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Guide to Fallout 4: where to find Power Armor and another loot at the beginning of the game and completing all quests

Гайд Fallout 4: где найти Силовую Броню и другой лут в начале игры

The Boston Wasteland is packed with many places and things you can discover.

Given the complete freedom of action, which may be somewhat discouraging, use this guide, which will allow you to find the best weapons and things in nearby locations from the starting area.

However, keep in mind that things in the game drop out randomly, so not everything that is listed here will be located in these places in your game.

Cryo Gun 111 (Cryolaytor)

Гайд Fallout 4: где найти Силовую Броню и другой лут в начале игры

In Vault Keeper's room 111, you can find the Cryo-gun, a powerful weapon that disperses cold fog, freezing enemies. Unfortunately, there is a weapon in the chest with a lock of the Master level ... and this means that you can only open it with the appropriate level of perk for breaking locks, at level 18. Remember the place.

How to get a creolator at the beginning of the game using a dog

First aid kit

At the exit of Vault 111, inspect the hut next to the platform, there should be a first-aid kit inside. Inside there is also a pair of boxes with other loot.

Sanctuary Hills

At the foot of the hill is the town where you lived 200 years ago. In the houses you can find a lot of useful loot:

  • Be careful, as there are traps in the houses - pay attention to the surroundings. You can always find useful loot near such places.
  • Pick up the Grognak-Barbarian comic on the kitchen table of your home. It gives you a permanent bonus of + 5% 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 medicines
  • You will find a computer while exploring homes. There is also a Med-X and a safe with a beginner level
  • Trash bin near the bridge - inside a pair of grenades

Shotgun - Cabin in the North

Right north of the town, on 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. Hurray, 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 north of the town, follow east along the edge - you will find a collector training in bottles of Nka-Kola. Next to it there is a tool box and a closet with things. If you follow further to the East, you can still find things in the bathroom and tools.

Tool Cabin in the West

Гайд Fallout 4: где найти Силовую Броню и другой лут в начале игры

West of your home, near the edge of the map, there is a tool hut with a beginner-level lock. If you hack, you can find a useful loot.

Goldmine at the Robot Landfill

In the North-East of the town you can find a site for the dismantling of robots. In the main building you can find Steampack, RadAway, two military boards, clear water, electrical tape, Hot Rodder magazine revealing paint for Power Armor, and other things. Weapons on a Workbench - Don’t Miss!

Before leaving, search the surrounding area, here you can find the core for power armor and another board in a box marked with a star next to the disconnected turret. Do not throw away the core, it is useful for armor.

Robot Activation

All at the same “dump” you can find a computer in the main building. The computer activates the Protective Bot from the outside. When the robot starts working, you can enable a security protocol that sends the robot to a specific area. You can follow the Bot and pick up those things that remain of them after the fight with the Bot. However, keep in mind that the robot follows in a location with high-level opponents.

Hill refuge

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. There is also a chemical kit next to the mattresses.

Power Armor amid the crash

Гайд Fallout 4: где найти Силовую Броню и другой лут в начале игры

If you go further to the East from the same "dump", there will be the remains of an aircraft with scattered boxes. You can immediately find Power Armor, which can be activated using the Kernel that you should have found earlier. You can launch armor without a core, but the movements will be very constrained.

Remains

Near the wreck you can find a bathroom and a steel container with bodies. Search them - there are useful things. There is a box right there.

Generator

If you return to the town and go south, after crossing the bridge you can go down to the water and move along the shore, you will not find garbage with a 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 generator's neighborhood - there are useful things.

Farm

In the Southwest of Concord, there is Abernathy Farm, where you can exchange items and use stations for crafting. The head of the family can also take a third-party quest. After completing it, you will get 100 caps.

In the Northwest of the farm, you can find a lone trailer with a first aid kit, chemist kit and ammo.

Truck base

Гайд Fallout 4: где найти Силовую Броню и другой лут в начале игры

Further southwest of Concord, there is a station where ghouls roam. If you have already pumped hacking, you can turn on the Protectron through the terminal nearby. Killing wild ghouls, you will find a lot of weapons, supplies and things in the trailers.

