Hyde Fallout 4: where to find the Power Armor and the other loot at the beginning of the game and the passage of all the quests
Boston Wasteland is full of places and things that you can discover.
Given the complete freedom of action, which can be somewhat discouraging, use this guide, which will allow you to find the best weapons and things at nearby locations from the launching zone.
However, keep in mind that things in the game fall out randomly, so not everything that's listed here will be exactly in these places in your game.
Cryo-gun in 111 (Cryolaytor)
In Vault III's Vault 111 room, you can find the Cryo gun - a powerful weapon that dispels a cold fog, freezing enemies. Unfortunately, there is a weapon in the chest with a Master level lock ... which means that you can open it only with an appropriate level of perk on breaking the locks at level 18. Remember the place.
How to get a Creole at the beginning of the game with the help of a dog
First-aid kit at the exit
At the exit of Vault 111, inspect the hut next to the platform, inside there should be a first aid kit. Inside there is also a pair of boxes with other loot.
At the foot of the hill there is a small town where you lived 200 years ago. In homes you can find a lot of useful loot:
- Be careful, since there are traps in the houses - pay attention to the environment. Near such places you can always find a useful loot
- Pick up the comic book Grognak-Barbarian - on the kitchen table of your house. He gives you a permanent bonus + 5% for damage in melee attacks
- One of the houses in the northeast, hides a safe with a beginner-level lock - inside there is a chance to find cartridges and medications
- During the study of houses you will find a computer. Immediately there is Med-X and a safe with a beginner's level
- Trash can near the bridge - inside a pair of grenades
Shotgun - Hut in the North
Directly to the north of the town, at the very edge of the map you can find a hut guarded by a raider and a dog. Kill them and take the shotgun from the raider. URA, your first shotgun! Inside the hut you can find other useful things.
Tools and other things
If you have reached the edge of the map to the north of the town, follow the east along the edge - you will find the collector of the trainee on the bottles of Nka-Cola. Next to him there is a box with tools and a cabinet with things. If you follow further to the East, you can find more things in the bathroom and tools.
Hut with tools in the west
To the west of your house, near the edge of the map, there is a hut for tools, with a beginner-level lock. If you hack, you can find a useful loot.
Gold Lived in the Robots Dump
In the North-East from the town you can find a platform for dismantling robots. In the main building you can find Steampack, RadEwei, two military boards, clean water, electrical tape, the Hot Rodder magazine that opens the paint for Power Armor, and other things. Weapons on the workbench - do not miss it!
Before you leave, search the adjoining area, here you can find the core for power armor and another card in the box marked with a star next to the disabled turret. Do not throw away the core, it is useful for armor.
Activating the Robot
All at the same "dump" you can find a computer in the main building. The computer activates the Protective Bot outside. When the robot is working, you can turn on the protective protocol that sends the robot to a certain zone. You can follow Bot and pick up those things that remain from them after the fight with Bot. However, note that the robot should be in the location with high-level opponents.
Asylum on the hill
Following to the East from the "dump", there is a hill where the shelter is hidden. Here you can find a box with cartridges and other things on the table. Also here is a chemical set next to the mattresses.
Power Armor among the wreck
If you go further to the East from the same "dump", there will be the remains of an aircraft with scattered boxes. You can also find Power Armor, which can be activated with the help of the Core you should have found earlier. Running armor without a kernel is possible, but the movements will be very constrained.
Next to the wreck you can find a bathroom and a steel container with bodies. Search them - there are useful things. There is also a box.
If you return to the town and go to the South, crossing the bridge you can go down to the water and move along the shore, you will not find rubbish with the box of Antiradin. Moving further you can find a generator with a cable leading to the hill. Follow the cable - here you can find the hidden covers. Search the district for the generator - there are useful things.
In the Southwest of Concord there is the Abernathy Farm, where you can exchange things and use the stations for crafting. The head of the family can also take a third-party quest. After completing it you will receive 100 covers.
In the Northwest of the farm you can find a lone trailer with a first aid kit, a chemist kit and cartridges.
