10 Health."

Location: Faneuil Hall (During the quest "Road to Freedom" OR "The Gilded
Grasshopper").


o Live & Love - (Volume #2): "Companions do +5% damage."

Location: College Square Station (inside, on the safe behind the counter).


o Live & Love - (Volume #3): "Companions permanently gain +10 carry weight."

Location: WRVR Broadcast Station (southeast of Natick, along the river).


o Live & Love - (Volume #4): "Gain +25% XP from persuading women."

Location: Fiddler's Green Trailer Estates. Inside the trailer just south of
the locked Power Armor trailer.


o Live & Love - (Volume #5): "Permanently gain +1 Luck from alcohol when
adventuring with a companion."

Location: Revere Beach Station (northeast of Goodneighbor, on the water
front). This is actually located at the top of the destroyed house
just north of the station, by a steamer trunk and laying on a
cooking station. Such an odd perk!


o Live & Love - (Volume #6): "Companions permanently gain +5 Damage
Resistance and Energy Resistance."

Location: Goodneighbor. Head inside The Third Rail and into the northern
bathroom. Check the stalls here for the magazine.


o Live & Love - (Volume #7): "Gain +25% XP from persuading men."

Location: Bunker Hill (top of the tall tower in the middle of town).


o Live & Love - (Volume #8): "Permanently gain +5% XP while adventuring
with a companion."

Location: Goodneighbor. Head inside the Hotel Rexford and look on the counter
to the right (behind the counter).


o Live & Love - (Volume #9): "Robot companions permanently inflict +5%
damage."

Location: Schoolhouse in Diamond City (in the back). Goes great with the
teacher and robot assistant, I think!



Massachusetts Surgical Journal
------------------------------

"Permanently inflict +2% limb damage".

NOTE: There are only 9 ranks to the "Massachusetts Surgery" perk... very odd.


LOCATIONS:

o Greentech Genetics (up on third floor, in the office rooms on a table).

o Boston Public Library (Reward for turning in 10 Overdue Books).

o Cambridge Polymer Lab (Complete the "Cambridge Polymer Lab" Quest).

o Medford Memorial Hospital (during quest "Liberty Reprimed" - 2nd floor, west
door behind Advanced Lock).

o Greater Mass Blood Clinic (inside the lab room, requires [Advanced] hacking)

o Med-Tek Research (Med-Tek Sub-Levels). Can only be done during the MacCready
Companion Quest "Long Road Ahead". In the room with the medicine MacCready
is searching for (with the other goodies of the area).

o Sandy Coves Convalescent Home (northeast of Salem). Open the security door
inside to find the magazine.

o Cabot House (northeast of Goodneighbor), in the upstairs bedroom. Requires
that you complete the Cabot House quest chain ("Special Delivery", "Emogene
Takes a Lover", and "The Secret of Cabot House").

o Parsons State Insane Asylum. Requires that you complete the Cabot House
quest chain ("Special Delivery", "Emogene Takes a Lover", and "The Secret of
Cabot House"). You need to ENTER the room the dad is/was in.


Picket Fences
-------------

"You've collected an issue of Picket Fences!"

NOTE: These magazines allow you to build various special items at settlement
workshops. Great if you are a builder!


LOCATIONS:

o Weston Water Treatment Plant. Down an elevator, in a room beyond a door that
you can open with a button. It's on a cabinet next to the Facilities
Terminal.

REWARD: "You are now able to build patio furniture at settlement workshops".


o Hardware Town. Upper floor, on a desk in the office.

REWARD: "You are now able to build a high tech light at settlement workshops".


o Beantown Brewery. Located in the "boss room", in front of the Steamer Trunk.

REWARD: "You are now able to build picket fencing at settlement workshops".


o The Combat Zone. Located on a table in front of the ring.

REWARD: "You are now able to build potted plants at settlement workshops".


o Saugus Ironworks. Inside the Blast Furnace room, where Slag (and the
Explosives Bobblehead) are located, on the floor up where Slag was standing.

REWARD: "You are now able to build new statues at settlement workshops".



RobCo Fun
---------

"You've collected an issue of RobCo Fun!

NOTE: Each of these magazines gives you a game to play with your Pip-Boy.
There is a game that IS NOT gained from a magazine though: "Red Menace",
which is located in the Vault 111 Recreational Terminal at the very
start of the game. Below we are listing the magazines (and games) you
can find out in the world.


LOCATIONS:

o Museum of Freedom. In the room you meet Preston and Sturges in, on the
table by Sturges. Unlocks the "Atomic Command" game.

o Diamond City. Specifically, the Valentine Detective Agency, search a desk
in the north-western corner. Unlocks the "Zeta Invaders" game.

o Fort Hagen (Fort Hagen Command Center). Best gotten when doing the
"Reunions" quest. It is behind the terminal you have to use after the
boss fight, on the ground. Unlocks the "Pip-Fall" game.

o Goodneighbor. Specifically, the Memory Den, down in the treatment room
you visit for the quest "Dangerous Minds". Unlocks the "Grognak the
Barbarian" game.



Taboo Tattoos
-------------

"You've collected an issue of Taboo Tattoos!"

NOTE: These magazines give you options on facial tattoos. Crazy!


LOCATIONS:

o Thicket Excavations (east of Sanctuary). Inside a trailer that is just south
of the quarry.

o In the Concord Civic Access (sewers) under Concord, in a small room near
where the Mirelurk... well, lurks.

o Mass Pike Tunnel West. Behind an [Advanced] locked terminal (invest in
hacking!), next to "Det. Perry's Holotape" by a corpse (presumably Det.
Perry).

o Inside Vault 81 (west of Diamond City), in the barber shop, along the
west wall.

o Irish Pride Industries Shipyard (north of Goodneighbor). Head to the
ship docked inside and look inside the ship. It is on the table, by the
lantern.



Tales of a Junktown Jerky Vendor
--------------------------------

"Permanently gain better prices when buying from a vendor."

NOTE: These (fantastic) magazines give you the "Junktown Vendor" perk.
However, there are only 8 magazines (or ranks) to this perk.


LOCATIONS:

o Wreck of the FMS Northern Star (on the southeast portion of the map),
located on a table on the top deck.

o Mystic Pines (west of Covenant), on a Holotape Player along the western
wall of the front room.

o Super-Duper Mart (west of Mystic Pines / Covenant), in a magazine rack
outside the cafe area.

o Big John's Salvage (south of Diamond City). Located at the top of the
giant middle structure in the junkyard.

o Inside Walden Pond (south of Sanctuary). Kill the Raiders in the open
area and search near the lantern on the barrel.

o Four Leaf Fishpacking Plant (east of Diamond City, by the shore). Head
downstairs and into the far back room, on a bench.

o Gwinnett Brewery (east of Diamond City, by the shore, but south of the
Four Leaf Fishpacking Plant). This one can be tricky to find, it is found
by following the pipes and broken catwalks up in the ceiling to a room
hidden in the upper levels. Consult the area in the guide if you happen
to need further directions.

o Longneck Lukowski's Cannery. In the same room as the Barter Bobblehead,
in one of the upper (north) rooms in the cannery. Use the catwalks, pipes
and stairs to make your way up there.



Tesla Science
-------------

"Energy weapons permanently inflict +5% critical damage."

NOTE: Once again, for some weird reason (Weird Science!), there are only
9 skill books to this "Tesla Science" perk.