In a red truck, a body and a safe with a mass of supplies. In the building nearby - a holo-film.

House Loot

Гайд Fallout 4: где найти Силовую Броню и другой лут в начале игры

Concord, east of Freedom Hall, has a house. There are quite a lot of loot inside, the body of the raider and a safe for the beginner.

Concord Bar

From the doors of the Hall, head north, where a bar awaits you. The counter has an enclosed safe with loot. On the second floor is a pair of machetes. The basement also has supplies.

Deathclaw Path

Remember the hole that Claw of Death crawled out during the Minutemen mission? Jump into it and follow to the end. There will be weapons, things and supplies.

Power armor

Power armor is a special type of equipment in Fallout 4, which is not just armor, but a means of transportation that gives the player very strong protection. But unlike the previous parts, in Fallout 4 you will need Energy Cores to power the Power Armor. Below you will find a list of places to find them.

Power Armor Key Facts

  • - Whatever the core is spent so quickly, you can take one of the special perks.
  • - When using Power Armor, you can run, jump and go into buildings.
  • - Armor increases resistance and wearable weight, but movement speed is lower.
  • - You can sneak up and use fast movement.
  • - Power Armor equipment sets your strength to 11.
  • - Power armor can be modified with a jetpack and other mods.
  • - You can get mods by completing quests and crafting.
  • - Merchants selling Power Armor parts also sell cores.
  • - Near Power Armor there are usually one or two cores.
  • - Power armor needs to be repaired regularly.
  • - Using Power Armor you lose all other armor bonuses.
  • - Power armor can be stolen, so take out the Core if you drop it on the Wasteland without supervision.

Types of Power Armor

  • - Power armor Raiders
  • - T-45
  • - T-51
  • - T-60
  • - X-01

Where to find Power Armor in Fallout 4

  • - At some stations, the Red Rocket.
  • “You can buy it from the merchants.”
  • - The Brotherhood of Steel and Atomic Cats use Power Armor.
  • - Start the second main story quest - When Freedom Calls (When Freedom Calls). After leaving the Vault, talk to Codsworth, go to Concord and save the inhabitants in the Freedom Hall. You now have Power Armor!
  • - The fallen Vertiberd in the lake also includes another T-45 armor model. Move South from Vault 111 to the Red Rocket, where you met the Dog. On the north side of the lake you can see the fallen vertibird. Stock up on antiradin and dive into the water - at the bottom of Power armor.
  • - To the east of Fort Hagan, at the trailer cemetery, you must destroy all the ghouls, break into the terminal and gain access to the safe with the key. Use it on a sliding door - inside Power Armor.

Wasteland quest completion

Pull out the cork

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

In general, the essence of his problem lies in the pump - it does not work. Although the pump at this station is not new for a long time, it should still start. It’s just that, somewhere, the compound is “leaky”. Sally asks you to patch this place. So you get the task and the first subtask: the main task is “Pull out the cork”, the subtask is “Repair the pipes (0/3)”. But it’s not so simple, because you learn about the difficulties in the task only after the words: “The leak must be under water. Look for air bubbles. ”

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

First valve

First of all, save, but if, of course, you don’t have a pumped perk that allows you to be in the water without problems (meaning not to receive radiation, or radiation is reduced). If pumped - there will be no difficulties. Going down into the water, you will receive a maximum of +4 RAD. And if everything goes well, then you fixed one of the three pipes (in the water you just need to turn the valve).

Second valve

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

Third valve

This valve is already opposite the second - also in the corner. The landmark will be the stairs. Anyway, if you just look at this radioactive pool, then, of course, you yourself can notice all the places where there are bubbles.

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

And now, attention! After starting up, soft-shell swamps will suddenly attack you (all because of the noise that the pump makes). The enemies are very serious, so if you are not too well prepared, then I do not recommend clicking the button. In battle, try to shoot monsters in the head, and not in the shell. To do this, they need to stand facing you. The same applies to the “VATS” mode, since shooting at the shell is simply useless, try to shoot at the body or head. After the battle you have to talk with Sally and get your reward for the work done.

