THE BELL

There are those who read this news before you.
Subscribe to receive fresh articles.
Email
Name
Surname
How do you want to read The Bell?
No spam

So, Fallout 4 is completed. According to the results. Maximum difficulty "Survival", received all 50 achievements, 226 hours of completion, 3 endings out of 4 possible (all except Minutemen), hundreds of legendary swag and character level 59/60 (depending on the ending option). I feel like I saw 90% of F4. I'm full of falot, as they say. Perhaps there are some questions left and several undisclosed locations or hiding places, we will find out all this in the guide, which I will begin to make after this description.

Now the walkthrough and at the end a little about my impressions of F4.

Riflemen building

In the last part, I wrote that I was starting to explore the southern part of the Fallout 4 map. The Shooters building (essentially the main headquarters of the Shooters) also belongs to this trip. I usually try to avoid the main entrance. So it is here. There is a staircase on the side of the building that takes you up to the roof. It was difficult, of course, but still easier than if you burst through the main entrance. I simply showered most of the shooters with cryogenic grenades from above. In the main room on the first floor there is a mercenary leader and a “light weapon” doll.

Milton Hospital

Slightly north of the Gunners building is a "neighborhood" containing Fallons Department Store, West Roxbury Station, Shaw School and Milton Hospital. There are a lot of super mutants in the area, and after the war with the shooters, I somehow don’t want to get involved in another long battle, so I choose a hospital that is not guarded by anyone for research. There are some crazy robots inside, but they are low level. The layout of the building brings much more problems. It's very easy to get confused here. The main find is an injection carbine (why the translators decided to call almost all the weapons in the game carbines is unknown). A rare weapon from which you can shoot syringes with all sorts of interesting effects. I was never able to test it, although I made a whole bunch of syringes. You will have to look at the Milton Hospital again at the end of the game, when playing for the Brotherhood of Steel.

Fence Street Sewer

The entrance to the Fence Street Sewer is located very close to Diamond City. I accidentally discovered the location and at the same time decided to check what was there. And there turns out to be a whole story with a maniac. We listen to audio recordings of a certain “Phantom of the Swamps” and watch the fruits of his “creativity”. The events took place before the war, so I did not find either the maniac or the detective to whom the killer addressed on the recordings at the end of the road. Either they died a long time ago, or they turned into ghouls, of which there are tons here. It's a pity. But I did find the magazine “Modern Castles” and the latest cassette. Apparently the detective finally fell into the hands of a maniac and experienced hellish torment.

Suffolk County Private School

Back to the southern regions. A new building, which means a new story. Suffolk County Private School. Lots of wild ghouls. But they are somehow strange. Pink... And in the school itself everything is smeared with paste, also pink. From the terminals I learned the backstory: the school’s sponsor fed this liquid to the students, hence the unusual color of the ghouls. By the way, in one of the rooms you can find a unit that was used for production, and boxes of industrial Abraxo, they are also pink :) The paste gives +1 to stamina, although pink ghouls are weaker than their ordinary relatives. There is still a serious opponent at school - a very dangerous glowing one. Loot: Indestructible magazine and a lot of Vault-Tec lunchboxes.

Quincy Quarries

Along the way I discovered the Quincy Career location. Strong radiation and ghoul raiders prevented exploration of the area.

Wilson Atomatoys plant

The Wilson Atomatoys plant is also located in the southern part of the map. Super mutants. Chief Super Mutant: Big Mac. Buffout + Honey X + Psycho. I can't say it was difficult. I'm picking up a box of parts for the Buttercup robotic pony. All that remains is to return to Arlen Glass in the Sweatshop and give him this junk. I took two robot ponies for myself as souvenirs. But they are so heavy that in my settlement they break through the roof. Seriously. Placed it on the 2nd floor. After some time he returned there, and they were halfway into the floor. I pulled it out and put it back as it was. Same thing again. Then they ended up on the first floor and began to sink into the ground.

Parsons Psychiatric Hospital

I gave the parts to the ghoul, and not far from Sweatshop is the Parsons Psychiatric Hospital. I opened the location, but could not enter. Key required. This place refers to the Cabot family quest (starts in Bunker Hill, where you need to talk to the ghoul). I'll tell you about it below.

Dunwich Drillers

The Dunwich Drillers quarry belongs to the northern territories. Interesting location. For some reason, during the passage I remembered Dead Space. You go down into the quarry, and then you go down even lower, and even lower, almost to the core of the planet. Darkness, necro-ghouls... Deep dungeons are generally Bethesda’s favorite feature :) But the most important thing is that it was here, deep underground, that I picked up the chilling Gauss carbine from the legendary gangrenous ghoul. It differs from the usual one in slightly more damage and freezing on critical shots. And this is the best weapon in Fallout 4. A regular shot does about the same damage as a plasma grenade, and a hidden shot (with upgrading the Ninja and Sandman skills) deals 4 times the damage! The ammunition is available from any arms dealer, is relatively light, and, very importantly, is equally practical at any distance. There was no Minigun or Fat Man lying around, and a Gatling laser would be more suitable for a disco.

Trinity

Completed the task “Going to bow.” It hung for a long time. In general, nothing complicated. We go to one of the tallest skyscrapers in the city - Trinity. Here we fight our way to the very top and listen to the funny remarks of the super mutants, as well as their leader. A “Close Combat” bobblehead in a cage with prisoners and the opportunity to take the super mutant Strongman as your partner. First of all, I went with him to Diamond City, no one cares. Have you joined the brotherhood? There, too, there is zero attention to the super mutant's partner. Sadness.
Next were: Quincy Ruins - another stronghold of shooters with the odious Clint, a traitor to the Minutemen, who runs around in power armor and a cowboy hat. Warwick Farm - farmers settled near the sewage treatment plant. Eww! By the way, at the Institute, in one of the terminals you can read that the head of the Warwick family is actually a synth. The broken "Northern Star" is a ship with raiders, either Germans or Dutch. The main thing is to pick up the “dexterity” doll here. Hugo's Hole - ammo box and Mr. Helper robot model.

Salem Witch Museum

You can't enter the Witch Museum through the main door, but there is a basement entrance on the side of the building. Nearby is the corpse of Private Hart. I pick it up and listen to the recording, after which the quest - Fatal Eggs - is activated. The gist: mercenaries stole deathclaw eggs to sell to some customer. Talon hunted down and killed the thieves inside the museum. I killed the deathclaw. Almost all of the eggs were broken except one. You need to make a choice: take the egg to the customer or return it to the nest. I chose the second option and took it to the nest, where I picked up a deathclaw glove nearby.