LOCATIONS:

o Arcjet Systems (south of Sanctuary). Upstairs in the booby-trapped manager's
office.

o Poseidon Energy (in the southeast corner of the map). Up in the living area,
on a desk next to the Endurance Bobblehead.

o HalluciGen, Inc. (slightly northeast of Diamond City). Inside the room on
the first floor with the Weapons Customization Bench (and the "current
prototype"), on a desk in the corner.

o General Atomics Factory (east of Diamond City, on the coast). Up on the
second floor, past the [Expert] door on a table in the office.

o University Point (southeast of Diamond City, near the coast). Inside the
"University Point: Sedgwick Hall", up in a room on the very top floor (on
the north side of the building).

o Inside the "Rocky Cave" in the Glowing Sea (where Virgil lives). Best
grabbed during "The Glowing Sea" quest.

o Mass Fusion Building. Found two floors above the glass ceiling, on a blue
computer console. Best grabbed during the "Mass Fusion" mission for the
Brotherhood of Steel or the Institute (if you do either of those). If not,
take the right elevator up, then cross the floor and take the opposite
elevator up, then forward, up the ramp, head to the right (stick to the
wall) and wrap around to a blue console where the magazine is. Will require
you to do so AFTER the mission listed up above (so late in the game).

o Reeb Marina (southwest of Salem). On a table in the back of the main
building (where the robots lead you to).

o Mahkra Fishpacking (northeast corner of the map - literally). Take the
middle elevator down and head counter-clockwise to the end of the room.
It is under the stairs, by a Steamer Trunk on a table.



Total Hack
----------

"You've collected an issue of Total Hack!"

NOTE: These magazines give you the "source code" for various things (turrets,
robots, spotlights) that give you unique control options to use from a
terminal controlling them.


LOCATIONS:

o Wildwood Cemetery, under the main tree in the center of the cemetery. Gives
you the "Includes the turret hacking source code" (Turret Override Program).

o Wattz Consumer Electronics (north of Diamond City, past river, approaching
second river). Located in the basement, past the door the terminal opens,
on a desk. Gives you the "Includes the Protectron hacking source code"
(Protectron Override Program).

o The Shamrock Taphouse (east of Goodneighbor, by the coast). Found inside
the "game room" with a mannequin holding the magazine in its hands. We
can't make this up! Gives you the "Includes the Spotlight hacking source
code" (Spotlight Override Program).



Tumblers Today
--------------

"You've collected an issue of Tumbers Today!"

NOTE: There are five ranks of the "Tumblers Today" perk, each increasing
the size of the lockpicking sweet spot.


LOCATIONS:

o Poseiden Energy Turbine #18-F (north/northeast of Diamond City, southwest
of Salem). Enter the small metal building from the northeast, find it in
the back by a steamer trunk.

o Fens Street Sewer (northeast of Diamond City). Near the end of the dungeon,
near the "Dear Detective 4" holotape.

o Malden Center (northeast of Covenant). Head to the bottom of the subway and
take the elevator down. Continue down to a fight between Synths and Raiders.
Wipe them out and check the northeast shipping container to find the
magazine on a shelf.

o East City Downs (northeast of Goodneighbor, north of Boston Airport). Head
up to the announcer's booth (2nd level, west side of track) where the boss
"Eager Ernie" is and you'll find it on a table in his area (near the
Steamer Trunk).

o West Roxbury Station (south of Diamond City). Head down to the subway and
pass east through both trains (use the central buttons), then take a left
and head north to a room with another button. Search in the locker nearby
(with a candle) for the magazine.



Unstoppables
------------

"Permanently gain +1% chance of avoiding all damage from an attack."

LOCATIONS:

o Hubris Comics (northeast of Diamond City), near cash register as you enter.

o D.B. Technical High School (southeast of Diamond City). Near the main boss,
Bosco, on the table nearby after you kill him.

o At the Westing Estate (southwest of Diamond City), out in the shack past
the plank bridge, near the cooler and mattress, on the floor.

o Shaw High School (south of Diamond City). In the library, the final room
of the area (after you have the key), with a Steamer Trunk and Overdue Books.

o Suffolk County Charter School (south of Shaw High School, southren portion
of the map). Again, in the library (which is also the final room here), with
a Steamer Trunk.



U.S. Covert Operations Manual
-----------------------------

"Permanently more difficult to detect while sneaking."

LOCATIONS:

o USAF Satellite Station Oliva (east of Sanctuary), in the subterranean
bunker, in the intel room, on a desk. You'll need to hack a Guard Terminal
[Advanced] to get into this room.

o Ft. Hagen Command Center (Bottom of Bunker, in the bedroom near the
Armory - during the "Reunions" main quest).

o Federal Surveillance Center K-21B (southwest portion of map, northwest
corner of the Glowing Sea area). To the left of the terminal on the very
bottom floor.

o Inside the unmarked "Sewer" area - Found on the Tradecraft Mission (with
the Railroad Faction). Best to follow the guide for that mission for
directions.

o In Libertalia, on the "main" huge ship to the south, on the third floor.
Near a chair overlooking the area. Picturesque!

o Federal Ration Stockpile. Southwest of the room you fight Red Tourette
(the boss of the area) in her personal room.

o National Guard Training Yard. This is actually in the National Guard
Barracks, which you access from inside the National Guard Recruitment
Office (hacking an [Expert] terminal to get there). Once there, head
upstairs to the second floor and drop through the hole in the floor,
then make your way to the northwest break room to find it on a table.

o Revere Satellite Array (southwest of Salem, east of the National Guard
Training Yard). Head up the center satellite structure to find it at the
top, by a lantern.

o Fort Strong (Fort Strong Armory - southeast of the Boston Airport). Best
grabbed while doing the "Show No Mercy" Brotherhood of Steel quest, but
inside the generals room, on his desk.

o Inside the U.S.S. Constitution (east of Bunker Hill). Either pick the
[Master] Captain's Quarters lock or complete the quest "Last Voyage of the
USS Constitution" to gain access. You can find the magazine inside, on a
table next to a lantern.



Wasteland Survival Guide
------------------------

"You've collected an issue of the Wasteland Survival Guide!"

Note: These magazines do not provide a single perk, unlike most other
magazines. Instead, each issue provides its on separate perk. There are
nine total magazines here. Also note that issues 4 and 5 aren't listed
in your PERKS list (since they unlock things instead of give you a perk).
We'll list them all out below:


LOCATIONS:

o Wasteland Survival Guide - (Volume #1): "Heal 50% more from fruits and
vegetables."

Location: Wreck of the USS Riptide (north of Diamond City). It is on a red
table in the main cabin of the ship just beneath the bridge.


o Wasteland Survival Guide - (Volume #2): "Permanently take 5% less damage
from insects."

Location: Crater House (south of Salem). A radioactive place filled with
Children of Atom kooks. On the lower level, on a table near a
lantern.


o Wasteland Survival Guide - (Volume #3): "Permanently heal +50% from
irradiated packaged food and drink."

Location: Egret Tours Marina (southwest of Diamond City, on the river). Head
out onto the dock into the small diner. You'll see it on the counter
inside.


o Wasteland Survival Guide - (Volume #4): "Permanently unlock new decoration
items in workshop settlements."

Location: Lynn Woods (west of Parsons State Insane Asylum). Inside the wooden
house by the tower, lying on a mattress.


o Wasteland Survival Guide - (Volume #5): "Permanently adds Diamond City to
the Map."