Human factor

The task is taken in a small village called the Alliance. But getting into this town is not so easy. The fact is that it is surrounded by a concrete wall with turrets, and at the entrance sits an old man who conducts a test. Only after passing the test, you can get inside. The test is very simple and you can pass it without any problems. Simply choose friendly and peaceful answers without showing any aggression. There are a lot of options and most of them allow you to get inside. Here, for example, one of the options: the first question is “Science”, the second question is “I’m processing the infected area”, the third question is “I will accompany him to a safe place”, the fourth question is “Football”, the fifth question is “I will give her what Something in exchange for his life ”, the sixth question is“ I will open the castle ”, the seventh question is“ Surgery ”, the eighth question is“ Change with him ”, the ninth question is“ I will disable the toilet ”. After answering all questions, Swanson lets you into the village. In general, the answers may 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 a conversation between Honest Dan and one settler. Dan is trying to find out from him where some caravan went, but that one does not tell him anything. After these guys talk, talk in person 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 arrived here to restore the picture of what happened, but so far he has nothing to do. That is precisely why he also proposes to do this business. He promises to divide the reward in half. During the conversation, you can ask for an advance by selecting the remark: “Lids forward.” But keep in mind that the replica will be orange, which means that it will be difficult to get the lids out. If you agree, then you finally take the task: “The Human Factor”. In addition to the usual subtask, you will also have an additional subtask: the main subtask is “Search for evidence in the Alliance”, the additional subtask is “Inspect the looted caravan”.

After choosing a mission, go to the north-eastern part of the Alliance. In that place is what remains of the caravan. Upon arrival at 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 certain "Dizer Lemonade." Finding this thing, you thereby perform an optional subtask: "Inspect the looted caravan."

So what does this evidence give? And the fact that Dizer's lemonade is given out only in the "Alliance" and it was with people from the caravan. Means what? Right! The caravan was in the village and people in the "Alliance" are really not saying anything. By the way, do not forget that Dan said that there is probably one survivor from the caravan (this is Amelia Stockton) and he also recommended looking for evidence in the barracks of this village.

You can advance in this matter in two ways: to get into the barracks, or to “untie the tongue” of Penny. That's just to get into the barracks, you will need to have an average level of breaking locks, and to “unleash the tongue” Penny - pumped eloquence. If you have neither one nor the other at this stage of the game, then return later to this task a bit later.

I recommend everyone to immediately try to get into the house. Three doors lead to the house: the central door, the door on the right side and the door on the left side. It is best to make your way into the house through the doors on the left side, as no one will notice you there.

As soon as you find yourself in the house, immediately go to the bedside table near the central doors. There you need to take: the key to the Alliance’s house and the note “Jacob’s Password”. Between the distant beds will be another bedside table. Take the Reminder of the Alliance note there. 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 at his computer (do not forget to close the door behind you). On the computer, select the option: "Report on the fisherman (draft)." Well, this passage is very rich in information.

> Note in draft: “Mr. Huntley canceled trips to the Complex five times because of a fisherman (name unknown), who settled at the Mystic Pines pond. Mr. Huntley said that his new “favorite fishing spot” is located directly above the entrance to the Complex. Stockton's search squad was nearly noticed by outsiders. 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 with Honest Dan”, and the third subtask is “Find the Alliance Complex”. You carry out the first subtask on the spot, since the draft indicates the location of the Complex. You can read personal files at will.

At the exit from the Alliance, Jacob will meet you and offer 100 covers for keeping silent - you decide. In addition, in the process of dialogue there is an option “Find a compromise”, but the level of eloquence should be high, since the dialogue branch has an orange color. In any case, you have to send to the Complex (if you have not sold for 100 caps, of course). If you talk with Dan, he will be waiting for you near the Complex, and he will act as reinforcements 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 completed peacefully too, if during a conversation with Jacob, you manage to find a compromise, if you didn’t succeed, then go to the Complex, or find Honest Dan and go with him again -so in the complex.