Massachusetts State Capitol

I started completing the task “Road to Freedom”, which is about searching for the Underground. Along the way, a new location “state capitol” opened. Well, I think I should go check it out while I'm here. I went in and off I went. Corridors, terminals, a dungeon under the building, then the swampers, the mother of the swampers, a gang of raiders. When I got out of there I already forgot that I was going to look for the Underground.

Spectacle Island

The island is in the southeastern part of the map. And this is the largest territory for its settlement. To gain access to the workshop, you needed to start the generator on the green ship (in the southern part of the island). By the way, you can also find the “Luck” doll on the shelf of a metal cabinet. After starting the generator, ordinary bogworts, bogwort hunters, and a bogwort queen to boot came out. Yeah. I remember the beginning of the playthrough, when defeating any legendary ghoul was so difficult. And now there is nowhere to put the meat from the swamp queens.

Vault 81, Curie

Now I don’t remember why I returned to Vault 81, but I think there was something on the radio about Austin’s illness (a student tour guide). In short, I came to the Vault. Here they report that, like this, Austin was bitten by an infected mole rat and we need the serum. Try searching in the hidden part of Vault 81. The mission “The Nook” begins. Okay, it will be done. Lead.
In the secret part of the Vault, experiments were carried out to create viruses, so there are many infected mole rats here. After being bitten you will get a mole rat disease. Minus 10 health points for the rest of the game.
At the end of the maze of corridors I found the robot Curie. You just need to talk to her, introducing yourself as a security guard, and Curie will open the door. The robot gives the serum against the disease and asks to take it with him. There is a medicine doll on the table. All. We go out to Austin’s room. I didn’t immediately notice mole rat disease in the characteristics, so I suggested to the doctor to use the medicine completely on Austin. At that moment I thought that I was doing a good deed, and in the final cutscene this action of mine would somehow be reflected...
As a reward, the doctor gives a short injection carbine. The same as at Milton Hospital. And the caretaker gives away a whole room in the Vault.
And yes, I hacked the (very complex) terminal next to the reactor. There’s nothing particularly interesting there, just the same story about experiments with mole rats.

Letter in a bottle

I have already written about this incomprehensible letter before. Near the Mahkr factory on the shore you can find a letter in a bottle. It turns out that in quests, where Miscellaneous is, this task appears. We swim along the marker to the indicated place and dive into the water. There is a chest under the water that needs to be opened. Made.

Chancer

In the fourth chapter of the walkthrough, I wrote about a meeting with “a certain Chancer.” That time I barely escaped with my life. In fact, Chancer is not he, but she. I was walking through some station and accidentally came across their gang again. Crushed like kittens.

Unpredictable behavior

Curie wants to become human or as human-like as possible. You need to find a neurosurgeon. Hint: you need Dr. Amari, who can be found in Goodneighbor, in the building where the memory machines are. Nick Valentine is waiting for me here to continue the main story quest, so I’m doing that at the same time. It's simple. Let's look at Kellogg's memoirs. To get out of the memories you need to activate the TV. Somehow I didn’t understand this right away. Made. All that remains is to transfer Curie’s mind into a person, or rather into a synth.

Combat zone. Kate

Another dangling task is “Explore the combat zone.” The combat zone is something like fighting without rules near Diamond City. I killed all the raiders here, and then talked to Tommy (a synth agent, by the way). Gul offered to take Kate as his partner. Why not? In addition, she is very well voiced.

The road to freedom. Subway

Now it's time to return to the search for the mysterious Subway. This organization is engaged in the “liberation” of synths from the Institute. Finding them is easy: from the starting point near the Swan Pond you need to follow the red line on the road. The end point of the route is the old church. Subway headquarters in the basement. On the front door you need to spin the wheel to spell the word RAILROAD. After each letter, press the button. Made. In the Underground, I accepted Islam on a mission to find some kind of device. Most importantly, this quest revealed the secret of the elevator in Joe Slocum's basement. This is just the exit from the old Underground base.

Commonwealth
  1. General Atomics plant. I was already here and described it in the walkthrough, but that time I couldn’t deal with the last robot. Made. By the way, there was nothing interesting in his room.
  2. Gwinnett Restaurant and Gwinnett Brewery. Super mutants. Cleared.
  3. University Point. Synths. Cleared. There are many terminals in the building, from which you can find out the fate of the previous inhabitants.
  4. Sogas Ironworks. Raiders with flamethrowers and Molotov cocktails. In the Sogas blast furnace there is a cut-scene with the participation of the raider leader Slag and the farmers’ son Jake. Objective: take the sword from Slag and return it to his parents along with Jake. Done. The raiders have been eliminated.
  5. Vault 95. I already described the clearing of this place, but I had to go back and repeat it all again, although this time it was easier. For what? Vault 95 houses a special apparatus for purifying drug addicts. I noticed it for the first time, but didn’t understand what to do with it. It turns out the device relates to the main quest for Kate. “I’m a drug addict and I’m injecting a psycho behind your back blah blah... help...” Come on, I’m injecting him too and everything’s fine. But since a person asks, then we need to help. After the cleansing procedure, Kate will react negatively to taking medications.
  6. Fallons Department Store. Super mutants. Cleared.
  7. UFO and Alien pistol (extraterrestrial pistol). I have already found a UFO near the Oberland Station settlement ( link), but did not find the alien that time. He returned and checked the area around the plate again. I noticed green blood stains on the ground. I followed the trail and found a creepy humanoid in the cave. He killed and took the gun. But the developers specifically ruined this weapon. If earlier it was possible to disintegrate even a death claw from it, now you will have to tinker with an ordinary raider.
  8. Pickman Gallery. Raiders. Cleared. Pickman himself is some kind of Satanist. He killed raiders for fun. There are corpses, heads and creepy pictures all over the house. In the basement, I saved Pickman from reprisals (you can also pick up a baby doll there) and as a reward, the maniac offers to look in his house for the painting “Picnic for Stanley.” Supposedly there will be gratitude (knife and note). Everything is done using markers, so there are no difficulties with searching, etc.
Cabots