Location: Gorski Cabin (South of the Museum of Freedom), inside the "Root
Cellar", on a table in the back.


o Wasteland Survival Guide - (Volume #6): "Permanently gain +10% discount
from food and drink vendors."

Location: Nahant Oceanological Society. Far EAST side of the map, in the
middle. About as far east as you can go, east of Nahant. Head into
the house and into the back room; you will find it on the left side
on a desk (next to a typewriter).


o Wasteland Survival Guide - (Volume #7): "Permanently swim +25% faster."

Location: Old Gullet Sinkhole (North of Malden). Head down into the sinkhole
and at the bottom you'll find this magazine by the Cooking Station.


o Wasteland Survival Guide - (Volume #8): "Permanently take 5% less damage
from melee attacks."

Location: Ranger Cabin. South of Vault 111 you'll find the Ranger Cabin,
inside of which you'll find this book on some furniture along the
eastern wall.


o Wasteland Survival Guide - (Volume #9): "Collect extra meat from
animal kills."

Location: Sunshine Tidings Co-op (south of Sanctuary). In a house on a hill
along the western end of town, on the floor near an Industrial Trunk.



___ _ _ _ _ _
| __|_ _| | |___ _ _| |_ | | |
| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< UNIQUE WEAPONS >==O
``-.___________________________________________________[FO-UNQ]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


Here you can find a list of all of the unique weapons (and sometimes armor)
in Fallout 4. Unique weapons are far and away much more numerous than unique
armors are, but if its rare and not randomly dropped you can find it here!

NOTE: Note that we don't go into great detail about the damage , weight,
speed and value of these items. This is because much of it is dependant on
IF you have any perks leveled (which affects the damage) and IF you modify
it at all (which can affect multiple things). Almost all unique items can
be upgraded like any regular item, so aim for the upgrades you want regardless!


NOTE: These items are in alphabetical order.


o 2076 World Series Baseball Bat

Unique Effect: Small chance to send targets flying.

Found: This wooden bat is one of the rewards at the end of the "The Treasures
of Jamaica Plain" miscellaneous quest.


o Alien Blaster Pistol

Unique Effect: N/A (Unique Weapon)

Found: Found on the body of an Alien! No kidding! Search east of Oberland
Station (southwest of Diamond City) and follow the "Garbled Radio
Signal" to find the alien. Kill it for this weapon. Note that you
can mod it and it uses special "Alien Blaster" ammo, which the alien
also drops.


o Ashmaker

Unique Effect: Sets target on fire for 15 points of damage.

Found: Quest reward for "The Big Dig" in Goodneighbor (you can get this no
matter which side you pick... even off of a corpse if needed).


o Big Boy

Unique Effect: Shoots an additional projectile.

Found: This is a rare unique Fat Man, one that shoots multiple mini nukes.
Crazy and expensive! You can buy it from Arturo in Diamond City.


o Big Jim

Unique Effect: 25% chance to cripple the target's leg.

Found: This unique wrench (which is very rare) is found at Walden Pond, in
the work room full or Raiders on a shelf (inside the drainage pipe
area).


o Broadsider

Unique Effect: N/A (This thing fires CANNONBALLS).

Found: This unique cannon-like weapon has high damage and actually fires
CANNONBALLS. I just... wow. This is a quest reward from Captain
Ironsides when you do the quest "Last Voyage of the U.S.S.
Constitution".


o Cryolator

Unique Effect: N/A (Freezes Enemies)

Found: Inside Vault 111, in a [MASTER] locked case by the exit. You can
pick it or have Dogmeat retrieve it. So cheap!


o Death From Above

Unique Effect: 75% faster movement while aiming.

Found: This missile launcher is sold in the Prydwen Shop. Not a very impressive
unique effect, especially given its price...


o Deathclaw Gauntlet

Unique Effect: N/A (Unique Unarmed Weapon)

Found: You can find this unique unarmed weapon while doing the side quest
"The Devil's Due", which begins in the town of Salem (in the northeast
portion of the map). You can take either side and still pick this up as
long as you visit the Deathclaw's Nest.


o Deliverer

Unique Effect: Improved VATS hit chance, 25% less Action Point cost.

Found: Found during the Railroad Quest "Tradecraft". Can't miss it!


o Eddie's Peace

Unique Effect: 50% more limb damage.

Found: Complete Nick Valentine's personal quest "Long Time Coming". Eddie will
drop this .44 on the ground once you (or Nick) take him out. It won't
be in his inventory, so be sure to pick it up.


o Experiment 18-A

Unique Effect: 25%$ faster fire rate, 154% faster reload.

Found: This unique plasma rifle is sold at The Institute store (bring a good
chunk of caps with you).


o Final Judgement

Unique Effect: 25% fastr fire rate, 15% faster reload.

Found: This unique weapon is a Gatling Laser gun, and is Elder Maxson's
personal weapon (the Brotherhood of Steel leader). You can acquire it
if you make them your enemies and pick it up off his corpse.


o Freefall Armor Left Leg (ARMOR!)

Unique Effect: Prevents falling damage (with Right Leg).

Found: Now THIS armor is a PAIN to get. You must have a jetpack on your Power
Armor, which is likely to come late in the game which is also good as
you need to have cleared the "Mass Fusion" building in the main story
missions as well. With those two things done, head to Mass Fusion and
take the right elevator and then the left elevator up to floor 8. Now,
you must use the jetpack to leap from broken ledge to broken ledge for
about 7-8 floors until there are no more ledges. Now here you want to
QUICKSAVE and then look to the south/southeast corner. Up above on the
south wall is a room... we need to jet to that, but our jetpack won't
last that long. The trick is to try to wedge into the
south/southeast corner while taking Jet and Nuka Cola Quantum (for
the AP), and boost yourself up there. This is hard (thus the quicksave),
but with a few tries you can do it. This room has a Fusion Core in it.
Quicksave AGAIN as we must do another hard jet section. From the hole,
we need to jetpack to the northeast corner. Once again, try to wedge
yourself in the corner and if you get caught let yourself regain AP.
Use Jet and Nuka Cola Quantum to head upwards and enter the office you
find on your right. Inside this office is a [NOVICE] safe with the
armor set inside. Congrats!


o Freefall Armor Right Leg (ARMOR!)

Unique Effect: Prevents falling damage (with Left Leg).

Found: Now THIS armor is a PAIN to get. You must have a jetpack on your Power
Armor, which is likely to come late in the game which is also good as
you need to have cleared the "Mass Fusion" building in the main story
missions as well. With those two things done, head to Mass Fusion and
take the right elevator and then the left elevator up to floor 8. Now,
you must use the jetpack to leap from broken ledge to broken ledge
for about 7-8 floors until there are no more ledges. Now here you want
to QUICKSAVE and then look to the south/southeast corner. Up above on
the south wall is a room... we need to jet to that, but our jetpack
won't last that long. The trick is to try to wedge into the
south/southeast corner while taking Jet and Nuka Cola Quantum (for the
AP), and boost yourself up there. This is hard (thus the quicksave),
but with a few tries you can do it. This room has a Fusion Core in it.
Quicksave AGAIN as we must do another hard jet section. From the hole,
we need to jetpack to the northeast corner. Once again, try to wedge
yourself in the corner and if you get caught let yourself regain AP.
Use Jet and Nuka Cola Quantum to head upwards and enter the office you
find on your right. Inside this office is a [NOVICE] safe with the
armor set inside. Congrats!



o Furious Power Fist

Unique Effect: Increased damage after each consecutive hit on the same target.

