Far Harbor - passing the quest "reformation". Far Harbor - walkthrough of the quest "family business" Fallout 4 far harbor walkthrough

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

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

Remember that Far Khrabor is primarily an island, and the islands are often foggy. In the case of Fallout, this fog is radioactive, so the thicker the fog, the more radioactive it is, so don't just be careful - be careful!

This tip is closely related to the warning above. In general, traveling and enjoying the local scenery just won’t work, because the area is extremely unfriendly, so walking around the island without special abilities (like “Ghoul”), or without power armor, is highly discouraged!

Yes, it also happens that you simply don’t have armor at the moment, so what should you do then? You want to play the new addition, but there is no corresponding equipment! Do not despair, because not far from the road that leads to Far Harbor, excellent armor is waiting for your arrival.

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

How to start playing Fallout 4: Far Harbor?

To start playing the Far Harbor expansion, you must first complete the original game's main story quest. The plot task is called "Revelation". This quest will be available immediately after miraculously rescuing old Nick from Vault 114. So, after some time, access to the task "Away from Home" will open, which serves as the beginning of the add-on.

Quest: "Away from Home"

Did you buy and install an add-on? Then, immediately after entering the game, the first task associated with the Far Harbor add-on is activated. Of course, if you have fulfilled the above conditions. In general, listen to the message of the Valentine detective agency. To do this, open your Pip-Boy, go to the tab called "Radio" and select exactly the same entry - "Valentine's Detective Agency Radio".

On the radio, Ellie Perkins will inform you that they have a new business planned and they need your help. If you are not yet in Diamond City, then it's time to head back to the city to arrive at the office at the request of the girl.

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

The note: During the conversation with Ellie, it will be possible to talk to the girl with the help of charisma. The difficulty level will be easy. If possible, then she will tell a little more about Kenji Nakano and shed light on his strange mumbling.

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

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

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

The essence of the problem lies in the fact that Kasumi subdued an old walkie-talkie, contacted someone unknown and immediately disappeared. It is not known whether she was stolen, or she left of her own free will. For that it is known that the boat was gone, so agree to the case.

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

There are now several ways to get leads on this strange case. Option One: Explore the Nakano residence, with most of the attention given to Kasumi's room. However, the most interesting will be at the top (having previously climbed the stairs there). On a chest of drawers in the back room, you can find Kasumi's diary. The diary says that she wants to go to her grandfather's boat house to repair the radio she found there. So it makes sense to go there now.

The second option involves the interrogation of the girl's parents. It turns out that the opinion of the parents regarding the disappearance of their daughter is divided: some people believe that she was kidnapped, and something that she left them of her own free will. In general, you can not be shy and ask all the questions proposed in the dialogue.

→ Note: Parents will obviously keep silent and deliberately not report some details of the loss. But they can be talked to if you can convince (the level of persuasion will correspond to the average).

In any case, any clues would point to Grandpa's boat house, where, according to the clues, the girl spent most of her time. The boat house is not difficult to find: it is located a little further along the coast. When you find yourself in this place, then look for the safe, because in Kasumi's notes it was about him. The safe will be on the floor at the far end of the house. On the safe there will be a note from grandfather, in which there is a hint that indicates where the key to the safe is stored.

Near the entrance there is a picture on the desk (it depicts a lighthouse). Examine carefully this picture, because the key is hidden there. You will need to click on the picture and select the appropriate actions. The next step is to open the safe. Inside the safe, you can find a holotape from Kasumi.

The holotape says that the girl picked up a signal from the north, where she managed to get in touch with an unknown group of synths. Due to the fact that Kasumi is experiencing strange discomfort, does not remember some facts from her childhood, and in general she has strange dreams - then she began to suspect herself that, is she a synth at all? To find out, she decided to head north. She decided to sail away to a town called Far Harbor.

Go back to Kenji and tell us what you found. Do not forget to also ask him about that still unknown town. Trying to find out if their daughter is really a synth is useless. They will deny it under any fact. However, still ahead, who knows who the girl really is. So, after this conversation, Kenji will offer to use another boat that he has to go in search of Kasumi in Far Harbor.

