Far Harbor - completing the quest - "what life should be." Walk in the park

Getting the current quest is not so easy; you must first complete a number of tasks from the “Miscellaneous” section.

In Far Harbor, you can accidentally meet a robot named Pearl. She heard that a detective has arrived on the island and she needs your help. There has been a murder at the hotel where she works, and Pearl's employers want someone to find out exactly what happened.

Charisma

You can ask where the murder took place (level of belief - easy).

You can also find out who the deceased was (medium level of belief).

And finally, ask who Pearl's employers are (the level of persuasion is difficult).

Don’t forget about the monetary reward (level of persuasion - easy, medium, difficult).

If you agree to investigate, then she can accompany you to the hotel or meet you already on the spot. You will have a task in the “Miscellaneous” section - “Meet Pearl at the Cliffs Edge Hotel.”

Meet Pearl at the Cliff's Edge Hotel

The Cliffs Edge Hotel is located north of Far Harbor. It can be reached along the road along the coast. Pearl will be waiting for you at the entrance. Some guests show aggression, but the guests are in a more protected place. You need to get to them. You will receive the next task from the Miscellaneous section - “Follow Pearl through the Cliffs Edge Hotel.”

Follow Pearl through the Cliffs Edge Hotel

Follow Pearl through the hotel and deal with rowdy visitors along the way - feral ghouls. The hotel is completely destroyed and there is nothing much to profit from. In the toilet on the second floor (lock level is easy) you will find a first aid kit. In the kitchen on the third floor you can refresh yourself with food and drinks, Yader-Cola for example.

Eventually, Pearl will lead you to the elevator. Having gone down on it, you will find yourself in a closed part of the hotel, or rather to the entrance to Vault 118. Click on the button on the control panel of the shelter and talk to Maxwell. Introduce yourself as a detective and he will open the door for you.

Maxwell will meet you at the entrance. Mr. Parker, the hotel's principal owner and financier, has died. You will have another quest from the “Miscellaneous” section - “Follow Maxwell to the crime scene.”

Follow Maxwell to the crime scene

Follow Maxwell. He will lead you to a restaurant hall, where in the middle lies a corpse, whose death you need to investigate. Surprise... all the guests of the refuge hotel are robotic brains. Suddenly.

From this moment the full-fledged quest “Brain Death” begins.

Talk to Maxwell

Maxwell offers to inspect the crime scene, and at the end tell about everything that can be found. You can also question guests, but he warns that you should only make accusations if you are absolutely sure of it.

Examine the crime scene for clues

Get closer to Mr. Parker's corpse. By pressing the [E] key, you can examine the robotic brain. It seems the brain container was broken by something. You will find blood stains nearby, follow the trail of blood. In the corner to the left of the stage you will find a Fensbuster baseball bat - the murder weapon.

Fraction: Children of Atom

Locations to explore:

  • Source of the Atom
  • Sanctuary of the Children of the Atom

Completing this quest will be your rite of passage into the ranks of the Children of the Atom, whether your reason for coming here is because you want to worship radiation, or because you need to infiltrate the submarine base to uncover the secrets of DiMA's memories of which you found out in . The ritual is that the chosen one of the Atom must drink from a source located near the Core and receive something, a sign or a vision. Those not chosen by the Atom rarely return.

Drink from the source

The source is located not far from the Core, a little to the west. Walking in a straight line, you will most likely come across a group of young swallows that you will have to deal with.

Go to the Atom source and drink water from it, or rather something liquid and most likely with an off-scale level of radiation. After this, a black figure will appear to you and tell you to follow it.

Follow the figure

It’s as if you are running after someone in a dream to an unknown destination. Landscapes and wild creatures rush past, but they don’t see you. A ghostly figure will lead you to the sanctuary of the Children of Atom and disappear.

Explore the sanctuary

The Sanctuary of the Children of Atom is positively glowing from radiation, but in addition to it, you should beware of wild ghouls, of which there are also quite a few here. Go inside the building.

Open cache

Inside the sanctuary there is a Children of Atom cache that you need to open. To do this, use the terminal, to hack which you need a password, which is what you have to find.

On the shelf you will find a note “Sacred Elements”, which tells you how to open the cache of the Children of the Atom, and under the shelf there is a cache with lids. In the note, the emphasis is on the word ELEMENTS, taking this into account, it is worth taking a closer look at the table with chemical elements hanging on the opposite wall. On the side of the cabinet, standing against the same wall, you will find a luminous inscription made of several chemical elements, the letters of which form the word “MOTHER” (from English - mother). Click on the text and examine it - this is the password for the terminal.