Now a series of tasks dedicated to the Cabots. In Bunker Hill, the ghoul Edward offered to work for the Cabot family. Well, why not? I go to the Cabot house, and then using the intercom (you may not notice it) I ask you to open the door. Everything inside was somehow preserved in excellent condition.
After talking with Jack Cabot, I set out for the first task - Urgent Delivery. It's simple. We need to return a certain serum that was stolen by the raiders. Location: Parsons Creamery. Made.
The second task is Emogen and her lover. Jack's sister is missing. We go to the Third Rail, where they give a tip to Emogene's location. It turns out that she is with Brother Thomas, who is the head of the Pillars of Community sect. Only in the process of passing I killed this whole gang ( link). Surprisingly, Brother Thomas respawned. He sits on a chair, surrounded by the corpses of his comrades, as if nothing had happened. He didn’t recognize me, but he refused to take me to Emogen. Probably, he could have been killed again, but everything was done with persuasion and a charisma check. Emogen turned out to be a wrinkled woman, which is somewhat suspicious. Everything is explained in the last part of the quest.
The third task is the Mystery of the Cabot House. Jack told his family's story. They have been living for several hundred years on serum obtained from their father’s blood. The head of the family, Lorenzo Cabot, 400 years ago, during an excavation, found a mysterious artifact that makes its owner immortal and also gives powerful telekinetic abilities. Apparently, at the family council, the Cabots decided that Dad was now dangerous, and it was much more practical to put him in a special cell and keep him in the basement of Parsons Psychiatric Hospital. At the same time, resourceful relatives use Lorenzo's blood to create a rejuvenating serum for themselves.
But the raiders, who experienced the effect of the serum on themselves (see task 1), somehow found out about Lorenzo. Bandits have taken over Parsons Hospital, so Jack and I must go there and solve the problems using the classic force method. I honestly don’t understand why Bethesda forces companions to complete some quests. Apart from problems and bugs, there is no benefit from them.
We fight our way down to the basement of the hospital, where we have to make an important choice: kill Lorenzo or release him to freedom. Out of curiosity, I decided to release it. In this situation, Lorenzo reports plans for revenge and offers to join him at the Cabot house. If you talk to Jack after this, you can still take the family's side and help them kill Lorenzo. I decided to go exactly this way. The reward is caps and Lorenzo's pistol, which looks like a regular zeta pistol, only with an artifact attached (useless). Then, after some time, by the way, I met Jack. He was gray and said that his mother had already died. Well, what can you do, you’ve already stayed here for 400 years.
Second option: help Lorenzo kill his family. I read that in this situation the old man will supply a mysterious serum, which must be said much more interesting, since the serum gives +5 to strength and +50 damage resistance.

Fallout 4 endings

Well, now about the endings of Fallout 4. There are four in total, according to the number of factions: for the Minutemen, for the Brotherhood of Steel, for the Underground, for the Institute. I went through 3 options (all except Minutemen), and I can say that they are considered the same.
For BS we destroy the Underground and the Institute. At the end we blow up the Institute, watch a nuclear explosion and a cutscene.
For the Underground we destroy the BS and the Institute. At the end we blow up the Institute, watch a nuclear explosion and a cutscene.
For the Institute we destroy the Underground and BS. At the end we blow up the Prydwen BS, watch the explosion and the cutscene.
Bethesda cheated. They even removed the epilogue, which previously told how the actions of the main character affected the world.
I won’t describe the tasks separately, but rather I’ll tell you about the factions.

Minutemen

I just don't like the Minutemen. Firstly, some kind of faction imbued with Americanism. A corrosive anthem that makes your head hurt, cowboy hats, muskets... Secondly, they are really nobody. Consider one black man who gives me orders and at the same time mockingly calls me a general. They are not perceived as an integral and powerful faction with its own ideology. Thirdly, no respect for me. The Negro scolds and gives instructions; the settlers consider me a synth who is spying on them; Besides, they always ask, “Hey, aren’t you one of the Minutemen? Go clear out the ghouls there, huh?” It’s simply ridiculous when you’re level 55, you’ve created a couple of dozen settlements, and the settlers don’t even know who you are. But the episode that especially finished me off was during the passage of the Institute. The Minutemen gathered to storm the house in which the group from the Institute was located. So I go up to “my” Minutemen and say - the order is to disperse, everything is under control. To which they answer me: “We don’t have an army here and we don’t have to listen to you.” Your mother. Why do I need the rank of general then? And why do I need you homeless people anyway? Any organization must have a leader, even if it is not the army. Otherwise, anarchy arises and everyone does what they want. So the Minutemen suck.

Brotherhood of Steel

Brotherhood of Steel. Everything is clear here. It really feels like a brotherhood. Everyone knows who you are and calls you by rank. Technology, militarization and order. But there is something from the Nazis in them :) Tough. Hatred of super mutants, ghouls and synths. Dangerous guys who in the future may become an analogue of the Enclave. And yes, attention to one of the main spoilers. Paladin Dance is actually a synth. At the same time, he himself apparently did not even know about it. Maxon orders Dance to be killed, and you understand that there is no other way out here. There is no room for weakness and pity in the Brotherhood of Steel.
It's easiest to go through them. Serious fire support, but a giant robot throwing nuclear warheads with lines about Chinese communists looks too stupid.

Subway

Subway. Terrorists and partisans. Almost zero technologies (with the exception of PAM). Controversial ideology with "saving" synths. In Fallout 4, the Underground is not a strong faction, but their requests are great - to destroy both the Institute and the BS at once.

Institute

In the case of the Institute, a classic plot twist is used where the enemy is not really an enemy at all. Although why then the synths tried to kill me, no one, of course, will explain. And to be honest, I still don’t understand what their ideology is. Well, ok, they are introducing their synth agents everywhere, but what is the profit from this for the Institute if they are not going to crawl out of the ground? What are synth gorillas for? And why did Sean age and Kellogg not? If Kellogg's life was extended, then why was Sean allowed to grow old, because for the Institute he is much more important. Lots of logical inconsistencies.
Although it is certainly interesting to work for the Institute. Everywhere there are secret agents, operations to return synths, super technology, and no one even realizes that you are from the “creepy” Institute.

conclusions

Graphics and engine

I can say for sure that Skyrim differs from Oblivion more noticeably than Fallout 4 from Fallout 3 :) We added colors, improved textures and detail. Everything else is the same. I can’t say that this is really bad, but some more significant progress wouldn’t hurt.
Many people complain about the loading of interiors. They don't do that anymore in modern games. I agree. For example, to get inside Prydwen you need to watch as many as 3 loading screens.

The combat is incredibly cool due to the physics engine, a large number of weapons and an equally large number of available abilities for leveling up. Machine guns, sniper rifles, pistols, heavy weapons, grenades, mines, knives, etc., etc. And all this in a completely open world.

World Exploration

10 out of 10. It’s really interesting to explore, because there are many locations, they are varied (factories, department stores, bars, ships, abandoned and active shelters, settlements, dungeons, etc., etc.). And almost everyone has their own story, which is revealed through terminals, notes, audio recordings, or told by a character. Plus they added a new feature - distress signals.
But there is a minus. Bethesda, why only 2 cities?

Even the main theme music of Fallout 4 is the same as in Fallout 3, just slightly reworked. Well, like the whole game itself. Turned off the background music. There is a radio.