Found: This is found on the body of the Super Mutant Behemoth "Swan" at
"Swan's Pond", east of Diamond City.


o General Chao's Revenge

Unique Effect: Does 50% more damage against robots.

Found: Sold by Trudy at the Drumlin Diner, southeast of Sanctuary. Note that
you MUST NOT KILL HER in the standoff with Wolfgang in order to buy
this weapon from her.


o Good Intentions

Unique Effect: Critical hits cause target to frenzy.

Found: This awesome-sounding weapon (Cell-Based) is found on Clint, the
unique Gunner boss located in the Quincy Ruins in the southeast
portion of the map.


o Grognak's Axe

Unique Effect: Hits cause more stagger, and targets take bleed damage.

Found: This can be found at Hubris Comics (northeast of Diamond City), inside
a locked display case. Very good early melee weapon, for sure.


o Grognak's Costume

Unique Effect: Increases the wearer's strength and melee damage.

Found: This item can be found on the top floor of Hubris Comics (northeast
of Diamond City). Inside an open locker, so look carefully.


o Honor (POWER ARMOR!)

Unique Effect: Increses Action Point refresh speed.

Found: Bought from the Brotherhood of Steel shop on the Prydwen.


o Junk Jet

Unique Effect: N/A (Shoots random junk from your inventory).

Found: This odd and unique weapon is found in Arc Jet Systems (Arcjet Engine
Core) during the Brotherhood of Steel quest "Call to Arms".


o Justice

Unique Effect: Chance to stagger on hit.

Found: This unique shotgun can be bought off the merchant at Covenant (which
is north of Diamond City / northeast of Lexington).


o Kellogg's Outfit

Unique Effect: N/A - (Decent armor if you are rushing the story...).

Found: It belonged to Kellogg. Not that he needs it anymore! Yours after
completing the main mission quest "Reunions".


o Kellogg's Pistol

Unique Effect: Refills your Action Points on a Critical Hit.

Found: It belongs to Kellogg, of course! You can, um... "borrow" it from
him after completing the main mission quest "Reunions".


o Kremvh's Tooth

Unique Effect: Targets bleed and are poisoned. Exceptional damage.

Found: You can find this item when you explore the Dunwich Borers location,
just southwest of Salem (in the northeast portion of the map).


o Le Fusil Terribles

Unique Effect: +25% damage and limb damage, but has more recoil.

Found: Best done during the quest "Synth Retention" as it is on the way, but
can be found at Libertalia on the east side of the map (east-center),
up in the tallest ship in the Captain's cabin.


o Lieutenant's Hat

Unique Effect: N/A (1 CHR, Unique Look).

Found: You must complete the quest "Last Voyage of the U.S.S. Constitution"
while siding with Captain Ironsides.


o Lorenzo's Artifact Gun

Unique Effect: N/A (has a unique mod that knocks back enemies, but is
similar to a Gamma Gun).

Found: Found when doing the quest "The Secret of Cabot House". Note that you
MUST side with Jack at the end to obtain it, as well as give him a
short amount of time to make it for you once the quest is done.


o Lorenzo's Suit (ARMOR!)

Unique Effect: N/A (Good CHR item, Unique Look)

Found: You can get this suit (which is an OK CHR item - but not the best)
by doing the quest "The Secret of Cabot House".


o Mascot Head

Unique Effect: N/A (It is a giant teddy bear head... we HAD to add it to
the list!).

Found: This piece of unique armor is found in the D.B. Technical High School,
on the Raider Boss named Bosco.


o Maxson's Battlecoat

Unique Effect: N/A (Quite possibly the best-looking coat in the game).

Found: You must kill Elder Maxson (the Brotherhood of Steel leader) for this
coat. Best done during "A Blind Betrayal", in my opinion, but remember
you can also keep him alive and side with another faction for his
weapon, "Final Judgement" during the quests "Airship Down" or
"Rockets' Red Glare".


o Minutemen General's Hat (ARMOR!)

Unique Effect: N/A (Unique Look)

Found: This piece of armor can be found while doing the Minuteman Quest
"Old Guns".


o Minutemen General's Uniform (ARMOR!)

Unique Effect: N/A (Unique Look)

Found: This piece of armor can be found while doing the Minuteman Quest
"Old Guns".


o Old Faithful

Unique Effect: Does double damage if the target is at full health.

Found: This unique energy weapon is sold by Arturo in Diamond City. No idea
why it is named after a geyser...


o Overseer's Guardian

Unique Effect: Shoots an additional projectile.

Found: God I love this gun... oh yeah, where you can find it! You can find
this beauty at Vault 81, where you can buy it from the vendor there.
Vault 81 is north/northeast of Diamond City, but if you are looking
for a great mid-long range weapon this beauty won't do you wrong!


o Partystarter

Unique Effect: Does 50% more damage against humans.

Found: This rocket launcher (missile launcher) is being sold by KL-E-O in
Goodneighbor. Costs a pretty penny too...


o Pickman's Blade

Unique Effect: Targets bleed for 25 points of additional damage.

Found: This unique combat knife is found in Pickman Gallery (northeast of
Diamond City), after doing the quest "Pickman's Gift".


o Piezonucleic Power Armor Chest (POWER ARMOR!)

Unique Effect: Radiation exposure increases Action Point refresh speed.

Found: This unique piece of power armor (which is RARE in this game) can be
found at the Cambridge Polymer Labs. It is the reward for finishing the
experiment here, which is the quest "Cambridge Polymer Labs".


o Prototype UP77 "Limitless Potential"

Unique Effect: Unlimited ammo capacity.

Found: Never have to reload again! This weapon can be found in the hidden lab
at University Point.


o Railway Rifle

Unique Effect: N/A (Fires Railroad Spikes - makes Train sound effects).

Found: We are cheating a bit here... you can find multiple copies of this
weapon. You can either get it by being a good member of the Railroad or
by destroying them (Dez likes to use this weapon), or by finding the
hidden shelter at "Big John's Salvage", south of Diamond City.


o Reba

Unique Effect: N/A (Uniquely-named Weapon).

Found: This weapon is much like the "Reba II" weapon below, but it belongs to
Barney Rook. You can kill him and get this weapon if you wish.


o Reba II

Unique Effect: Does 50% more damage against Mirelurks and bugs.

Found: This weapon can be given to you by Barney, after helping him out with
his miscellaneous quest at the "Rook Family House", just northeast of
Salem.


o Reginald's Suit (ARMOR!)

Unique Effect: N/A (3 CHR - one of the best CHR boosting items).

Found: This piece of armor is your reward for finishing the quest "Curtain
Call".


o Righteous Authority

Unique Effect: Critical shots do double damage and the critical meter fills
15% faster.

Found: This weapon is gifted to you from Paladin Danse, after you complete the
Brotherhood of Steel quest "Call to Arms".


o Rockville Slugger

Unique Effect: 40% less Action Point cost.

Found: This unique baseball bat is sold by Moe in his "Swatter Shop" in
Diamond City.


o Sentinel's Plasmacaster

Unique Effect: Does double damage if the target is at full health.

Found: This weapon (a unique plasma rifle) is ONLY available if you are the
"Sentinel" rank with the Brotherhood of Steel (which means ending the
game on their side). Buy if from the Prydwen's Shop.


o Shem Drowne Sword

Unique Effect: Targets take radiation damage.