Take the idol

Inside the shrine's cache there is an idol of the Mother on the desk, take it as proof that you opened the cache and completed the ritual.

Return to the Great Zealot

Return to the Core and tell Great Zealot Richter what you saw. He will be slightly surprised, because the Mother of the Fog herself, the messenger of the Atom, appeared to you. She serves as a guide for those who have an important role to play in His plans for the future of the Children of the Atom family. Now you need to say about your decision - whether you are ready to take a place in the ranks of the Children of the Atom or not. Agree.

Richter suggests going inside the Core and after the sermon, show the idol of the Mother to the High Confessor, and then return to him, since the Great Zealot has an assignment for you - the quest “The Heretic”. The Great Zealot also warns that any action against the family is punishable to the fullest extent. Receive from him the Attire of the Servant of Atom, which does not have to be worn, although it has resistance to radiation damage (25) and radiation itself (20).

Welcome to the Core!

Fraction: Residents of Far Harbor

Who issues: Captain Avery

Locations to explore:

  • Frame
  • City of Far Harbor

After defending the Corps from attack in the quest "A Walk in the Park", Captain Avery asked you to help the people of Far Harbor, and the quest "Life on the Edge" was activated. She also has a quest for you, but you can only receive it after you reach Acadia at the end of the quest "A Walk in the Park." Captain Avery is worried about the city's water supply: the fog condensers protecting the road to the nearest water treatment plant have failed. She asked you to find Howard Dunabar, who was tasked with repairing them. Most likely he fell into the claws of the swampers. Captain Avery hopes that you will agree to go on a reconnaissance so that you can repair the capacitors if Howard is no longer there. Of course she is ready to pay. If you agree, then head southwest out of the city.

Find Howard Dunbar

First you need to find Howard and find out what happened to him. In any case, he took the spare parts for repairing the capacitors with him, they need to be picked up. Approaching the outskirts of the city behind one of the houses you will find Howard Dunbar in the company of swampers. Kill these creatures, unfortunately, this will not save Howard, but at least avenge him.

Take the parts for the fog condensers from him and go fix them yourself.

Use power modules to repair fog capacitors

All broken fog capacitors are nearby. You'll find the first one a few steps away from Howard's body, and the rest a little further up the road.

In order to repair them, just get closer to them and press the [E] key - nothing complicated. At the last broken capacitor, you may have to kill a couple more swampers.

Return to Captain Avery

Return to Captain Avery and report that you were able to repair the fog condensers protecting the road to the Far Harbor water treatment plant. You will also have to break the bad news about Howard's death. She, as promised, will pay you in caps.

Charisma

You can demand more money from Captain Avery for risky work (persuasion level - easy, medium, hard).

Reward: 200 caps (standard)

Fraction: Children of Atom

Who issues: High Confessor Tect

Location for research:

When you agreed to join the Children of Atom family, you activated the quest “That’s what Atom wants,” which involves helping family members. High Confessor Tect, leader of the Children of Atom, has a mission for you. One of the members of the small commune has been on his radar for a long time. Your task is to check it. If you find evidence of heresy or treason, you will need to bring it to the High Confessor. Prove that you can be trusted and he will reward you. Any evidence of conspiracy against Tekt and the family or disrespect for Saint Atom will do. He gives you a note with instructions.

Read the High Confessor's note

Read Tekt's note, in it you will find only one name - Obert. The note can be found in your Pip-Boy in the “PREV” → “Miscellaneous” → “Note from the High Confessor” tab.

You will find Sister Oberta on the ship, going down two levels to the tomb (a large vessel with radiation warning stickers), where your Geiger counter will start going off scale. After talking with her a little, she will blab about her dissatisfaction with the Grand Confessor Tect, and then quickly correct herself.

Charisma

Ask Sister Oberta if she likes Tekt, and she will say that not many people like him (persuasive level is easy). She will immediately regret what she said and ask you to leave.

Inspect Sister Oberta's bed

Despite what Sister Oberta said about Tect, you have no evidence of treason or conspiracy yet. Inspect her sleeping place, you will probably find something in her personal belongings. Sister Oberta's bed is located in the room adjacent to the tomb.

Under the mattress you will find a note from Edgar in which he tells Oberth that because of his friendship with Martin, it is better for them not to meet and to continue exchanging messages through a box in the pantry, as he is afraid that someone will begin to plot against her. The note also says that Edgar hid a spare key to the box behind the bench in the locker room at the entrance.