Satellites

On the one hand it's good. There are many of them, each with their own story and many funny lines. Some have personal quests. But everything is ruined by AI. They get into a fight when you try to sneak up unnoticed, and they just get in the way. I even walk through the door through the apartment, and instinctively there is a desire to drive the dog away, although I don’t have a dog...

Crafting

Of course this is a plus, but I don’t really like the idea of ​​crafting from “worst” modifications to “best”. No one will install intermediate improvements; naturally, everyone will want to add a better barrel, a better magazine, etc. The crafting system can and should be improved.

Construction

The idea of ​​construction is incredibly cool, but the implementation is still crude. And multiplayer is missing. It is much more interesting to think through the defense of a settlement taking into account the attack of real people, and not bots. You can make it a separate mode from the single-player campaign, like DayZ. Or combine single-player and multiplayer, as Ubisoft did in Watch Dogs.

Fallout 4's dialogue system is generally satisfactory. Previously, games used to write out the full answer because the characters were not voiced. Now there is no need to pile up the entire text of the conversation. Of course, it would be better to have 20 answer options at a time, and for the NPC to react differently to each of your remarks. Or even better: create artificial intelligence so that you can say anything at all. We must understand that the possibilities of even such a developer as Bethesda are not limitless.

The beginning is intriguing, but the end is blurry. There is no obvious enemy, there is no charismatic villain either, it is unclear why I should destroy the Institute, BS or the Underground. The last tasks are not interesting to complete.

About complexity

In Fallout 4 there is no need to "survive" even on the highest difficulty "survival". This is not a Wasteland, but some kind of communist paradise. After a few hours of play, you will already need several chests to store mountains of weapons and supplies. From the first minutes you are given power armor, a minigun and a laser musket. Yes, here you have to kill for a pack of salt!
Raiders never tried to catch me, although I carried swag with me to buy the entire Diamond City. Where is the logic? After all, there were raider ambushes in New Vegas. Why not add it?
In Fallout 2, it was not because of a good life that you had to rob civilians and kill merchants. But there's no reason to be "bad" in Fallout 4. It never even occurred to me to kill someone for money or goods. Walk into any barn and you’ll walk out like you’re walking out of a supermarket.
Know criminality motherfucker.
We are waiting for mods.

That's all!

So, Fallout 4 is completed. According to the results. Maximum difficulty "Survival", received all 50 achievements, 226 hours of completion, 3 endings out of 4 possible (all except Minutemen), hundreds of legendary swag and character level 59/60 (depending on the ending option). I feel like I saw 90% of F4. I'm full of falot, as they say. Perhaps there are some questions left and several undisclosed locations or hiding places, we will find out all this in the guide, which I will begin to make after this description.

Now the walkthrough and at the end a little about my impressions of F4.

Riflemen building

In the last part, I wrote that I was starting to explore the southern part of the Fallout 4 map. The Shooters building (essentially the main headquarters of the Shooters) also belongs to this trip. I usually try to avoid the main entrance. So it is here. There is a staircase on the side of the building that takes you up to the roof. It was difficult, of course, but still easier than if you burst through the main entrance. I simply showered most of the shooters with cryogenic grenades from above. In the main room on the first floor there is a mercenary leader and a “light weapon” doll.

Milton Hospital

Slightly north of the Gunners building is a "neighborhood" containing Fallons Department Store, West Roxbury Station, Shaw School and Milton Hospital. There are a lot of super mutants in the area, and after the war with the shooters, I somehow don’t want to get involved in another long battle, so I choose a hospital that is not guarded by anyone for research. There are some crazy robots inside, but they are low level. The layout of the building brings much more problems. It's very easy to get confused here. The main find is an injection carbine (why the translators decided to call almost all the weapons in the game carbines is unknown). A rare weapon from which you can shoot syringes with all sorts of interesting effects. I was never able to test it, although I made a whole bunch of syringes. You will have to look at the Milton Hospital again at the end of the game, when playing for the Brotherhood of Steel.

Fence Street Sewer

The entrance to the Fence Street Sewer is located very close to Diamond City. I accidentally discovered the location and at the same time decided to check what was there. And there turns out to be a whole story with a maniac. We listen to audio recordings of a certain “Phantom of the Swamps” and watch the fruits of his “creativity”. The events took place before the war, so I did not find either the maniac or the detective to whom the killer addressed on the recordings at the end of the road. Either they died a long time ago, or they turned into ghouls, of which there are tons here. It's a pity. But I did find the magazine “Modern Castles” and the latest cassette. Apparently the detective finally fell into the hands of a maniac and experienced hellish torment.

Suffolk County Private School

Back to the southern regions. A new building, which means a new story. Suffolk County Private School. Lots of wild ghouls. But they are somehow strange. Pink... And in the school itself everything is smeared with paste, also pink. From the terminals I learned the backstory: the school’s sponsor fed this liquid to the students, hence the unusual color of the ghouls. By the way, in one of the rooms you can find a unit that was used for production, and boxes of industrial Abraxo, they are also pink :) The paste gives +1 to stamina, although pink ghouls are weaker than their ordinary relatives. There is still a serious opponent at school - a very dangerous glowing one. Loot: Indestructible magazine and a lot of Vault-Tec lunchboxes.

Quincy Quarries

Along the way I discovered the Quincy Career location. Strong radiation and ghoul raiders prevented exploration of the area.

Wilson Atomatoys plant

The Wilson Atomatoys plant is also located in the southern part of the map. Super mutants. Chief Super Mutant: Big Mac. Buffout + Honey X + Psycho. I can't say it was difficult. I'm picking up a box of parts for the Buttercup robotic pony. All that remains is to return to Arlen Glass in the Sweatshop and give him this junk. I took two robot ponies for myself as souvenirs. But they are so heavy that in my settlement they break through the roof. Seriously. Placed it on the 2nd floor. After some time he returned there, and they were halfway into the floor. I pulled it out and put it back as it was. Same thing again. Then they ended up on the first floor and began to sink into the ground.

Parsons Psychiatric Hospital

I gave the parts to the ghoul, and not far from Sweatshop is the Parsons Psychiatric Hospital. I opened the location, but could not enter. Key required. This place refers to the Cabot family quest (starts in Bunker Hill, where you need to talk to the ghoul). I'll tell you about it below.