Found: This sword can be found at the end of the quest "The Gilded
Grasshopper" (it can't be found before then though).


o Silver Shroud Armor (ARMOR!)

Unique Effect: Reduces damage from humans by 15%.

Found: Can be acquired from Hubris Comics during the quest "The Silver
Shroud", which is started in Goodneighbor.


o Silver Shroud Hat (ARMOR!)

Unique Effect: N/A (Unique Hat - Goes with the "Silver Shroud" set).

Found: Can be acquired from Hubris Comics during the quest "The Silver
Shroud", which is started in Goodneighbor.


o Silver Submachine Gun

Unique Effect: N/A (Goes with the "Silver Shroud" set).

Found: Can be acquired from Hubris Comics during the quest "The Silver
Shroud", which is started in Goodneighbor.


o Spry n' Pray

Unique Effect: Bullets explode on impact doing 15 points area effect damage.

Found: This gun is sold by the wandering merchant Cricket. You can usually
find her around Vault 81 / Diamond City.


o Submariner Hat

Unique Effect: N/A (Unique Look).

Found: Found by killing (and looting) Captain Zao while doing the quest
"Here There Be Monsters".


o Submariner Uniform

Unique Effect: N/A (Unique Look, 2 END)

Found: Found by killing (and looting) Captain Zao while doing the quest
"Here There Be Monsters".


o Survivor's Special

Unique Effect: Does more damage the lower your health is.

Found: Reward at the end of the quest "The Lost Patrol", which is a
Brotherhood of Steel related quest. Can either be taken off of Paladin
Brandis' corpse, pickpocketed from him, or if you convince him to
rejoin the Brotherhood he will just plain give it to you.


o Tessa's Fist (POWER ARMOR!)

Unique Effect: Quadruples durability.

Found: This unique piece of power armor is found on Tessa's Power Armor
suit. Tessa is a unique raider in the Quincy Ruins, in the southeast
portion of the map.


o The Gainer

Unique Effect: Sets target on fire for 15 points of damage.

Found: This is found an an unmarked pumphouse east (a bit northeast) of Finch
Farm, on the other side of the river. Finch Farm itself is in the
northeast part of the map. You need to solve the puzzle here, which is
"10, 4, 5, 1" with the buttons (the clue is on the wall... and the fact
that 0 is not an option, so 10 has to do...).


o The Last Minute

Unique Effect: 50% more limb damage.

Found: Sold by Ronnie Shaw after you complete the Minuteman Quest "Old Guns".
Costs a fair bit of change.


o Tinker Tom Special

Unique Effect: If you are not yet in combat, increases VATS accuracy but
costs more AP.

Found: This is sold by Tinker Tom (surprise!) once you are a member of the
Railroad.


o Virgil's Rifle

Unique Effect: Does 50% more damage against super mutants.

Found: This weapon is carried by Virgil and can only be acquired if you
pickpocket it from him (which requires master pickpocketing skills) or
you convince him to kill himself during his miscellaneous quest (of
getting him the serum). You will meet Virgil in the main storyline
without fail. You CANNOT get this rifle any other way (he doesn't
drop it when killed).


o Wastelander's Friend

Unique Effect: 50% more limb damage.

Found: Bought from Deb at Bunker Hill (north of Goodneighbor).


o Zao's Sword

Unique Effect: N/A (Uniquely Named Weapon).

Found: This is a uniquely-named Chinese Officer's Sword, only gotten by
bartering three times with Captain Zao while doing the quest "Here
There Be Monsters".


o Zeke's Jacket and Jeans (ARMOR!)

Unique Effect: N/A (Unique look, "Unarmed" 4).

Found: This greaser outfit can be obtained from Zeke at the Atom Cats Garage
(southeast portion of the map). Help out the greasers with some
miscellaneous quests.


o Zeta Gun

Unique Effect: N/A (Unique weapon)

Found: You can find this in Cabot House during the "Secret of Cabot House"
questchain. It is up in the lab on the second floor (you can nab it
before going to the Insane Asylum). Or, if you side with Lorenzo, you
can loot if off Jack's corpse.



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O==< TROPHIES >==O
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Here you can find all of the trophies / achievements in Fallout 4. We will not
only list them out here, but give tips or guides (as appropriate) on HOW to
achieve them all as well. Note that getting EVERY trophy in the game will
require that you beat it FOUR times, once with each faction. We recommend
making key saves before these quests.

o Brotherhood of Steel Questline: BEFORE starting "Tactical Thinking"
(During or After Blind Betrayal).

o Railroad Questline: During Underground Undercover (runs parallel with
The Institute Questline).

o Minutemen Questline: Save before pissing off The Institute (before
attempting to do "Defend The Castle"). You have to purposely try to piss
off another faction if you are with the Minutemen, making them one of the
more "easy going" factions.

o The Institute Questline: Save BEFORE starting the quest "Mass Fusion"
(You can actually start the quest, but save before going to the Warp
Relay room).


o Platinum Trophy (PlayStation 4 Only)

Description: Collect all other 50 Trophies for this Trophy

How to Obtain: This is exclusive to PlayStation 4 players and is rewarded
once you collect every other trophy in the game.

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o War Never Changes

Description: Enter The Wasteland

How to Obtain: This is a story-related trophy and can't be missed as long
as you beat the game. This is also one of the first trophies you'll get.
There are a number of these "Story Mission" trophies coming up, so bear
with us!

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o When Freedom Calls

Description: Complete "When Freedom Calls"

How to Obtain: This is a story-related trophy and can't be missed as long
as you beat the game.

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o Unlikely Valentine

Description: Complete "Unlikely Valentine"

How to Obtain: This is a story-related trophy and can't be missed as long as
you beat the game.

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o Reunions

Description: Complete "Reunions"

How to Obtain: This is a story-related trophy and can't be missed as long as
you beat the game.

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o Dangerous Minds

Description: Complete "Dangerous Minds"

How to Obtain: This is a story-related trophy and can't be missed as long as
you beat the game. One of the quicker missions in the game.

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o Hunter/Hunted

Description: Complete "Hunter/Hunted"

How to Obtain: This is a story-related trophy and can't be missed as long
as you beat the game.

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o The Molecular Level

Description: Complete "The Molecular Level"

How to Obtain: This is a story-related trophy and can't be missed as long as
you beat the game. You can do this with any faction you wish, as the trophy
doesn't care who you pick.

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o The Nuclear Option

Description: Complete "The Nuclear Option"

How to Obtain: Now THIS quest is one of two end-game quests. If you follow
the guide, you'll know exactly when to save, but this is the trophy you get
for siding with the Minutemen, Brotherhood of Steel or the Railroad. Basically,
if you side with The Institute you can't get this trophy (unless you go back
to a previous save, of course).

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o Institutionalized

Description: Complete "Institutionalized"

How to Obtain: This is a story-related trophy and can't be missed as long
as you beat the game.

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o Mankind-Redefined

Description: Complete "Mankind-Redefined"

How to Obtain: This quest is one you'll complete on your play-through of
siding with The Institute (which you'll need to do once, even if its just on
a separate save, to obtain every trophy). Be sure that you don't reference
the saves up above and you will gain this trophy once you do your Institute
play-through.