Further to the Southwest of Concord, there is a station, where ghouls roam. If you have already downloaded the hacking, then you can turn on the Protector through the terminal side by side. Killing wild ghouls, you will find a lot of weapons, supplies and things in trailers.
In the red truck there is a body and a safe with a lot of supplies. In the building next to it - a holo-tape.
House of Lutha
In Concord, east of Hall of Freedom there is a house. Inside quite a lot of loot, the body of the raider and safe for the beginner.
From Hall's doors, head north to the bar. The counter has an indoor safe with loot. On the second floor there is a pair of machetes. In the basement there are also supplies.
The Way of the Talon of Death
Do you remember that hole from which the Death Talon crept out during the Minuteman mission? Jump into it and follow through. There will be weapons, supplies and supplies.
Power Armor is a special type of equipment in Fallout 4, which is not just an armor, but a vehicle that gives the player a very strong defense. But unlike the previous parts, in Fallout 4 you will need Energy Core to power Power Armor. Below you will find a list of places where they can be found.
Basic facts about power armor
- - Whatever the core is not so quickly spent, you can take one of the special perks.
- - When using Power Armor, you can run, jump and enter buildings.
- - Armor increases resistance and wearable weight, but movement speed is lower.
- - You can sneak up and use fast moving.
- - Power armor outfit sets your strength to 11.
- - Power armor can be modified with jetpack and other modes.
- - You can get the fashion by completing quests and when crafting.
- - Merchants selling parts of Power armor also sell cores.
- - There are usually one or two cores near the Power Armor.
- - Power armor must be regularly repaired.
- - Using Power Armor, you lose all other armor bonuses.
- - Power armor can be stolen, so remove the Kernel if you throw it on the Wasteland unattended.
Types of power armor
- - Raiders power armor
- - T-45
- - T-51
- - T-60
- - X-01
Where to find Power armor in Fallout 4
- - Some stations have Red Rocket.
- "You can buy it from the merchants."
- - Power Armor uses the Brotherhood of Steel and the Atomic Cats.
- - Start the second main story quest - When Freedom Calls (When Freedom Calls). After leaving the Vault, talk to Kodsworth, go to Concord and save the residents in the Hall of Freedom. Now you have Power Armor!
- - The fallen Vertibird in the lake also includes another model of armor T-45. Go south from Vault 111 to the Red Rocket, where you met the Dog. On the north side of the lake you can see a fallen vertibird. Stock up with anti-radiance and dive into the water - at the bottom of the Power Armor.
- - To the east of Fort Hagan at the trailer cemetery, it is necessary to count all ghouls, hack into the terminal and get access to the safe with the key. Use it on the sliding door - inside the Power Armor.
Passing the Wasteland tasks
Pull out the stopper
This task you can take about a place called "Quarry Ticket". On the territory of this place, near the trailers, you can find a normal guy (meaning not a hostile and not a bastard). So, the name of the bearded peasant in the cap with ear-flaps is Sally Mathis and he asks you to help him in one thing. At the first conversation you can try to ask for money from him, clicking on the replica of the yellow color: "Ask for money." In this case, he will tell you that he was going to give you 75 lids for help, although after he says this, you can choose a retort: "More money." But just notice that the replica changed color a little - it darkened. This means that the complexity of the conversation has increased, so here as lucky already.
In general, the essence of his problem lies in the pump - it does not work. Although the pump at this station and has not been new for a long time, it still has to start. It's just that the connection seems to have "leaked out" somewhere. Sally asks you to patch this place. So you get the task and the first subtask: the main task is to "pull out the cork", the subtask is "Repair the pipes (0/3)". But not everything is so simple, because of the difficulties in the task you learn only after the words: "The leak must be under water. Look for air bubbles. "
So, firstly, finding bubbles is not a problem. If you become on some hill near the quarry, immediately you will be able to notice absolutely all the bubbles. Secondly, you will have to dive into the water, and this is dangerous because of radiation.
The first gate
First of all, save, but if you, of course, do not pump perk, which allows you to easily be in the water (meaning not to receive radiation, or radiation is reduced). If pumped - no difficulties. Going down into the water, you will get a maximum of +4 RAD. And if everything goes well, then you repaired one of the three pipes (in the water you just need to turn the valve).