Dunwich Drillers

The Dunwich Drillers quarry belongs to the northern territories. Interesting location. For some reason, during the passage I remembered Dead Space. You go down into the quarry, and then you go down even lower, and even lower, almost to the core of the planet. Darkness, necro-ghouls... Deep dungeons are generally Bethesda’s favorite feature :) But the most important thing is that it was here, deep underground, that I picked up the chilling Gauss carbine from the legendary gangrenous ghoul. It differs from the usual one in slightly more damage and freezing on critical shots. And this is the best weapon in Fallout 4. A regular shot does about the same damage as a plasma grenade, and a hidden shot (with upgrading the Ninja and Sandman skills) deals 4 times the damage! The ammunition is available from any arms dealer, is relatively light, and, very importantly, is equally practical at any distance. There was no Minigun or Fat Man lying around, and a Gatling laser would be more suitable for a disco.

Trinity

Completed the task “Going to bow.” It hung for a long time. In general, nothing complicated. We go to one of the tallest skyscrapers in the city - Trinity. Here we fight our way to the very top and listen to the funny remarks of the super mutants, as well as their leader. A “Close Combat” bobblehead in a cage with prisoners and the opportunity to take the super mutant Strongman as your partner. First of all, I went with him to Diamond City, no one cares. Have you joined the brotherhood? There, too, there is zero attention to the super mutant's partner. Sadness.
Next were: Quincy Ruins - another stronghold of shooters with the odious Clint, a traitor to the Minutemen, who runs around in power armor and a cowboy hat. Warwick Farm - farmers settled near the sewage treatment plant. Eww! By the way, at the Institute, in one of the terminals you can read that the head of the Warwick family is actually a synth. The broken "Northern Star" is a ship with raiders, either Germans or Dutch. The main thing is to pick up the “dexterity” doll here. Hugo's Hole - ammo box and Mr. Helper robot model.

Salem Witch Museum

You can't enter the Witch Museum through the main door, but there is a basement entrance on the side of the building. Nearby is the corpse of Private Hart. I pick it up and listen to the recording, after which the quest - Fatal Eggs - is activated. The gist: mercenaries stole deathclaw eggs to sell to some customer. Talon hunted down and killed the thieves inside the museum. I killed the deathclaw. Almost all of the eggs were broken except one. You need to make a choice: take the egg to the customer or return it to the nest. I chose the second option and took it to the nest, where I picked up a deathclaw glove nearby.

Massachusetts State Capitol

I started completing the task “Road to Freedom”, which is about searching for the Underground. Along the way, a new location “state capitol” opened. Well, I think I should go check it out while I'm here. I went in and off I went. Corridors, terminals, a dungeon under the building, then the swampers, the mother of the swampers, a gang of raiders. When I got out of there I already forgot that I was going to look for the Underground.

Spectacle Island

The island is in the southeastern part of the map. And this is the largest territory for its settlement. To gain access to the workshop, you needed to start the generator on the green ship (in the southern part of the island). By the way, you can also find the “Luck” doll on the shelf of a metal cabinet. After starting the generator, ordinary bogworts, bogwort hunters, and a bogwort queen to boot came out. Yeah. I remember the beginning of the playthrough, when defeating any legendary ghoul was so difficult. And now there is nowhere to put the meat from the swamp queens.

Vault 81, Curie

Now I don’t remember why I returned to Vault 81, but I think there was something on the radio about Austin’s illness (a student tour guide). In short, I came to the Vault. Here they report that, like this, Austin was bitten by an infected mole rat and we need the serum. Try searching in the hidden part of Vault 81. The mission “The Nook” begins. Okay, it will be done. Lead.
In the secret part of the Vault, experiments were carried out to create viruses, so there are many infected mole rats here. After being bitten you will get a mole rat disease. Minus 10 health points for the rest of the game.
At the end of the maze of corridors I found the robot Curie. You just need to talk to her, introducing yourself as a security guard, and Curie will open the door. The robot gives the serum against the disease and asks to take it with him. There is a medicine doll on the table. All. We go out to Austin’s room. I didn’t immediately notice mole rat disease in the characteristics, so I suggested to the doctor to use the medicine completely on Austin. At that moment I thought that I was doing a good deed, and in the final cutscene this action of mine would somehow be reflected...
As a reward, the doctor gives a short injection carbine. The same as at Milton Hospital. And the caretaker gives away a whole room in the Vault.
And yes, I hacked the (very complex) terminal next to the reactor. There’s nothing particularly interesting there, just the same story about experiments with mole rats.

Letter in a bottle

I have already written about this incomprehensible letter before. Near the Mahkr factory on the shore you can find a letter in a bottle. It turns out that in quests, where Miscellaneous is, this task appears. We swim along the marker to the indicated place and dive into the water. There is a chest under the water that needs to be opened. Made.

Chancer

In the fourth chapter of the walkthrough, I wrote about a meeting with “a certain Chancer.” That time I barely escaped with my life. In fact, Chancer is not he, but she. I was walking through some station and accidentally came across their gang again. Crushed like kittens.

Unpredictable behavior

Curie wants to become human or as human-like as possible. You need to find a neurosurgeon. Hint: you need Dr. Amari, who can be found in Goodneighbor, in the building where the memory machines are. Nick Valentine is waiting for me here to continue the main story quest, so I’m doing that at the same time. It's simple. Let's look at Kellogg's memoirs. To get out of the memories you need to activate the TV. Somehow I didn’t understand this right away. Made. All that remains is to transfer Curie’s mind into a person, or rather into a synth.

Combat zone. Kate

Another dangling task is “Explore the combat zone.” The combat zone is something like fighting without rules near Diamond City. I killed all the raiders here, and then talked to Tommy (a synth agent, by the way). Gul offered to take Kate as his partner. Why not? In addition, she is very well voiced.

The road to freedom. Subway

Now it's time to return to the search for the mysterious Subway. This organization is engaged in the “liberation” of synths from the Institute. Finding them is easy: from the starting point near the Swan Pond you need to follow the red line on the road. The end point of the route is the old church. Subway headquarters in the basement. On the front door you need to spin the wheel to spell the word RAILROAD. After each letter, press the button. Made. In the Underground, I accepted Islam on a mission to find some kind of device. Most importantly, this quest revealed the secret of the elevator in Joe Slocum's basement. This is just the exit from the old Underground base.