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o Powering Up

Description: Complete "Powering Up"

How to Obtain: This quest is one you'll complete on your play-through of
siding with The Institute (which you'll need to do once, even if its just
on a separate save, to obtain every trophy). Be sure that you don't reference
the saves up above and you will gain this trophy once you do your Institute
play-through.

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o Nuclear Family

Description: Complete "Nuclear Family"

How to Obtain: This quest is one you'll complete on your play-through of
siding with The Institute (which you'll need to do once, even if its just
on a separate save, to obtain every trophy). Be sure that you don't reference
the saves up above and you will gain this trophy once you do your Institute
play-through. This is the last Institute Trophy, so once you have it you
should either have all of the quest trophies or you should continue collecting
them from a previous save and continue with a new faction.

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o The First Step

Description: Join the Minutemen

How to Obtain: You will get this trophy fairly early in the game, as the
main mission "When Freedom Calls" occurs fairly close to Sanctuary. Go do
that mission and see your new charges as they come to Sanctuary.Talk to
Preston once you get there and agree to join the Minutemen and this trophy
will be yours. It doesn't affect any other factions, so no fear there.

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o Taking Independence

Description: Complete "Taking Independence"

How to Obtain: This is another Minutemen mission you can complete without
worrying about any other faction. After getting a few settlements set up
and wetting your feet in the game, Preston will offer this mission to you.
It is highly recommended you have the trip to Diamond City under your belt
before doing this quest, as "The Castle" Preston wants to take back is to
the southeast of Diamond City. Follow the guide and do this quest and the
trophy will be yours.

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o Old Guns

Description: Complete "Old Guns"

How to Obtain: This is the final Minutemen quest (that doesn't involve the
other factions), and can be triggered after waiting a few days (3+) after
the previous quest. Overall, it is very short and easy so check the guide
if you need help on it and complete it to gain this trophy.

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o Semper Invicta

Description: Join the Brotherhood of Steel

How to Obtain: This trophy is TECHNICALLY miss-able, as you can ignore the
Brotherhood of Steel out-right and make enemies out of them before even
meeting them if you wished (again, see the mission notes up above). Finding
them isn't hard at all though, and very worthwhile for the mission XP alone!
To start this quest, head to the Cambridge Police Station southeast of
Lexington and you can find and do this quest easily from there (see the
guide for help if you need it - although you likely won't).

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o Blind Betrayal

Description: Complete "Blind Betrayal"

How to Obtain: Continue following the Brotherhood of Steel questline to get
this quest. It is quite the memorable mission, to be honest, but doesn't
interfere with any other faction. It is also worth noting that you can do
whatever you want in this mission (you have an important choice here) and
you will still get this trophy.

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o Ad Victoriam

Description: Complete "Ad Victoriam"

How to Obtain: This quest is near the end of the Brotherhood of Steel
questline, and should only be done on your "Brotherhood of Steel"
play-through as you will definitely piss off some other factions. Follow
the guide and complete the quest, using the guide as needed to obtain
this trophy.

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o Tradecraft

Description: Join the Railroad

How to Obtain: Another quest that is technically miss-able as well, as while
you have to do the quest "Road to Freedom" to finish the main story, you DO
NOT have to do the second Railroad quest (this one). However, as long as you
don't go past the quests listed at the start of this section, you can
accomplish this quest with ease and obtain this trophy.

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o Underground Undercover

Description: Complete "Underground Undercover"

How to Obtain: This is another Railraod Mission. This one however, is tightly
linked with The Institute questline. In fact, you WILL piss off the
Brotherhood of Steel DURING this quest, so this should only be completed
during your Railroad play-through. Once you have committed though, you can
finish this quest (with the guide as needed) and you'll have this trophy.

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o Rockets' Red Glare

Description: Complete "Rockets' Red Glare"

How to Obtain: This is another Railroad Mission that is well within the
"Railroad Play-through Only" as it involves destroying the Brotherhood of
Steel. Still... it needs to be done for the trophy, so commit to it and
complete the mission to gain this trophy.

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o Sanctuary

Description: Complete "Sanctuary"

How to Obtain: This quest comes early in the game, after you complete "When
Freedom Calls". Listen to Sturges and help spruce up Sanctuary to complete
this quest and gain this trophy.

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o Community Organizer

Description: Ally with 3 Settlements

How to Obtain: This quest is fairly easy as three settlements is really
nothing. You will likely get this without even trying, but you can talk to
Preston for settlement leads and, when you find settlements (often represented
by farm land icons on the map), you can very likely talk to the settlers there
for a side-quest that upon completing for them will ally you with the
settlement. Just do three of these for this trophy.

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o Benevolent Leader

Description: Reach Maximum Happiness in a Large Settlement

How to Obtain: OK, this is one of the roughest trophies in the list, although
I have read and heard of people gaining it easily without any discern-able
effort (which makes this trophy somewhat glitch-y, so you've been warned).
Still, you can get this honestly as well, it just... takes awhile. Let's go
over it in-depth.


NOTE: All of this can be refunded to you if you save before-hand. In other
words, if you don't want to spend the money down below, SAVE and follow this
mini-guide, then reload once the trophy is yours to refund everything back
to yourself.


In any one of your settlements, you can see the happiness bar on the upper
right when you are in workshop mode. Gaining maximum happiness is a
time-consuming process though... not HARD, just time consuming. First of all,
let's get a couple of prerequisites out of the way:

1. You will want to amass about 9,000 Caps before doing this.
2. You will want to get Cap Collector (the Charisma Perk) up to level 2
(for building Clinics).
3. You will want to get one rank in Medic (for building Clinics).
4. You will want to get the Charisma Perk "Local Leader" up to level 2
(again, for building shops/Clinics).


With those steps out of the way, you will want to pick a small settlement to
do this at. I recommend (and personally used) Outpost Zimonja, which is
located quite a ways east of Sanctuary. You can really use any small location,
just don't use Sanctuary.

Once you get to the location, clear it out and make it your settlement. Now,
assign someone from Sanctuary to provision the location (which helps immensely
with building objects by drawing from your main salvage stock). Next, we want
to get exactly SIX settlers here. You can either do this by building a radio
beacon and waiting or by sending Settlers to this location from somewhere
else. If you are feeling lazy, build a radio beacon and go do something else,
then come back and send everyone away to another settlement but leave six
people here.

With our six villagers you now want to plant SIX Mutfruit Plants, then assign
a settler to work them. This provides you with six food, enough to keep all
the settlers happy. Next, make sure you have six water as well. Must keep our
people fed and watered, right!? Don't forget to build SEVEN beds as well (one
for yourself) and a chair somewhere you like in the settlement is a great
idea as well. With that done, build turrets until you have 12+ defense.
Personally I had SIX Heavy Turrets, which is more than enough defense.
Lastly, you want to MAKE your small settlement into a "Large Settlement".
This doesn't have anything to do with the amount of settlers you have,
instead it is how big your settlement itself is. To do this easily (and
cheaply), you can build a WALL of yellow crates somewhere on your land
(in Outpost Zimonja, I did this to the north and built 60+ wooden crates).
Build these crates until the bar up above in workshop mode TURNS YELLOW.
This is your key that it is OK to stop.

Now, the last step in the set-up process: building Clinics. Clinics are the
LEVEL 3 version of the first-aid shop, and we will want to build FIVE of them.
This is where the caps and perks from earlier come into play. Build five
Clinics wherever you wish and assign the remaining settlers to them (one for
each one). You now have a settlement that is ready for perpetual happiness.