So, if you are going to talk to start with Honest Dan, then keep in mind that he is very far away. Dan will be able to talk in Baner Hill. At the entrance, tell the woman (if you have not been here yet) that you are a loner.

You can find the entrance to the Alliance Complex in the pipe in the middle. You will have to jump into the water and pick up radiation. In the pipe is the entrance to the Collector - there you go. Inside you have a new subtask: "Find 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 don’t even have to try to approach them and talk, because they will immediately attack you after the words: “You shouldn’t have come here.” Try to choose some convenient position, because the spotlights that stand there will interfere very much during the battle.

When the battle is over, do not forget to take the key on one of the corpses. Without a key, you cannot open the doors to the Complex. Inside you will find a lot of enemies, so try to be constantly on the alert. In any case, gradually move towards a key point. In narrow rooms, be extremely careful, as a pair of turrets are found in them.

In the end, you will meet Dr. Roslyn Chambers anyway. If someone else does not understand what is going on, then I explain: The Alliance conducted research on the discovery of synthetics and the test that you passed at the entrance to the town is the same experiment of the Alliance. So, Dr. Roslyn Chambers claims that Stockton's daughter is a synthetics. In general, the SAFE test was created to identify synthetics, which even now is not able to detect synthetics with 100% probability. Here you have a choice: to give Amelia to torture, or to prevent this.

My choice was to save the girl. If you chose the option of saving 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 corresponding camera (first). After opening the camera, a new subtask appears: "Talk with Honest Dan." After talking with Dan, he gives you money for the work - 300 covers. In the course of the dialogue, you can say “The share should be more”, but here you have to use your eloquence, so it’s not a fact that you will succeed. At this stage, the task comes to its logical conclusion.

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

Fire support

You will receive this additional task during the passage of the task: “The first step”. Since the task is taken at random, you have to wander a little around the Corvega machine assembly plant. At some point, you will see an inscription in the upper left corner that you have caught a signal: “AF95 military frequency”. Your first sub-task in this difficult task will be: "Tune in to the army frequency AF95". Tune to the frequency is quite simple - use the Pip-Boy. There, by selecting the appropriate section and the desired frequency, you will receive a new subtask: "Get to the Cambridge Police Station."

Strip north pad

The task is taken in Baner Hill from a merchant named Deb. Choose her option "Work" and she will offer you to do one difficult thing. Deb will tell you about the northern road that runs through a very old army training ground. So, it was there, according to caravaners, that a horde of wild ghouls settled, which must be taken out of the way. 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 job. But you can demand even more caps by choosing the “More money” option. But just keep in mind that this option is already highlighted in orange and a positive eloquence will be required for a positive result. In any case, this is how you get the task: "To clear the training ground."

Silver Cloak

The task is taken after you cross the bridge to that part of the mainland where the city of Diamond City is located. Soon you will see an entry in the upper left corner: “Signal Found: Silver Cloak Radio”. Switching to this radio signal, you will hear a message. So you get the task and the subtask to it: the main task is “Silver Cloak”, the subtask is “Talk with Kent Conolly”.

With Kent Conolly, you will only be able to talk in a town called Neighborhood. But on the way to this place you have to kill a bunch of different enemies, for example, "packs" of super mutants. In any case, when you find yourself in this place, look for a certain “House of Memories” - this is where Kent sits. Later it turns out that this is a reasonable ghoul.

Having talked with him, it turns out that he wants to create his own superhero who would fight evil, bandits and save people. Of course, he will pay you for successfully completed work. And if you have pumped eloquence, then you can also bargain about the reward. Since his superhero is built on the basis of the series “Silver Cloak”, you will need to go to the place where they shot the very first series - in “Hubris comics”. By agreeing to this task, you get a new subtask: "Get the costume of the Silver Cloak."