The second gate
The second valve you can find opposite the first - in the corner. This time you go down, so do not have to go deep. And yet - if you are afraid of radiation, or have received too much radiation during the first swim - get out on the ground. Recover and back dive (and better go to the key location and just jump into the water).
The third gate
This valve is already opposite the second one - just in the corner itself. Orientation will be the stairs. And anyway, if you just look at this radioactive pool, then, of course, you will be able to notice all the places where there are bubbles.
In any case, in the end, you will be able to patch up these fucking pipes. After a bold fix, your subtask is updated to: "Talk to Sally Mathis." Go back to the bearded man and report everything to him. The conversation will be short. You have a new subtask: "Launch us." Sally asks you to press the button on the pump. Pump next, respectively, button too. After the launch, the subtask changes back to: "Talk to Sally Mathis."
And now, attention! After the launch, you will unexpectedly be thrown by the swamp with a soft shell (all because of the noise that the pump emits). Enemies are very serious, so if you are not too well prepared, then I do not recommend clicking on the button. In combat, try to shoot monsters in the head, and not in the shell. To do this, they need to stand facing you. The same goes for the "VATS" mode, since it is simply useless to shoot the shell, try to shoot at the trunk or head. After the fight, you have to talk to Sally and get your reward for the work done.
The task is taken in a small village called "Alliance". But to get to this town is not so easy. The fact is that he is surrounded by a concrete wall with turrets, and at the entrance there is an old man who conducts the test. Only after passing the test, you can get inside. The test is very simple and you can pass it without any problems. It's enough just to choose friendly and peaceful answers without showing any aggression. There are a lot of options and most of it allows you to go inside. Here, for example, one of the options: the first question is "Science", the second question is "I'll process the infected area", the third question is "I'll escort him to a safe place," the fourth question is "Football", the fifth question is " "in exchange for his life," the sixth question is "I'll open the lock," the seventh question is "Surgery," the eighth question is "I'll change with him," the ninth issue is "Putting the toilet out of action." Having answered all the questions, Swanson lets you into the village. In general, the answers can be different, in most cases, it passes inside, so do not be afraid.
As soon as you find yourself inside the town, go ahead and soon stumble upon the conversation between Honest Dan and one settler. Dan tries to find out where the caravan has gone, but he has nothing to say. After the conversation of these guys, talk personally with Honest Dan.
So, Dan agreed with a certain Stockton that he would find his missing caravan. But the task was not so simple, because he found only what was left of him near the border of the city. The last stop of the caravan was in the "Alliance", so he came here to restore the picture of what happened, but so far he has nothing to do. That's why he proposes to do the same thing. He promises to divide the reward in half. During the conversation, you can ask for an advance, choosing a replica: "Caps ahead." But keep in mind that the replica will be orange, which means that it will be difficult to solicit the covers. If you agree, then you, in this way, take at last the task: "The human factor". In addition to the usual subtask, you will also have an additional subtask: the main subtask is "Search for clues in the Alliance", an additional subtask - "Inspect the looted caravan."
Having chosen the task, go to the north-eastern part of the "Alliance". It is in that place is what remains of the caravan. Upon arrival to the remains of the caravan, you find a bunch of corpses. The caravan was indeed attacked near the "Alliance". Pay attention to the blue box that will be there. In it you will find a box of "Lemonade Dieser". Finding this thing, you thus fulfill the optional subtask: "Inspect the looted caravan."
So, what does this evidence give? And the fact that the Deer's lemonade is issued only in the "Alliance" and it was in the people of the caravan. Means what? Right! The caravan was in the village and the people in the Alliance really do not talk things out. By the way, do not forget that Dan said that for sure there is one survivor from the caravan (this is Amelia Stockton) and he also recommended looking for evidence in the barracks of this village.
You can advance in this business in two ways: to get into the barracks, or "to untie the language" of Penny. That's just to get into the barracks, you will need to have an average level of locking the locks, and to "unleash the language" Penny - pumped up eloquence. If you have neither one nor the other at this stage of the game yet, then come back later to this task a little later.