Commonwealth
  1. General Atomics plant. I was already here and described it in the walkthrough, but that time I couldn’t deal with the last robot. Made. By the way, there was nothing interesting in his room.
  2. Gwinnett Restaurant and Gwinnett Brewery. Super mutants. Cleared.
  3. University Point. Synths. Cleared. There are many terminals in the building, from which you can find out the fate of the previous inhabitants.
  4. Sogas Ironworks. Raiders with flamethrowers and Molotov cocktails. In the Sogas blast furnace there is a cut-scene with the participation of the raider leader Slag and the farmers’ son Jake. Objective: take the sword from Slag and return it to his parents along with Jake. Done. The raiders have been eliminated.
  5. Vault 95. I already described the clearing of this place, but I had to go back and repeat it all again, although this time it was easier. For what? Vault 95 houses a special apparatus for purifying drug addicts. I noticed it for the first time, but didn’t understand what to do with it. It turns out the device relates to the main quest for Kate. “I’m a drug addict and I’m injecting a psycho behind your back blah blah... help...” Come on, I’m injecting him too and everything’s fine. But since a person asks, then we need to help. After the cleansing procedure, Kate will react negatively to taking medications.
  6. Fallons Department Store. Super mutants. Cleared.
  7. UFO and Alien pistol (extraterrestrial pistol). I have already found a UFO near the Oberland Station settlement ( link), but did not find the alien that time. He returned and checked the area around the plate again. I noticed green blood stains on the ground. I followed the trail and found a creepy humanoid in the cave. He killed and took the gun. But the developers specifically ruined this weapon. If earlier it was possible to disintegrate even a death claw from it, now you will have to tinker with an ordinary raider.
  8. Pickman Gallery. Raiders. Cleared. Pickman himself is some kind of Satanist. He killed raiders for fun. There are corpses, heads and creepy pictures all over the house. In the basement, I saved Pickman from reprisals (you can also pick up a baby doll there) and as a reward, the maniac offers to look in his house for the painting “Picnic for Stanley.” Supposedly there will be gratitude (knife and note). Everything is done using markers, so there are no difficulties with searching, etc.
Cabots

Now a series of tasks dedicated to the Cabots. In Bunker Hill, the ghoul Edward offered to work for the Cabot family. Well, why not? I go to the Cabot house, and then using the intercom (you may not notice it) I ask you to open the door. Everything inside was somehow preserved in excellent condition.
After talking with Jack Cabot, I set out for the first task - Urgent Delivery. It's simple. We need to return a certain serum that was stolen by the raiders. Location: Parsons Creamery. Made.
The second task is Emogen and her lover. Jack's sister is missing. We go to the Third Rail, where they give a tip to Emogene's location. It turns out that she is with Brother Thomas, who is the head of the Pillars of Community sect. Only in the process of passing I killed this whole gang ( link). Surprisingly, Brother Thomas respawned. He sits on a chair, surrounded by the corpses of his comrades, as if nothing had happened. He didn’t recognize me, but he refused to take me to Emogen. Probably, he could have been killed again, but everything was done with persuasion and a charisma check. Emogen turned out to be a wrinkled woman, which is somewhat suspicious. Everything is explained in the last part of the quest.
The third task is the Mystery of the Cabot House. Jack told his family's story. They have been living for several hundred years on serum obtained from their father’s blood. The head of the family, Lorenzo Cabot, 400 years ago, during an excavation, found a mysterious artifact that makes its owner immortal and also gives powerful telekinetic abilities. Apparently, at the family council, the Cabots decided that Dad was now dangerous, and it was much more practical to put him in a special cell and keep him in the basement of Parsons Psychiatric Hospital. At the same time, resourceful relatives use Lorenzo's blood to create a rejuvenating serum for themselves.
But the raiders, who experienced the effect of the serum on themselves (see task 1), somehow found out about Lorenzo. Bandits have taken over Parsons Hospital, so Jack and I must go there and solve the problems using the classic force method. I honestly don’t understand why Bethesda forces companions to complete some quests. Apart from problems and bugs, there is no benefit from them.
We fight our way down to the basement of the hospital, where we have to make an important choice: kill Lorenzo or release him to freedom. Out of curiosity, I decided to release it. In this situation, Lorenzo reports plans for revenge and offers to join him at the Cabot house. If you talk to Jack after this, you can still take the family's side and help them kill Lorenzo. I decided to go exactly this way. The reward is caps and Lorenzo's pistol, which looks like a regular zeta pistol, only with an artifact attached (useless). Then, after some time, by the way, I met Jack. He was gray and said that his mother had already died. Well, what can you do, you’ve already stayed here for 400 years.
Second option: help Lorenzo kill his family. I read that in this situation the old man will supply a mysterious serum, which must be said much more interesting, since the serum gives +5 to strength and +50 damage resistance.

Fallout 4 endings

Well, now about the endings of Fallout 4. There are four in total, according to the number of factions: for the Minutemen, for the Brotherhood of Steel, for the Underground, for the Institute. I went through 3 options (all except Minutemen), and I can say that they are considered the same.
For BS we destroy the Underground and the Institute. At the end we blow up the Institute, watch a nuclear explosion and a cutscene.
For the Underground we destroy the BS and the Institute. At the end we blow up the Institute, watch a nuclear explosion and a cutscene.
For the Institute we destroy the Underground and BS. At the end we blow up the Prydwen BS, watch the explosion and the cutscene.
Bethesda cheated. They even removed the epilogue, which previously told how the actions of the main character affected the world.
I won’t describe the tasks separately, but rather I’ll tell you about the factions.

Minutemen

I just don't like the Minutemen. Firstly, some kind of faction imbued with Americanism. A corrosive anthem that makes your head hurt, cowboy hats, muskets... Secondly, they are really nobody. Consider one black man who gives me orders and at the same time mockingly calls me a general. They are not perceived as an integral and powerful faction with its own ideology. Thirdly, no respect for me. The Negro scolds and gives instructions; the settlers consider me a synth who is spying on them; Besides, they always ask, “Hey, aren’t you one of the Minutemen? Go clear out the ghouls there, huh?” It’s simply ridiculous when you’re level 55, you’ve created a couple of dozen settlements, and the settlers don’t even know who you are. But the episode that especially finished me off was during the passage of the Institute. The Minutemen gathered to storm the house in which the group from the Institute was located. So I go up to “my” Minutemen and say - the order is to disperse, everything is under control. To which they answer me: “We don’t have an army here and we don’t have to listen to you.” Your mother. Why do I need the rank of general then? And why do I need you homeless people anyway? Any organization must have a leader, even if it is not the army. Otherwise, anarchy arises and everyone does what they want. So the Minutemen suck.

Brotherhood of Steel

Brotherhood of Steel. Everything is clear here. It really feels like a brotherhood. Everyone knows who you are and calls you by rank. Technology, militarization and order. But there is something from the Nazis in them :) Tough. Hatred of super mutants, ghouls and synths. Dangerous guys who in the future may become an analogue of the Enclave. And yes, attention to one of the main spoilers. Paladin Dance is actually a synth. At the same time, he himself apparently did not even know about it. Maxon orders Dance to be killed, and you understand that there is no other way out here. There is no room for weakness and pity in the Brotherhood of Steel.
It's easiest to go through them. Serious fire support, but a giant robot throwing nuclear warheads with lines about Chinese communists looks too stupid.