Open Edgar and Obert's chest

The chest is in the corner of the storage room located to the right as you descend from the top level of the ship. You won't be able to open it without the key. The spare key, as written in the note, is in the locker room at the entrance - this is the first room on the left side after you entered the Core. There, behind the first bench, you will find the keys to the chest. Now go back to the ship to the box. There you will find a note from Obert.

Read Obert's note

Find the note in the inventory: "PREV" → "Miscellaneous" → "Obert's Note". It says that Tect arranged Edgar's death because he is afraid of Martin. Allegedly, the High Confessor knows: only Martin was worthy to lead the family of the Children of Atom. This note is already direct evidence of a conspiracy against Tect.

Talk to Sister Obert (Optional)

You can, if you wish, talk to Obert and say that you found her note about the High Confessor Tekt. She will beg you not to give her the note and to forget about this incident. You have several options:

  • Advise her to run away, as she is still in danger.
  • Ask for payment for the note - she will give you about 100 caps, and then decide to give the note or not.
  • Give her the note, the only evidence against her.

Report to the High Confessor

You've found the evidence, the question is what do you do with it. In any case, to complete the quest you need to talk to High Confessor Tect.

You can:

  • Give him Obert's note, and thereby betray her betrayal and most likely doom her to death.
  • Lie that she is devoted to her family (average persuasion level) and save her life.

If your conviction does not work, and you have already given the note to Obert, then you have no choice but to lie that there was no evidence. The High Confessor will be disappointed and will not reward you, but the quest will be completed.

Reward: Inquisitor's Hood

Help: Inquisitor's Hood

Damage Resistance: 2

Intelligence: +1

Weight: 3

Price: 250

Peculiarity: Radioactivity increases the wearer's intelligence.

Fraction: Residents of Far Harbor

Who issues: Cassie Dalton

Locations to explore:

  • Far Harbor
  • National park camp
  • Dalton Farm
  • Brooks Head Lighthouse

After helping in the defense of the Corps in the quest “A Walk in the Park”, the quest “Life on the Edge” is activated, as Captain Avery invites you to help the residents of Far Harbor in their affairs. Among other things, this quest includes the optional task “Help Cassie Dalton.” You can find her sitting at a table on the pier near the Last Resort bar.

Cassie Dalton is the last of her kind. She believes that the island took revenge on her family for their greed and greed and killed one family member after another. But, with your support, the last Dalton heiress will have a chance to avenge her relatives.

The first chapter of Retribution will be about Cousin Pete, a good guy who fell into the clutches of a pack of wild ghouls while picking berries at a national park camp. Pete was able to reach the city, but died that evening. And the ghouls still occupy the national park camp located west of Far Harbor. Agree to deal with them.

Destroy wild ghouls

If you were paying enough attention, you probably noticed the outdoor recreation area when you first walked into Acadia with old man Longfellow in the quest A Walk in the Park. This is the beginning of the national park camp. Follow the path to the right and reach the tents, barn building, and several other camp buildings. There you will find ghouls.

It won't be difficult for you to deal with the ghouls; there are no more than a dozen of them here. When you're done, look around here. In one of the barns you will find a cache with lids on one of the wooden boxes, as well as a yellow box with useful supplies in the nook next to the barn. There is a First Aid kit in the toilet. And before you return to Cassie Dalton and tell about your success, you can have a good sleep in one of the tents, next to which, by the way, there is a box with explosives.

Return to Cassie Dalton

Return to Far Harbor and meet Cassie Dalton. She is very happy about your victory. What does she reward you for?

Reward: 200 caps (+100 caps)

Charisma

You have the right to demand more money from Cassie for your efforts (persuasion level - easy). If the persuasion works, you will receive another 100 caps on top.

But the story of Cassie Dalton and her family does not end there. The second chapter is about her grandfather George. He lived on a farm north of Far Harbor until the island set a fogman on him. Cassie's grandfather fired back at him until all the farm workers escaped, but he himself died defending them. Cassie asks you to destroy this creature.

Destroy the Fogman

To find the Dalton farm, you simply need to follow the road along the coast, north of Far Harbor. I advise you to do just that, because after going 2/3 of the way, you will discover something interesting. In an abandoned truck with the logo of the local lemonade “Vim!” The T-51 power armor in the Vim! color scheme awaits you. Freshness". There will also be a power armor service station inside if you want to patch up or modify yours.