I would recommend that everyone immediately try to get into the house. The house has three doors: the central door, the door to the right and the door to the left. It is best to go into the house through the doors on the left side, because there you will not be noticed.
Once you are in the house, go straight to the side table near the central doors. There you need to take: the key to the house of the "Alliance" and a note "Password of Jacob." Between the distant beds there will be one more nightstand. There, take note "Reminder of the Alliance". The note is very strange, but after reading it, you get an additional subtask: "Ask Dan about the synths."
In any case, since you now have the password of Jacob (the main one in the Alliance), you can go to his house and not noticeably sit down for his computer (do not forget to close the door behind him). On the computer, choose the option: "Report about the fisherman (draft)." Well, this passage is very rich in information.
> Note in the draft: "Mr. Huntley canceled the trips to the Complex five times because of the fisherman (the name is unknown), who settled at the pond Mystic-Pines. Mr Huntley said that his new "favorite fish spot" is directly above the entrance to the Complex. The detachment on the lookout for Stockton was almost noticed by strangers. I recommend".
After reading the draft, you get several new subtasks at once: the first subtask is "Find out the location of the secret complex", the second optional subtask is "Talk to Honest Dan", the third sub-task is "Find Alliance Complex". The first subtask you perform on the spot, because the draft indicates the location of the Complex. Personal affairs can be read at will.
At the exit from the "Alliance" Jacob will meet you and offer 100 covers for what you will be silent - it's up to you. In addition, during the dialogue there is a variant "Find a compromise", but the level of eloquence should be high, since the dialogue thread has an orange color. In any case, you will have to send to the Complex (if you did not sell for 100 covers, of course). If you talk to Dan, he will wait for you around the Complex, and he will act as a reinforcement in this task. If you do not need help, then you can immediately go to the Complex. In general, just know that this task can be passed peacefully, too, if during a conversation with Jacob, you manage to find a compromise, if you have not succeeded, then go to the Complex, or find Honest Dan and go with him again - in the complex.
So, if you are going to talk first with Honest Dan, then consider that he is very far away. Dan will be able to talk in Baner Hill. At the entrance of a woman, say (if you have not been here) that you are a loner.
You can find the entrance to the Alliance Complex in a pipe in the middle. You have to jump into the water and pick up the radiation. In the pipe there is an entrance to the Collector - you go there. Inside, you have a new subtask: "Find the survivors." Dan will be ahead (if you went to him before and told about everything).
After walking a little forward along the pipe, you will come across three people and a turret from above. You can not even try to approach them and talk, because they will immediately attack you after the words: "You did not need to come here." Try to choose some convenient position, because the searchlights that are there will be very much interfere during the battle.
When the battle is over, do not forget to take the key on one of the corpses. Without a key, you can not open the doors in the Complex. Inside you are waiting for a lot of enemies, so try to be constantly on the alert. In any case, gradually move to the key point. In narrow spaces, be extremely careful, because they have a pair of turrets.
In the end, you will in any case meet with Dr. Roslin Chambers. If someone else does not understand what is happening, then I explain: "Alliance" conducted research on the detection of synthetics and the test that you took at the entrance to the town - the same experiment of the "Alliance". So, Dr. Roslin Chambers argues that Stockton's daughter is a synthetic. In general, to identify synthetics, a "SAFE" test was created, which even now is not able to detect with a 100% probability of synthetics. Here you have a choice: to give Amelia to torture, or to prevent it.
My choice fell on saving the girl. If you chose the option with the rescue of Amelia, then you will have a subtask: "Save Amelia Stockton". In addition, you have to kill the doctor. To free the girl, go to the terminal and open the appropriate camera (first). After opening the camera, a new subtask appears: "Talk to Honest Dan." After talking with Dan, he gives you money for work - 300 caps. In the course of the dialogue, you can say "The share should be more", but then you will have to use your eloquence, so not the fact that you will succeed. At this stage, the task comes to its logical conclusion.
In fact, Roslin Chambers was more than insane, since her developed test (which was simply taken from Vaults) did not give normal results. Constant torture and kidnapping of people did not justify its purpose. If the methods were different, or more peaceful, then her experiments could be thought of. In addition, even from messages in the prison terminal it is clear that not everyone approved of her research methods, but how to address only you.