Subway

Subway. Terrorists and partisans. Almost zero technologies (with the exception of PAM). Controversial ideology with "saving" synths. In Fallout 4, the Underground is not a strong faction, but their requests are great - to destroy both the Institute and the BS at once.

Institute

In the case of the Institute, a classic plot twist is used where the enemy is not really an enemy at all. Although why then the synths tried to kill me, no one, of course, will explain. And to be honest, I still don’t understand what their ideology is. Well, ok, they are introducing their synth agents everywhere, but what is the profit from this for the Institute if they are not going to crawl out of the ground? What are synth gorillas for? And why did Sean age and Kellogg not? If Kellogg's life was extended, then why was Sean allowed to grow old, because for the Institute he is much more important. Lots of logical inconsistencies.
Although it is certainly interesting to work for the Institute. Everywhere there are secret agents, operations to return synths, super technology, and no one even realizes that you are from the “creepy” Institute.

conclusions

Graphics and engine

I can say for sure that Skyrim differs from Oblivion more noticeably than Fallout 4 from Fallout 3 :) We added colors, improved textures and detail. Everything else is the same. I can’t say that this is really bad, but some more significant progress wouldn’t hurt.
Many people complain about the loading of interiors. They don't do that anymore in modern games. I agree. For example, to get inside Prydwen you need to watch as many as 3 loading screens.

The combat is incredibly cool due to the physics engine, a large number of weapons and an equally large number of available abilities for leveling up. Machine guns, sniper rifles, pistols, heavy weapons, grenades, mines, knives, etc., etc. And all this in a completely open world.

World Exploration

10 out of 10. It’s really interesting to explore, because there are many locations, they are varied (factories, department stores, bars, ships, abandoned and active shelters, settlements, dungeons, etc., etc.). And almost everyone has their own story, which is revealed through terminals, notes, audio recordings, or told by a character. Plus they added a new feature - distress signals.
But there is a minus. Bethesda, why only 2 cities?

Even the main theme music of Fallout 4 is the same as in Fallout 3, just slightly reworked. Well, like the whole game itself. Turned off the background music. There is a radio.

Satellites

On the one hand it's good. There are many of them, each with their own story and many funny lines. Some have personal quests. But everything is ruined by AI. They get into a fight when you try to sneak up unnoticed, and they just get in the way. I even walk through the door through the apartment, and instinctively there is a desire to drive the dog away, although I don’t have a dog...

Crafting

Of course this is a plus, but I don’t really like the idea of ​​crafting from “worst” modifications to “best”. No one will install intermediate improvements; naturally, everyone will want to add a better barrel, a better magazine, etc. The crafting system can and should be improved.

Construction

The idea of ​​construction is incredibly cool, but the implementation is still crude. And multiplayer is missing. It is much more interesting to think through the defense of a settlement taking into account the attack of real people, and not bots. You can make it a separate mode from the single-player campaign, like DayZ. Or combine single-player and multiplayer, as Ubisoft did in Watch Dogs.

Fallout 4's dialogue system is generally satisfactory. Previously, games used to write out the full answer because the characters were not voiced. Now there is no need to pile up the entire text of the conversation. Of course, it would be better to have 20 answer options at a time, and for the NPC to react differently to each of your remarks. Or even better: create artificial intelligence so that you can say anything at all. We must understand that the possibilities of even such a developer as Bethesda are not limitless.

The beginning is intriguing, but the end is blurry. There is no obvious enemy, there is no charismatic villain either, it is unclear why I should destroy the Institute, BS or the Underground. The last tasks are not interesting to complete.

About complexity

In Fallout 4 there is no need to "survive" even on the highest difficulty "survival". This is not a Wasteland, but some kind of communist paradise. After a few hours of play, you will already need several chests to store mountains of weapons and supplies. From the first minutes you are given power armor, a minigun and a laser musket. Yes, here you have to kill for a pack of salt!
Raiders never tried to catch me, although I carried swag with me to buy the entire Diamond City. Where is the logic? After all, there were raider ambushes in New Vegas. Why not add it?
In Fallout 2, it was not because of a good life that you had to rob civilians and kill merchants. But there's no reason to be "bad" in Fallout 4. It never even occurred to me to kill someone for money or goods. Walk into any barn and you’ll walk out like you’re walking out of a supermarket.
Know criminality motherfucker.
We are waiting for mods.

That's all!

There are several ways to start this task. One of them is to explore the Park Street Station area. Another is to talk to Dr. Amari during the mission "Molecular Level", where she will mention the search for the Underground faction. However, the easiest of all is to listen in on the conversation in one of two places, which we strongly recommend.

Start the mission by traveling to Diamond City or GoodNeighbor. We chose the first option. When you arrive, stroll through the streets of the huge settlement in the middle of the stadium and listen in on the conversations of the locals. Some of them will talk about the secret Underground faction. If you decide to go to Diamond City, the people you need to eavesdrop on will most likely be at the market or at the Dagut Inn.

After hearing comments about the Underground, you will receive a new quest goal - “Follow the Path of Freedom.” A new marker will appear on the map. Follow it until you reach the fountain on Boston Common, near Park Street Station. In front of the fountain there is a sign with the following information: “At the end of the journey, follow the Lantern of Liberty.” Next to the fountain there is a tourist robot, near the inscription “Freedom Path”. He will mention a certain tourist route that runs through the entire city, starting from the Boston Common location.

Fountain, the beginning of the “Path of Freedom”

Continue on the path of Freedom

Notice the small red brick line on the ground. It leads right from the sign in front of the fountain. This is the mysterious route. You should follow the red brick path as it will lead to various points of interest in the city. There are 7 more locations from the starting point, and each of them contains a clue that allows you to unlock the door to the Underground's secret hideout. The shelter is at the end of this path.

Each location will have a city stamp on the ground with a specific letter and number. They are the key to getting into the shelter. There are eight such clues in total, including the one located near the fountain - A7.

And here are all the places you need to visit and the correct combination of letters and numbers:

  • Walk around the perimeter of Boston, find the seal near the Massachusetts State Capitol - 4L.

Massachusetts State Capitol

  • Continue along the brick path to Granary Old Cemetery. Get ready to destroy a few ghouls, and then pay attention to the seal - A2.
  • Follow the brick path to the Old Capitol. There is a seal that indicates the O6 combination.
  • Go to the Old Corner Bookstore. There are several types of enemies here. The seal indicates 3I.
  • Once you reach Faneuil Hall, find the seal - 5R. Be careful when visiting this place as there is a super mutant and other enemies here.
  • Be careful when you go to Paul Revere's house. Kill the enemies and find the 8D Seal.