Reference: T-51 power armor in the Vim! Freshness"

The T-51 Power Armor offers stronger protection than the T-45 model found on the roof of the Liberty Museum in the quest Freedom Calls. This model is not a priority for any of the groups, but you can find spare parts for it, as they are scattered throughout the Commonwealth. This particular piece of armor is distinguished by its coloring, made in colors and with the logo of the islanders’ favorite lemonade “Vim!”

When you reach the Dalton farm, it will not be difficult for you to find this creature that killed Grandpa George. Kill the fogman and avenge the Dalton family.

Return to Cassie Dalton

Return to Cassie Dalton and make her happy that Grandpa George can rest in peace, because the fogman is dead. Cassie gives you the Dalton farm, you can now use the farm workshop. Cassie also thanks you with the lids.

Reward: 200 caps (+100 caps)

Charisma

You have the right to demand more money from Cassie for your efforts (persuasion level - easy), just like last time. If the persuasion works, you will receive another 100 caps on top.

Let's move on to the last part of the Dalton family story. Cassie's late husband was a fisherman and loved to fish near the lighthouse, which is southwest of the city, near the quarry. The trappers who decided to settle there killed Danny. Their leader simply put a bullet between his eyes for fun. Cassie wants revenge for her beloved husband.

Fraction: Residents of Far Harbor

Who issues: Sailor

Locations to explore:

  • Far Harbor
  • Eagles Cove Tannery

This quest is one of the optional tasks of the quest “Life on the Edge”, where Captain Avery asked you to help the residents of Far Harbor. The sailor just needs help.

To strengthen the walls of Far Harbor (the so-called Corpus), she needs special tools, and she is willing to pay 450 caps to find them. You need to pick them up from the Eagles Cove tannery, where they definitely belong.

Charisma

You can try to negotiate a larger reward for a dangerous task (persuasive level - medium).

Pick up power tools

The tannery is located on the northwestern coast of the island - the path is not close. Along the way you may encounter various creatures and trappers.

In a small building next to the tannery, which previously, apparently, was a canteen for local workers, you will find a first aid kit in the kitchen, and Vim! lemonade on the tables. On a ship at the pier, you can get hold of medicine by going up to the upper room. When searching for power tools in this area, beware of ghouls.

In the annex to the tannery, located at the front of the building, on the second floor you will find a cache with lids on the table, and in the corner there is a safe (lock level - difficult) with medicines, ammunition and a stealth battle.

The tannery itself can be accessed from two entrances: the one on the right of the building (it is marked), and through the entrance (the lock level is very difficult), which can be accessed from the annex by entering a rusty door. The latter will lead directly to the place where the power tools are in the tannery.

Let's go through the door that doesn't need to be broken down. Immediately as you enter, you will see a locked door opposite (lock level - medium), ghouls are waiting for you behind it, as well as a safe (lock level - difficult) with useful supplies. Clear the first floor of these radiation creatures and go down to the basement. A more serious enemy awaits you there - a glowing ghoul that can revive already killed ghouls. But I think you can handle it too. With him you will find the key to the tannery, with which you can open the door locked with a very complex lock and go straight outside.

Between the shelves you will find a bag with the power tools you came for, and next to it a large red bag with ammunition, explosives and weapons. The exit is behind the last shelf.

Give the tools to the Sailor

The power tools have been found - now we need to give them to the Sailor. But here's a surprise... on the way out, a certain Mike Machete will approach you. He has been watching these ghouls for a month now, he wanted to kill them and take the same tools as you. It turns out that Palmman instruments are very rare. He is offering you 2,000 caps right now as opposed to 450 caps from Moryachka. You decide.

Charisma

You can raise the price to 2,750 caps if the persuasion works (persuasion level is medium).

If you agree to sell the tools to Mike, the quest will be completed, but the Sailor will no longer want to deal with you, and most likely you will no longer receive quests from her.

If you refuse to sell the tools, you will receive the reward agreed upon with the Sailor and strengthen your relationship with one of the residents of Far Harbor.

Reward: 450 caps from Sailors or 2,000 caps from Mike Machete.