This additional task you will receive during the task: "The first step". Since the task is taken at random, you have to wander around a little near the factory building machines "Korvega." At some point you will have an inscription in the upper left corner that you have caught the signal: "Military frequency AF95". Your first subtask in this difficult task will be: "Tune in to the army frequency AF95". It's quite easy to tune in to the frequency - use Pip-Boy. There, selecting the appropriate section and the desired frequency, you will get a new subtask: "Get to the police station in Cambridge."
Strip off the northern platform
The task is taken in Baner Hill from a merchant named Deb. Choose her "Work" and she will suggest you do one simple job. Deb will tell you about the northern road, which passes through a very old army training ground. So, it is there, according to the caravans, a horde of wild ghouls settled, which must be removed from the path. Naturally, she will pay for such work. During the conversation you can choose the option "Ask for money" (which is highlighted in yellow). If everything went well, then she will offer 175 covers for the work. But you can demand even more covers by choosing the option "More money". But just keep in mind that this option is already highlighted in orange and for a positive result you will need pumped eloquence. In any case, so you get the task: "Clean out the training area".
The task is taken after you cross the bridge to the part of the mainland where the city of Diamond City is located. Soon you will have an entry in the upper left corner: "Signal found: Radio of the Silver Cloak". Switching to this radio signal, you will hear a message. So you get the assignment and the subtask to it: the main task is "Silver Cloak", the subtask is "Talk to Kent Konolli".
With Kent Konolli you will be able to talk only in a town called "Neighborhood". But on the way to this place you have to kill a lot of different enemies, for example, "packs" of supermutants. In any case, when you find yourself in this place, find a "Memorial House" - that's where Kent sits. A little later it turns out that this is a reasonable ghoul.
After talking with him, it turns out that he wants to create his own superhero who would fight evil, bandits and save people. Of course, he will pay you for a successful job. And if you have pumped eloquence, then you can still bargain about the reward. Since his superhero is based on the series "Silver Cloak", you will need to go to the place where you shot the very first series - in "Hubris comics". By agreeing to this task, you get a new subtask: "To get a suit of the Silver Cloak".
View the Picman Gallery
The task is taken from Hancock in "Neighborhood", if you ask him about work. The fact is that before Hancock came the strange rumors of a place called "Pickman Gallery." This territory belongs to the raiders, only they suspiciously quieted and from this silence Hancock is not calm. So he instructs you to go find out what's wrong. So you get the task: "Look around the Pickman gallery." As usual you can bargain with him and get more money. There are three levels of complexity. For each level passed, the amount of reward is increased each time by 50 caps. But in order to persuade Hancock to pay more, you will need pumped-up eloquence.
Going out to bow
Wandering around Diamond City (or going to the city), you will soon be able to catch a new radio signal: "Radio Trinity Tower." Switching in your Peep-Boa to this signal, you will receive a message. The message will be a request for help. So you get a new task: "Going out to bow." And the first subtask to it: "To respond to a request for help." The message will say that one poor fellow was surrounded by supermutants and taken under siege, so he needs help.
On the way, it turns out that the supermutants surrounded the town "Neighborhood" and you have to make your way to it. Consider that there will be a lot of mutants and you need to have good weapons and armor. In addition, there is a possibility that you will meet there "Legendary supermultant scout", which will have to spend not only a lot of ammunition, but also a part of the medicines. And keep in mind that after you deal some damage to the monster, he has some health restored and after that, he will begin to deal damage in double size. This anomaly is called "Legendary opponent mutated!". That's why be very careful. In any case, after you have killed all the enemies, go to a place called "Neighborhood".
Road to Freedom
"Do you hate the Institute? Follow the Path of Freedom, brother "- this is how this task begins. In a place called "Neighborhood" passing by any Druzhinnik, you will automatically receive this task. Your first and slightly strange subtask: "Follow the Path of Freedom."