View Pickman Gallery

The task is taken from Hancock in the Neighborhood, if you ask him about work. The fact is that strange rumors about a place called Pickman Gallery reached Hancock. This territory belongs to the raiders, only they suspiciously quieted down and Hancok was not calm from this silence. So he instructs you to go find out what the matter is. So you get the task: "Inspect Pickman Gallery." As usual, you can bargain with him and earn more money. There are three difficulty levels in total. For each level passed, the amount of reward increases each time by 50 caps. But in order to persuade Hancock to pay more, you need pumped eloquence.

Bow out

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 Pip-Boy to this signal, you will receive a message. The message will be a request for help. So you get a new task: "Exit to the bow." And the first subtask to him: "Respond to a request for help." The message will say that one poor fellow was surrounded by super mutants and besieged, so he needs help.

Along the way, it turns out that the supermutants surrounded the town of Good Neighborhood and you have to break through to it. Keep in mind that there will be a lot of mutants and it is important for you to have good weapons and armor with you. In addition, there is a likelihood that you will meet there the “Legendary Scout Super Mutant,” which will have to spend not only a lot of ammunition, but also some of the medicines. And keep in mind that after you inflict part of the damage to the monster, it will recover part of its health and after that, it will begin to inflict damage in double size. This anomaly is called "The Legendary Enemy Mutated!" That is why be extremely careful. In any case, after you kill 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 a little strange subtask: “Follow the Path of Freedom”.

Public property

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

In addition to the main task, Daisy will ask you to bring a book to the same Boston library. The book will be a library. Your first sub-task in this assignment is: “Get to the Boston Public Library.”

Clear warehouses in the Neighborhood

The mission is taken in Neighborhood from a robot named Whitechapel Charlie. He will offer you a job that requires a sneaky guy for a very dirty job. Blood on the pavement. The corpses on the ground. Everything like that. If you are interested, then agree. So, some anonymous client is willing to pay several hundred caps for someone to be removed. It will be necessary to clear three points, while not leaving witnesses. The problem is that all three key points are located on the territory of old warehouses, so Charlie can not use his guys, because it will be too noticeable. So he asks you to do this business. Starting reward is 200 caps. As usual, you can claim more caps as a reward. There will be three difficulty levels: yellow (light), orange (medium) and red (difficult). With each successfully said phrase, the amount of reward is increased by 50 caps. In addition, you can try to find out who the customer is. It all depends on your developed eloquence. In any case, this is how you get the task: "To clean the 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 to plunge back into your memories. Here you have a choice: to bribe, or to convince. But to convince, you need pumped eloquence, keep this in mind.

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

Soon, your freshest memory starts. You find yourself in the same "Vault 111". Moreover, at the time of those events when your child was stolen and her husband (or 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 there was a traitor who specifically allowed abducting people, or everything was so conceived from the very beginning. But to find out what these unknowns were talking about will not work. When you return to reality, you will have a new subtask: "Talk with Irma." Get out of the capsule and talk to the woman. By the way, during the conversation there will be such an option of the dialogue [Moral Damage], for which, if successful (eloquence also plays a role here), you will receive money!

By the way, Irma will also help you with the abduction of your son and the murder of your wife (husband). She will lead you to a person who can help you with the abduction 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 + experience will be transferred to you.

Complete the Brotherhood of Steel quests

Passage of tasks of the Minutemen

First step

You can take the task only after completing the story task: "Call of Freedom." The task is still issued by the same Preston. After a successful job, Preston asks you for one service. So, one settlement asks for help. The inhabitants of this settlement still hope that there are still noble minutemans in these parts who can help and protect. But since there are not many minutries now, more precisely there is only one active minuteman - Preston. He asks you to help find the rest of the members of this faction. After the conversation, you have the first subtask in this additional task: "Tenpine Bluff: talk with the locals." In addition, there is another subtask: "Talk with Sturges." He will help you during the passage of this task.