Fraction: Residents of Far Harbor

Locations to explore:

  • Far Harbor

Meet Captain Avery

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

Help the residents of Far Harbor

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

Help Cassie Dalton (Optional)

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

Help the Sailor (Optional)

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

Help Captain Avery (Optional)

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

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

Talk to Teddy Wright

After you have provided assistance to the residents of Far Harbor, not necessarily all, Teddy Wright, the local doctor, will approach you. He considers you an interesting specimen and would like to help you win the respect of the harsh islanders. He came up with a crazy way to win over even the most stubborn local resident. In the old days, leaders were chosen using the so-called “Captain's Dance”. Teddy invites you to perform it, but more about this in Fraction: Residents of Far Harbor

Who issues: Teddy Wright

Locations to explore:

  • Far Harbor
  • Coast by Emmett's Road

After helping some Far Harbor residents on the quest "Life on the Edge," Teddy Wright, a local doctor, comes up with a crazy way to win the respect of the island's stubborn residents. You need to perform the “Captain's Dance”, this is how in ancient times the islanders chose their leaders. As legends say, the strongest, most severe and most insane applicants entered the water and began to lure the monsters of the island to themselves. After the potential captain killed the queen of the swamp, fog, or whatever crawled, he called the inhabitants of the island and shared the spoils with them. If you manage to “dance,” you won’t be appointed captain, but you will definitely be respected.

Teddy Wright takes you to an area favored by swampers - on the coast, near Emmett's road. Go there and throw a piece of any meat into the water to attract the attention of these creatures. And he will make sure that someone witnesses your feat.

Throw meat into water

The area with the swampers is located on the western part of the island, get to it, and along the way, you may come across some creature, whose meat you will then use for bait.

To start the Captain's Dance, you need to lure out the local fauna by throwing fresh meat into the water. To do this, you need to go to the “PREV” item in your Pip-Boy, select the “Help” section, and then, having found the meat of any animal (swamp, mole rat, yao-gui, etc.), press the [R] key. to throw it away.

Kill the swampers

Several swampers with armor and a low level will come out of the water for meat - it won’t be difficult for you to finish them off.

Throw more meat into the water

However, this is too easy for the captain. Continue to tease the local critter and throw more meat into the water, repeating the procedure described above.

Kill the swampers

In the second round, you will have to fight the swamp hunters, who spit streams of poisonous liquid, and the Swamp King. They will be a little more difficult to deal with, but you probably haven’t been in such Fellaut troubles.

Kill the swamp queen

You enraged the swamp mother by killing her children. Now we have to deal with her. Kill her. Here are some tips:

  • Stay on the move at all times to avoid the fountains of poisonous liquid that the swamp queen spits out.
  • Try not to wade into deep water - this will slow you down and prevent you from shooting.
  • Beware of the swampwort babies that the queen releases to help herself. They are not so much dangerous as they are annoying.

After the swamp queen is finished, return to Far Harbor to Teddy Wright.

Return to Teddy Wright

Upon his return, Teddy Wright will announce to the assembled residents that you have performed the Captain's Dance and are worthy of their respect. He invites you to go to the Last Resort and talk to Mitch. He and some other residents who did not trust you before will give you a new job. Your quest “Wind of Change” is activated.

Reward: Captain's cap

Help: Captain's cap

Damage Resistance: 2

Energy Damage Resistance: 2Tourist center of the national park

Mitch, the bartender from The Last Resort, is worried about his Uncle Ken and asks you to find him at the national park visitor center. Ken is the only one left to live in the center of the island, and he may be in danger. You might even be able to persuade him to move to Far Harbor. Mitch is willing to pay you for the service rendered.

Charisma

You can immediately hint to Mitch that the service is not cheap (the level of persuasion is complex).

Find Uncle Ken

The national park visitor center is located north of Far Harbor and can be reached by following the road heading north. When entering the territory of the tourist center, carefully watch your step - Uncle Ken does not like uninvited guests, so he stuck mines and set traps everywhere.

Don't expect a warm welcome, but if you mention Mitch, your uncle will immediately warm up. He asks you to make something on the workbench, since he did not have time to reload the traps, and someone will definitely attack the center.

Protect the tourist center

Hurry up, you don't have much time before the trappers attack. The workshop is located outside, you can build a couple of turrets or set traps. To do this, select the “Defense” tab in the workshop menu, and from there go to “Traps” or “Turrets”. Although you can try to simply recapture Uncle Ken’s camp the old fashioned way, killing everyone with weapons and throwing grenades, for example.

Talk to Uncle Ken

After all the enemies have been killed, talk to Uncle Ken. This is your chance to convince him to come with you to Far Harbor rather than stay in the national park tourist center alone among enemies.

Tell Uncle Ken that Mitch wants him to move to a safer place (medium persuasion level). But don't think that persuading him will be easy. If he falls for the first persuasion, your second round awaits (persuasion level - medium and difficult).

Don't leave without checking out the visitor center, there's some interesting stuff waiting for you.