NOTE: It is rumored that paintings help increase happiness, but I can confirm
you DO NOT need them. Still, I can't confirm that they don't help, so if you
wish go ahead and throw some pictures and paintings up. They are cheap to make,
so it can't hurt. I recommend the cat paintings!


With all of that done, all that is left to do is... wait. And this is the
reason why this trophy just SUCKS. This will literally take you several hours,
but DO NOT leave the settlement. What I did was wait around in workshop mode
(so I could see the happiness number), and then SLEPT FOR THREE DAYS. 72 HOURS.
Then simply wait in your chair or wherever with the workshop mode up and wait
for the HAPPINESS number to go up. Once it does, REPEAT the process. Sleep 72
hours, wait some more. Needless to say, this is going to take quite awhile.
You are looking at 15-30 minutes of waiting per increase, if not more (I
didn't notice any set time frame, but if is likely a set amount). The good
news is that, at the start, your happiness will jump in spurts. For example,
I went from 60 to 68. Not bad, right? The bad news is that the closer you get
to 100, the smaller the amount it goes up. We're talking 96 to 97. The last
few percentage points are just... a PAIN. We recommend you get in some
reading or bust out a hand-held or your phone as you wait, because this
will take a few hours.


Endure the torture though and this trophy will eventually be yours! This
was the second-to-last trophy I got, and for good reason. Good on you if
you stuck with it!

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o Gun-For-Hire

Description: Complete 10 Side Quests

How to Obtain: 10 Side Quests is, frankly, a very easy thing to do.
Especially for a silver trophy. These quests are covered throughout the
guide, but between Diamond City and Goodneighbor alone you can easily find
and complete 10 Side Quests. You get a number of them from people around
the world as well so keep exploring and doing quests and this will come
easily in time.

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o Mercenary

Description: Complete 50 Misc. Objectives

How to Obtain: Miscellaneous Objectives can be found throughout the game.
By far the best place to pick them up is in Diamond City and Goodneighbor,
as well as from just generally listening to idle chatter (from guards and
residents). You can also talk to people and ask for work, which leads to a
number of miscellaneous objectives in itself. You can check how many
miscellaneous objectives you've completed in your PIPBOY, by checking the
Quests section under DATA. This was the last trophy I (Bkstunt) got actually,
so don't be concerned if it takes quite awhile.

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o Scavver

Description: Gather 1000 Resources Used For Crafting

How to Obtain: This one is extremely easy. After obtaining Sanctuary as a
Settlement, spend some time in your workshop mode and scrap the trees,
destroyed buildings, and other various piles of junk in town and this trophy
will pop for you fairly quickly. You can really do this at any settlement and
as long as you spend SOME time with settlements you'll find this trophy easy
to acquire.

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o What's Yours Is Mine

Description: Pick 50 Locks

How to Obtain: If you invested into the lock-picking skill (which again, is
highly recommended to as soon as you can), you will start working on this
right away. Finding 50 locks will take awhile of course, but as you keep
investing in the lock-picking skill you can open more and more of them and
soon 50 locks will fall to your skills.

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`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o RobCo's Worst Nightmare

Description: Hack 50 Terminals

How to Obtain: This is the terminal-equivalent of the trophy above. Again,
it is highly recommended you invest in the hacking skill as soon as you can
and keep leveling up in it as the game allows to open more and more terminals.
Terminals aren't quite as plentiful as locks (which are EVERYWHERE), so this
trophy will take a bit longer than the one above, but keep at it and soon you
will have hacked enough terminals to earn this trophy.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Armed and Dangerous

Description: Create 50 Weapon Mods

How to Obtain: This trophy requires the "Gun Nut" perk, preferably at level
4 for the added variety. This is also another trophy that you may want to
consider saving before doing. What I ended up doing was, late on in the game
(after you have been salvaging for a few dozen hours and have PLENTY of parts)
was save and then go through the Weapon Crafting screen with my collection of
unique (and starred) weapons, modding each of them 2-3 times until the trophy
pops. I then reloaded my save to refund all the items and parts I blew. As you
can tell, it is recommended you work on this trophy later on in the game so
you have plenty of weapons to play with and plenty of parts to use. Of course,
as you play the game you will undoubtedly mod your weapons a few times which
is fine as in the end it just means we need to create less mods for the trophy
to appear.

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o Wasteland D.I.Y.

Description: Craft 100 Items

How to Obtain: This trophy should come naturally throughout the game. You
can get this easily by collecting MEAT off of animals and DRUGS from, well,
wherever. With those items, visit Cooking Stations and Chemistry Stations to
craft meals and enhanced drugs respectively. Do this 100 times, and this
trophy is yours. Very easy.

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`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Never Go It Alone

Description: Recruit 5 Separate Companions

How to Obtain: There are WAY more than 5 Separate Companions throughout the
game, so getting this trophy is rather easy. Recruit Dogmeat and Codsworth
early in the game, and then agree to join Preston and the Minutemen shortly
after that for three right there. Rounding that out are two companions you'll
get in the main story missions: Piper Wright and Nick Valentine. With that
alone you should get this trophy, but there are many more companions to be
had besides those five, especially if you do the faction quests.

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o Lovable

Description: Reach Maximum Relationship Level with a Companion

How to Obtain: This is pretty self-explanatory, but you need to get a
companion up to the maximum relationship level. You can check out the
Companions Section of the guide for which companions like (and dislike) what,
but honestly I would just use Piper to meet this requirement. Piper likes it
when you lock-pick things and lord knows you will do that ALL THE TIME. Be
nice to her when conversation time comes and equip CHR gear if you want to
romance her and you will be set. Dont' forget to quicksave BEFORE you do
speech checks and you'll be golden.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Fix-Er-Upper

Description: Build 100 Workshop Items

How to Obtain: An extremely easy trophy. You can save before-hand to refund
your items if you wish, but all tis takes is scrapping a bunch of wood in
Sanctuary and building 100 Wooden Crates. Extremely easy. Or just play with
some settlements until you get his naturally. Whatever works for you.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Future Retro

Description: Play a Holotape Game

How to Obtain: Fallout 4 has a number of Holotape Games in it, but the first
one you will likely find is during the "When Freedom Calls" quest. Complete
that to obtain the "Red Menace" game (located in the room with Preston and
Sturges) and play it to gain this trophy.

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`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o ...The Harder They Fall

Description: Kill 5 Giant Creatures

How to Obtain: This trophy requires us to kill FIVE Giant Creatures. There
are more than five Giant Creatures throughout the game, which is good because
when the game says kill five creatures it means YOU need to kill them. Not
your companion or Liberty Prime or any other allies. Still, here is a quick
list of some giant creatures you can find that are GUARANTEED to be waiting
for you.


o Swan at "Swan's Lake", east of Diamond City.

o Mirelurk Queen, guaranteed to be at the "Murkwater Construction Site", in
the southeast portion of the map.

o Mirelurk Queen, during the "Taking Independence" quest (make sure you
kill it).

o Mirelurk Queen on Spectacle Island: go to the southern boat on the island
and turn on the circuit breaker to spawn her.

o Super Mutant Behemoth, south of Walden Pond in a self-built lair.

o Super Mutant Behemoth, lurking out in the swamps between Hyde Park and
Gunners Plaza, in the southern portion of the map.

o Super Mutant Behemoth, found during the "Show No Mercy" quest for the
Brotherhood of Steel. Chance you may not kill it.

o Super Mutant Behemoth, during the quest "Ad Victoriam" quest for the
Brotherhood of Steel. Liberty Prime may kill this before you.