The trail will end at the old north church with the last seal that points to 1R. After receiving all these clues, despite all the quests related to the hunt for hidden treasures, there is no need to go anywhere else. And in general, if you know where the old northern church is located, then you can go there straight away, since the solution to the puzzle is identical in all cases.

Old North Church

Once you get to the church, go through the door with the seal and the lantern on the ground. Be prepared to kill some ghouls. From here, make your way into the church basement through the next door on the right, go through the hole in the wall and follow the doorway under the rubble. Continue up the stairs through the hallway and follow below.

Enter the shelter password

Follow the corridors until you reach a freedom ring on the wall with several wires strung along the sides. This huge seal is actually a complex lock. You must enter a password to unlock it. Scroll the ring clockwise or counterclockwise to select the letter next to the red arrow at the top, then press the center button to enter it. The password for this lock is RAILROAD, as indicated by the clues noted above.

Wheel for entering the password for the Underground shelter

After entering the password, the wall will open, and you will see a gloomy chamber in which several members of the Underground faction are waiting for you, one of whom is Desdemona. She will conduct a short interrogation about how you got into the shelter. You can be honest or hide information. Eventually, you will be given temporary access to the shelter, and Desdemona will ask you to help the Underground.

Joining the Underground

After talking with Desdemona and Deacon, take the next Tradecraft quest. After completing it and returning to Desdemona, you will be able to decide whether or not to join the Underground. If you agree, then follow Desdemona to the Underground headquarters. This location will be unlocked for fast travel.

Desdemona

You can join multiple factions in the game, but keep in mind that the more quests you complete for one of them, the more other factions will disapprove of your actions. The Brotherhood of Steel and the Institute are two factions that speak poorly of the Underground.

Igor Patrin


December 11, 2015 2:16

Locations to explore:

  • Boston Common
  • North End
  • Old North Church

Follow the Path of Freedom

If you want to fight the Institute, you should have been told to find the Underground. And you have only one code phrase at your disposal: “Follow the Path of Freedom.”
This quest can be started in several different ways:

  • While exploring the area near Park Street Station, either while traveling around Boston, or during the story quest "Valentine's Day".
  • As a result of a conversation with Dr. Amari at the beginning of the story quest "Molecular Level", when she suggests that you turn to the Underground for help in deciphering the hunter's chip.
  • Or you just heard rumors at the Diamond City Market or the Bench Bar, or maybe from the security guards in Goodneighbor.

Move further along the Path of Freedom

One way or another, to start searching for the “Underground” you need to come to Boston Common, next to which the Park Street station is located and in which the Swan Pond (by the way, it is better to stay away from it for the time being, as you will kill this a mutant swan is far from simple). There, near the fountain in the distant pre-war years, the tourist excursion “The Path of Freedom” began, which led tourists along the red path passing through the streets of Boston. You can learn more about the history from the robot guide standing nearby. Now there is a sign with the inscription “At the end of the path, follow the freedom lantern”, a sign of the Freedom Path with the code “A7” and from it a red narrow path, as a pointer to where you need to move further.

Follow the red trail around the perimeter of Boston Common. You will come across the Massachusetts State Capitol, and nearby you will find the next sign with the code "L4".

Along the way to the next sign with code "I3" near the Old Corner Bookstore, expect confrontations with wild mutts, ghouls, super mutants and raiders. Yes, but no one said that finding the “Underground” would be easy.

We continue along the red carpet to Faneuil Hall and the sign with the code “R5”. Here you will have to face wild ghouls, super mutants and mutant hounds. Be especially careful with kamikaze super mutants - shoot at the hand in which they are holding a bomb, or simply run away from them so as not to fly to pieces.

And the trail continues and leads us to Paul River’s house, or rather to what’s left of it, and to the next sign of the Freedom Path with the code “D8”. Beware of super mutants and mutant hounds here.

The trail ends near the Old North Church with a sign "R1". Pay attention to the picture of the lantern on the wall of the church. Remember that inscription - “At the end of the road, follow the lantern of freedom.” It seems we have come to the right place.

It is worth noting that, in principle, it is not necessary to follow the red path and find all the signs with a code. You can go straight to the Old North Church if you know where to look for it. The main thing is the code word, which is written below. Then you can follow the instructions below. But, in my opinion, walking along a secret path and solving the riddle is much more interesting.

Find "Underground"

Enter the church. It is infested with wild ghouls, just like its catacombs, and that is exactly where we need to go. As you enter, turn right - you see the white lantern again - there, under the collapsed part of the church balcony, is a door leading to the catacombs.

Follow them, killing ghouls along the way, until you come across a Freedom Path Ring, similar to the ones you saw on the way to the Old North Church, and a white lantern design on the floor.

Now comes the fun part. Remember all the codes we found along the way? We put the numbers in order and get the encrypted word “RAILROAD” (the original name of “Underground”). This is what needs to be entered using this ring. How to do it? Turn the ring clockwise or counterclockwise, pointing the red arrow at the desired letter, and then press the button after each letter. If you did everything correctly, the wall will move away and, voila, the secret organization “Underground” has been found.

Talk to Desdemona

Desdemona heads the Underground. Answer her questions as you wish.

Charisma

If you want to know more information, then the question “Who are you?” better ask her “Who are they?” (level of conviction - easy).

So, after talking a little and agreeing to help her, you can begin quests from the Underground and get to know this organization better.

Clue

In the hall where Desdemona will lead you, another one is waiting for you on one of the desks. Amazingly Cool Stories magazine issue 9. It gives you a new magazine perk, with which the damage from the cryolator is 5% higher. All magazine perks can be viewed.

And if you exit through the secret passage of the Subway headquarters (go through the fissure on the opposite side from where you came from), then hack the terminal at the exit (the level is difficult) and use it to open the door to the closed part of the room, where you can take the nuclear block for power armor.

The door leading outside can also be opened using a terminal, but a different one (the one near the door) that does not require hacking. For one thing, when exiting through the tunnel, you will remove the chain from the front door - now, if necessary, it will be easier to get into the Subway headquarters.

-1) (_uWnd.alert("You have already rated this material!","Error",(w:270,h:60,t:8000));$("#rating_os").css("cursor", "help").attr("title","You have already rated this material");$("#rating_os").attr("id","rating_dis");) else (_uWnd.alert("Thank you for your rating !","You've done your job",(w:270,h:60,t:8000));var rating = parseInt($("#rating_p").html());rating = rating + 1;$ ("#rating_p").html(rating);$("#rating_os").css("cursor","help").attr("title","You have already rated this material");$("# rating_os").attr("id","rating_dis");)));"> I like 55

THE BELL

There are those who read this news before you.
Subscribe to receive fresh articles.
Email
Name
Surname
How do you want to read The Bell?
No spam