4332
June 24, 2016 17:23

Fraction: Residents of Far Harbor

Locations to explore:

  • Far Harbor

Meet Captain Avery

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

Help the residents of Far Harbor

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

Help Cassie Dalton (Optional)

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

Help the Sailor (Optional)

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

Help Captain Avery (Optional)

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

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

Talk to Teddy Wright

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

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

Go to Far Harbor

Information

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

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

Welcome to Far Harbor Island!

Walk in the park

Talk to those meeting you

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

Follow Captain Avery

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

Defend the Corps

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

Talk to Captain Avery

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

Reward: 275 caps.

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

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

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

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

Help: Admiral's Friend

Damage: 157

Ammunition: Harpoon

Rate of fire: 2

Range: 143

Accuracy: 63

Weight: 16.3

Price: 2096 (may vary)

Installed:

Harpoon

Standard sight

Special: Double damage to targets with full health.

Help: Fish trap

Damage: 66

Speed: Slow

Weight: 7

Price: 542 (may vary)

Feature: Reduces action point consumption by 40%.

Talk to Old Man Longfellow

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

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

Charisma

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

Information

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

HP: 30

OD: 10

Weight: 1

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

Charisma

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

Quest "Reformation" - a story quest in the popular game Fallout 4, leading to one of the peaceful endings of the Far Harbor add-on. Quest "Reformation" is an alternative to the “power” quest “Cleansing the Earth”.

For convenience, use summary:

Walkthrough of the quest “Reformation” (DLC Far Harbor)

The "Reformation" quest leads to one of the "peaceful" endings of the Far Harbor DLC in Fallout 4, in the previous quest "The Way Life Should Be", the main character learned that DiMA was involved in the murder of Captain Avery and her subsequent replacement with a synth. The main character decided not to tell the settlers of Far Harbor about this, so as not to provoke a subsequent conflict, because it is clear that upon learning this news, the settlers will first kill Avery and run to destroy Acadia. Instead, the main character decides, with the help of DiMA, to replace the head of the children of Atom, confessor Tekta, with a synth. To do this, you need to somehow lure Tekt out of your home and, after eliminating him, replace him with a completely identical synth. These are the problems the main character will have to solve in the “Reformation” quest.

Task #1: “Visit Confessor Martin’s old hideout”

After the main character and DiMA come to the decision that Tekt needs to be replaced, they begin to come up with a plan to lure Tekt out of his home. The solution to this problem is found by DiMA; it turns out that Tecta is very afraid of the return of the former head of the children of Atom - confessor Martin, whom everyone considers dead, but no one has seen the corpse. DiMA invites the main character to go to Martin’s abandoned hideout and get there any halo recordings with the voice of confessor Martin, based on these recordings, DiMA will make fakes, after listening to which you might think that Martin is going to return and take power from Tekt.

Therefore, the main character needs to go to an abandoned shelter and look for halo records there. There may be wild ghouls lurking around the hideout, but they are not a difficult enemy.

Task #2: “Transfer records to DiMA”

Having received the records, we return to DiMA, he quickly prepares a fake and gives it to you with the task of ingratiating yourself with Tekt.

Task #3: “Gain Tekt’s trust”

It’s quite easy to gain trust in Tekt, you just need to complete a couple of quests for the Children of the Atom faction and the trust of the confessor Tekt will be yours.

Task #4: “Show the fake post to Tekt”

After the main character has won the trust of Tekt, you need to show him the halo-recording, during the conversation you will tell Tekt that you found a halo-recording from which it becomes clear that Confessor Martin is going to return and overthrow Tekt, and since you are loyal to Tekt both in soul and body, then you will help him develop a plan to prevent Martin from coming. But it is worth discussing this in a place where you cannot be overheard, for example in the tunnels that run under the control center. Apparently Tect had been expecting something like this for a long time, because he immediately believes in this fake and agrees to a meeting in the tunnels.

Task #5: “Eliminate Tekt and hide his remains”

We follow Tect into the tunnels under the command center. After he is left alone with the main character, there are 2 possible paths:

  1. You can, as planned, kill Tekt; he has long been just a confessor, so he is no good as a fighter. It’s easy to kill Tekt, and you can remove unique equipment from his body;
  2. You can tell Tect that DiMA ordered to kill him, and convince him to leave the island and never appear again, he loses power, but his life remains with him.

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

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

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

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

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

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

How to start playing Fallout 4: Far Harbor?

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

Assignment: "Away from Home"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Assignment: “A Walk in the Park”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Task: “Find your place”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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