Go to the indicated point on the map. The Tenpines Bluff settlement is located far enough away, so most likely you will come across more than one enemy, so get ready. As soon as you get to this ruined settlement, you will see the entry: “Discovered: Tanpines Bluff” + experience will be transferred to you for finding this place. Talk to the settlers and immediately it’s better to say that you are one of the minuten.

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

During the conversation, your subtask will be updated to: "Corvega Machine Assembly Shop: Kill Raiders." The right place will be marked on your map after talking with one of the settlers. You can immediately go to the indicated place and kill all the scum. The lair is located in the south and will have to go far enough.

> Tip: Before you move to this factory, keep in mind that this is not some ordinary camp or a raider camp. There are a lot of them here, so I strongly recommend that you prepare well before traveling there. The point is not even what they will have in their hands and what they will wear - they simply crush with their numbers.

When you get to the factory, then soon you will also receive a signal: “Military frequency AF95”. So you get the task: "Fire support." But you do not get distracted from your current task, because there are a lot of raiders and you need to be careful. During stripping, grenades and mines will greatly help you. At the beginning of any battle, it’s better 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 hand to hand or look for ammunition during the battle.

> Tip: While wandering around this car factory, do not lose your vigilance even after you kill all the raiders outside! You still have to go inside, where not only raiders, but also turrets are waiting for you. So, turning around the next corner, be careful. You never know when an automated gun will start firing at you!

After you clean the area outside, look for a passage inside. Inside you are again waiting for the raiders. At the very end, you have to kill Jared - the local leader. In addition, keep in mind that Jared will cover a couple more raiders and turrets. If you have problems with turrets, then carefully inspect the room - there is a terminal with which you can turn off automatic installations. As soon as you deal with the leader of the bandits, you will receive a new subtask: "Tenpines Bluff: inform residents about 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, return to Tenpines Bluff and turn in the assignment. Having told the residents that you have fulfilled their assignment, you get covers and get the opportunity to use the workshop in this small, dilapidated settlement. In addition, your subtask is: "Talk with Preston Garvey." And the settlers, whom you helped to deal with the problem, now agree to join the minuten.

At the meeting, Preston will tell you that the residents whom you helped decided to join the minutemans and this is wonderful. During the dialogue, Garvey will give out a signal pistol. With this weapon you can call for reinforcements in case of emergency, and if there are minutemans nearby, reinforcements will certainly come to you. In general, as soon as the rocket launcher and caps are handed over to you, your task will be completed + you will be given the deserved experience!

Oberland Station: Raiders Threaten Settlement

The task is taken from Preston Garvey, but only after you have completed several conditions. Firstly, they completed a side task: “The first step”. Secondly, if during a conversation with Preston, Garvey agreed to the Minuteman General (that is, the leader) and assumed the responsibility to lead everyone. Since there are no more active ministers except Garvey, you are the only candidate for the leadership position. Your first sub-task in this assignment is: Oberland Station: Talk with the Residents.

> Tip: At this stage of passing as a partner you can now take Preston Garvey. If the difficulty level and enemies in general cause you problems, then take this minuteman and go!

Sechuari

The mission is taken from Sturges. The conversation will be short enough. He will tell you that for starters in this place (your settlement) it would be nice to make normal beds, because people slept for quite a long time just on bare ground, which is very bad. The task is taken during the quest: "The first step." You will have a subtask: "Talk to Sturges." In any case, that’s how you get the subtask: “Build beds (0%) for Senchuari residents.”

Passage of tasks of the Railwaymen

Passing assignments of the Institute

Passing Satellites missions

The Long Way Forward - Robert McCready

Hancock Recruiting - Hancock

The plot of the century - Piper

The task is taken from Piper - the journalist. She meets the main character directly Diamond City. At the entrance, after talking with her, it turns out that she was not allowed into the city due to the fact that she wrote a lot of interesting things about the local government in her newspaper. When you come up, she will ask you to play along with her so that you can get inside together. You don’t have to do anything, Piper herself will play a small performance. As soon as you find yourself 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: task - “The plot of the century”, subtask - “Get to the Piper office”.