Between that group of enemies, you should be able to kill five by yourself.
Mirelurk Queens have been known to show up around water on the east side of
the map as well.

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`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Ranger Corps

Description: Discover 100 Locations

How to Obtain: If you love exploring, this trophy is for you. Thankfully
there are WAY more than 100 locations throughout the game, so this one is
honestly pretty easy to obtain. There is a TON of locations around Diamond
City and the island it is located on, so start there if you feel you are
missing any, then continue to the south and north as needed.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Print's Not Dead

Description: Read 20 Magazines

How to Obtain: If there's one thing we love pointing out in the guide (aside
from bobbleheads), it is SKILL MAGAZINES. You will very likely get this
naturally as you explore and clear locations, but following the guide will
also quickly net you 20 magazines as you make your way through it. Much more
than 20, of course.

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o Prankster's Return

Description: Placed A Grenade Or Mine While Pickpocketing

How to Obtain: Oh, this is evil! This is best done by saving a few level
ups (likely two, to be precise) and then SAVING. Once you have those level
ups, you can invest them into the PICKPOCKETING skill and at rank two you
gain the ability to place a live grenade into someone's inventory. There is
a percentage chance of doing this of course, but with your save in place you
will soon get away with doing this and blowing some unfortunate soul up and
earning this trophy. And no saying "It was just a prank, bro!"

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Masshole

Description: Kill 300 People

How to Obtain: This trophy will come naturally in time as you play through
the game, provided you don't just completely rush the story missions.

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o Animal Control

Description: Kill 300 Creatures

How to Obtain: Like the Masshole trophy, this one too will come in time
(again, as long as you don't completely rush the game and call it quits
afterwards). In particular, this one will come as you explore the map and
deal with the wildlife you end up finding. You can expect to get this
naturally if you are an explorer.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Homerun!

Description: Get a Homerun

How to Obtain: This is a rather unique trophy that you can obtain anytime
after you reach Diamond City. To obtain it though, you'll have to be INSIDE
Diamond City. As you undoubtedly know, Diamond City is the old Fenway Park, a
baseball stadium, and miraculously it still has all four bases in it (which
is truly miraculous). What you need to do is run around all four bases in
order to get the trophy. Home plate is where you should start, and is located
to the right of Piper's House with a "I" on it. From there, run right
diagonally, following the catwalks to second base (with a "II" on it) and
continuing around the bases, making a diamond shape to third base and back
to home. Sprint the whole way (as much as you can) to get this trophy. In the
extremely rare event that you haven't seen a baseball game before in your life
(really!?), do a walk around the bases first to see what you are doing, then
run it.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Touchdown!

Description: Get a Touchdown

How to Obtain: Chances are extremely high that you'll get this trophy
naturally, as you get it for being blown up with a mini-nuke. If you want
to force this, go to any hospital front (you may have to wait for the Super
Mutants to respawn at it, or find another one) and let the Super Mutant
Suicider run into you. Bam, instant touchdown! I personally got this by
blowing myself up with a Fatman, so if you have one of those that will work
as well (just save before hand, right!?).

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o They're Not Dolls...

Description: Collect 10 Vault-Tec Bobbleheads

How to Obtain: This trophy is obtained by collecting Bobbleheads, of which
there are 20 in the game, so you should get it halfway-through going for
the "...They're Action Figures" trophy. Refer to the guide's Bobblehead
Section to help yourself out in finding every one of these.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o ...They're Action Figures

Description: Collect 20 Vault-Tec Bobbleheads

How to Obtain: As just mentioned in the trophy above, you want to check out
the guide's Bobblehead Section to locate and collect every single one in the
game. Much, much easier than trying to find all of these on your own!

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Born Survivor

Description: Reach Level 5

How to Obtain: This trophy is level bases and is pretty much guaranteed as
long as you don't start the game and then quit!

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Commonwealth Citizen

Description: Reach Level 10

How to Obtain: Another level that will undoubtedly come as you strive to beat
the game proper. This one will definitely come in time as long as you keep
playing.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Unstoppable Wanderer

Description: Reach Level 25

How to Obtain: The third level trophy! You will still likely get this trophy
as you play through the game's main missions, but it may require a bit of
exploration as well to make sure.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Legend Of The Wastes

Description: Reach Level 50

How to Obtain: The final level trophy, this one will require extensive
exploration. Thankfully, if you are following the guide, you will undoubtedly
get this trophy as we fully explore the game's map (and even then, you will
likely get it before visiting every location anyways). It is worth noting, if
you didn't already know, that Fallout 4 has no level cap and because of that
you have no fear of not reaching this level. Keep playing and finishing quests
and exploring locations you have yet to uncover and this trophy will come in
time. Also note that the game doesn't end once you complete the main story
missions, so you have nothing to worry about there either.

,---'\____________________________________________________________________/`---.
`---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---'


o Prepared for the Future

Description: Decide the Fate of the Commonwealth

How to Obtain: This trophy is actually tied to the end of the main story
missions, which means it will unlock after you complete either "Nuclear
Family" or "The Nuclear Option".



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| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Version History >==O
``-.___________________________________________________[FO-VER]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Version 1.00 May 1st, 2021
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Like I mentioned before, this guide is a TEXT ONLY version of the Fallout 4
guide that I (Bkstunt) wrote with HaeravonFAQs for "Gamer Guides". You can
find an ENHANCED VERSION of this guide on their website:


ENHANCED GUIDE: https://www.gamerguides.com/fallout-4/guide


This version has pictures, maps, and is just generally better in every way.
It used to be a guide you had to pay for (which is why I got the rights to
put it on GameFAQs... to make sure it never stayed that way), but nowadays
it just has ads on it, so... yeah, it's better. You should really go check
it out! Unless you just really like text guides... Like me...

I will also add that this guide does have SOME DLC, but not all of it.
Maybe if they ever re-release this game or add new trophies I would consider
revisiting. For now though, just try to enjoy what is here. Maybe I'll redo
or add to the trophies in a future update...


Version 1.01 June 17th, 2021
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Forgot to add in Osrevad1 in the credits! How dare I! Sorry buddy!



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| _/ _` | | / _ \ || | _| |_ _|
_______________|_|\__,_|_|_\___/\_,_|\__| |_| ______________
..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==< Credits >==O
``-.___________________________________________________[FO-CRE]___.-´´
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

o Big thanks to Vinheim, A Backdated Future, Absolute Steve, Krystal109,
BacterX, Thnikamanl33t, noz3r0, Haeravon and Ryan Harrison. All of my
past and present FAQING brothers (and sister) in arms. I appreciate you guys!

o Thanks to my family for giving me the time to work on this. Love all of
you girls!

o Thanks to the people who make GameFAQs what it is. The contributors who give
of their own time to try and enhance and help others. Unsung heroes of our
time that truly make gaming better.

o Special thanks to Osrevad1 for the logo ascii art! Much appreciated!
You can check out his stuff here: https://twitter.com/venividiascii

o Maybe you? Send me an email!

_______________________________________________________________________________
THE THING ABOUT HAPINESS IS Document © Bkstunt_31 2016
THAT YOU ONLY KNOW YOU HAD Fallout 4 © 2015 Bethesda
IT WHEN IT IS GONE... E N D O F D O C U M E N T
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