The task is taken in a small town called "Neighborhood" in the shop of a certain Daisy. She can give you work to clean up the library of Boston, which was captured by supermutants. Since this place is dear to her as a memory in her childhood - she wants to clear this place of monsters. In addition, you can bargain with it, if you have pumped up eloquence. As usual, you can demand more and more money. There will be three levels of difficulty: yellow (light), orange (medium) and red (difficult). With each success, the amount of remuneration rises (the initial reward is 200 caps).
In addition to the main task, Daisy will ask you to bring in the same Boston library also a book. The book will be a library book. Your first subtask in this task is: "Get to the Boston Public Library".
Clean up warehouses in the Neighborhood
The task is taken in "Good Neighborliness" from a robot named Whitechapel Charlie. He will offer you a job for which you need a carefree guy for very dirty work. Blood on the asphalt. Corpses on the ground. All in that spirit. If you are interested, then agree. So, some kind of anonymous client is willing to pay a few hundred covers for the fact that someone will be removed. It will be necessary to clean three points, while leaving no witnesses. The problem is that all three key points are located in the old warehouse, so Charlie can not use his guys, because it will be too noticeable. So he asks you to do this business. The starting reward is 200 caps. You as usual can claim more covers as a reward. There will be three levels of difficulty: yellow (light), orange (medium) and red (complex). With each successful phrase, the amount of reward is increased by 50 caps. In addition, you can try to find out who the customer is. All this depends on your developed eloquence. In any case, you get the task: "Clean up warehouses in the Neighborhood".
House of memories
The task is taken in the house of memories of a certain Irma. It turns out that Irma is a seller of memories. During the conversation, she will offer you back to plunge into your memories. Here you have a choice: bribe, or convince. But to convince you need a pumped-up eloquence, consider this.
So, Irma will tell you that it's easiest to work with those memories that are connected with other people, or with recent events, in which again close people participated. You can say about your wife (or husband) or your son (but the memory will in any case be the same). In general, at the end of the conversation, Irma tells you to sit in an armchair to plunge into memories. So you get a new task and the first subtask to it: the task is "The House of Memories", the subtask is "Get into the capsule of memories". Sit in a capsule of memories on the left side and get ready to plunge into the events of the past.
Soon your most "fresh" memory is launched. You are in the same "Vault 111". And in the days of those events when your child was stolen and his husband (or his wife) was killed. Your new subtask: "Relive your memories". There you can look at yourself in a cryogenic capsule. It turns out that everything was planned. Either in "Vault 111" was a traitor who specifically allowed people to be kidnapped, or everything was so conceived from the beginning. But to find out what these unknown people were saying is not going to work out. When you return to reality, you will have a new subtask: "Talk to Irma." Get out of the capsule and talk to the woman. By the way, during the conversation there will be such a variant of the dialogue "[Moral damage]", for which, if successful (here, too, the role of eloquence plays), you will get money!
By the way, Irma will also help you with kidnapping your son and killing your wife (husband). She will guide you to a person who will be able to help you with the kidnapping of your son and the murder of your wife (husband). She will recommend contacting Nick Valentine, a detective who works in her office in Diamond City. In any case, the task is completed + you will list the experience.
Passage of the Brotherhood of Steel missions
Passing the Minuteman's tasks
You can take the task only after completing the story task: "Call of Freedom". The task is issued by the same Preston. After a successful job, Preston asks you about one service. So, one settlement asks for help. Residents of this settlement still hope that in these parts there are still noble minutemen who can help and protect. But since there are not many minutemen at the moment, there is just one more active minoteman, Preston. He asks you to help find the other members of this faction. After the conversation, you have the first subtask in this additional task: "Tenpine-Bluff: talk to the locals." In addition, there is another subtask: "To talk with Sturges." He will help you in the course of this task.
Go to the specified point on the map. The settlement of Tenpins-Bluff is located far enough away, therefore, most likely you will not come across one enemy, so get ready. As soon as you come to this ruined settlement, you will have a note: "Discovered: Tanpine's Bluff" + you will be listed in the experience for finding this place. Talk with the settlers and immediately it's better to say that you are one of the minutemen.
So, these settlers have been terrorizing for a few weeks one gang of raiders. They constantly steal from them supplies and food. And if they refuse to pay this tribute, they will kill them. And although they know where the lair of this gang is located, they will not be able to overcome them. That's why they are asking for help.
During the conversation, your subtask will be updated to: "Workshop of building cars" Korvega ": to interrupt the raiders." The right place will be marked on your map after talking with one of the settlers. You can immediately go to the specified place and kill all the scum. The lair is located in the south and will have to go far enough.
> Advice: Before you go to this plant, keep in mind that this is not some usual camp or a parking lot with raiders. There are a lot of them here, so I strongly recommend you to prepare well before going there. It's not even that they will have in their hands and that they will wear - they just crush their number.
When you reach the factory, you will soon receive a signal: "Military frequency AF95". So you get the task: "Fire Support". But you do not get too distracted from your current assignment, because there are so many raiders here and you need to be careful. During the sweep, grenades and mines will help you very much. At the beginning of any battle, it's best to sit down somewhere (find a comfortable position) and shoot back. Watch your ammunition, because if it is small, then you either have to go into hand-to-hand combat, or look for ammunition during the battle.
> Tip: While wandering around this car factory, do not lose vigilance even after you kill all the raiders outside! You have to go even inside, where you are expected not only by raiders, but also by turrets. So, turning around the next corner, be careful. You never know when an automated gun will start to shoot on you!
After you sweep the territory outside, look for the passage inside. Inside you are again waiting for raiders. At the very end, you have to kill Jared - the local leader. In addition, please note that Jared will cover a couple more raiders and turrets. If you have problems with the turrets, then carefully inspect the premises - there is a terminal with which you can turn off the automatic settings. As soon as you deal with the leader of the bandits, you will receive a new subtask: "Tenpine's Bluff: Tell the residents about the success." And by the way, do not forget to carefully search this plant, because here you can find a whole bunch of useful things!
In any case, go back to Tenpence Bluff and give the assignment. Having told the residents that you have fulfilled their instructions, you receive lids and get the opportunity to use the workshop in this small, dilapidated settlement. In addition, your subtask on: "Talk to Preston Garvey." And the settlers to whom you helped deal with the problem, now agree to join the minutemen.
When you meet Preston, you will be told that the people you helped with decided to join the minutemen and that's fine. During the dialogue Garvey will give out a signal pistol. With the help of this weapon, you can call for reinforcements in case of something, and if there are minutemen nearby, reinforcements will necessarily arrive. In general, as soon as you pass the rocket launcher and covers, your task will be performed + you will be listed a well-deserved experience!
Oberland station: The raiders threaten the settlement
The task is taken from Preston Garvey, but only after you have fulfilled several conditions. First, they fulfilled a side task: "The first step". Secondly, if during the conversation with Preston Garvey agreed to the Minuteman General (that is, the leader) and assumed the responsibility to lead everyone. As there are no more active minutemen than Garvey, you are the only candidate for the position of leader. Your first subtask in this task: "Station Oberland: talk to the inhabitants."
> Tip: At this stage of passing as a team-mate, you can now take Preston Garvey. If the difficulty level and in general the enemies, give you problems, then take this minuteman and go!
The task is taken from Sturges. The conversation will be short enough. He will tell you that to begin with in this place (your settlement) it would be nice to make normal beds, because people slept long enough just on bare ground, which is very bad. The task is taken during the passage of the quest: "The first step". You will have a subtask: "To talk to Sturges." In any case, this is how you get the subtitle: "Build the beds for the inhabitants of Senchuari (0%)".
Passage of tasks of Railwaymen
Passage of the Institute's tasks
Passage of tasks of Satellites
A Long Way Forward - Robert McCreedy
Recruiting Hancock - Hancock
The plot of the century - Piper
The task is taken from Piper - a journalist. She meets the main character right away Diamond City. At the entrance talking to her, it turns out that she is not allowed into the city due to the fact that she wrote a lot of interesting things about her local government in her newspaper. When you approach, she will ask you to play along with her so that you can get inside together. There's nothing you do not have to do, Piper herself will play a small show. Once you are inside, you will meet inside with the mayor. During the conversation, Piper will say that she has a job for you. So you get a new task and the first subtask to it: the task is "The plot of the century", the subtask is "Get to the office of Piper".