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

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

Task: "A walk in the park"

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

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

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

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

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

As for the mysteriously missing girl Kasumi, it turns out that she went to the very depths of the island. More precisely, straight to the local secret colony of synths called Acadia. However, you will not be able to get there so easily, because you need a guide, which is a character named Longfellow. No one else knows better than this guy on the island, and you can find him in a bar called "The Last Shelter".

But that's not all: Captain Avery asks you to help the locals as well. Help should be given to the following people: Cassie, Sailor and some other important people in this place. And remember that they need your help even if they refuse it. Thus, it will be possible to get an additional task: "Life on the edge."

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

Head to the aforementioned "Last Shelter" bar, which is located in the central part of the Corpus. And in general, this place, I think, will hardly be missed, because this is the only place on the island where you can sit and drink.

Also pay attention to the local bartender - Mitch. Mitch is a very interesting character. Why is he interesting? You can discuss some theories with him regarding the strange fog, and you can also rent a room from him for the night. In any case, do not skip free beer at the expense of the house.

→ Note: You can also ask the bartender for something stronger in order to be more courageous and strong in the fog. However, your charisma must overcome the average level of persuasion difficulty, otherwise nothing.

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

So, Longfellow is sitting at one of those many tables that are in the bar. Approach him and tell him that you need the help of an experienced guide to get to Acadia. By the way, do not rely on the fact that he will seamlessly agree to your request. First you have to convince him. How? Tell about the missing girl and the situation in general, or just buy him as a person who can help you with his skills.

→ Note: Do not forget about your charisma, only if it is high enough. It can also be used to convince the old man to help you in business. However, there are two levels of difficulty: easy and medium. Words that say that you are supposedly ready for risk and that you didn’t do it belong to a light level of persuasion. But the words that say that supposedly the old man should not care about the case at all - this is the average level of conviction.

In any case, although the old man will be unrealistically stubborn, he will still agree to take the hero (heroine) to Acadia. However, that's not all, because fears about fog are better not to be neglected, so stock up on the following things: anti-rads, ammo, stimulants and, just in case, some rockets - in general, something heavy. If you are already ready and you can not wait, then go for it!

→ Helpful Hint: On the table at which Longfellow's guide will sit, you will be able to take the first copy of a magazine called the Islander's Almanac. The whole benefit of this journal lies in the fact that this item will give a unique journal perk that is associated with the Far Harbor island (marks of key objects on this island will be freely available).

To begin with, you have to go through a long-ago abandoned and dilapidated resort town. On the way, nothing will stop you from visiting a variety of restaurants and many other houses. Yes, and this must be done in order to stock up on useful things. For example, in the first waterfront restaurant, on the signs of which it says “Fresh Lobster”, you can find: food, a bag with weapons, ammunition, and even a first aid kit.

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

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

At some point, you will reach a path that leads up the mountain - this is a sign that Acadia is already very close. Along the way, you have to destroy a pack of crazy wolves, and near a kind of recreation area, destroy a couple of swallowers along with swamps. There are ghouls near the truck (which will be turned over) - neatly there. This adventure is not over yet, because right after the wagon and the ghouls (a little further), your mini-team will stumble upon a preacher from the Children of the Atom faction. She will advise you not to go to Acadia, because they renounce the Will of the Atom, showing this by supplying condensers to purify the air for the residents of Far Harbor. By the way, if Atom considers you worthy, then you can join this faction. To join, you will have to get to the "Core" and go through a kind of test of initiation there.

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

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

Mission: Find your place

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

The girl usually does what she works on the lower floor, so you just need to go downstairs and meet her. Be sure to look around along the way. In total, Acadia has three levels. For starters, you should familiarize yourself with the observatory, which has its own telescope (however, it was there that you talked with DiMA - the highest level). On the same level, Mr. Faraday's office is located (you can see him behind the glass windows of the observatory). If you go down one of the two stairs to the second level, then you will come to the laboratory and the first-aid post - Aster is in charge here. Next comes the living quarters with the locals.

In the laboratory and the first-aid post, it will be possible to stock up on medicines (they can be taken from the first-aid kit and on the table). So, Aster is a local doctor and a scientist at the same time. She marvels at the island you've arrived on, collecting specimens and other evolutionary information for future generations. If you offer her your help during the conversation, then she will give out a small task, which is included in the "Miscellaneous" section called: "Beautiful Flower". In the same place, you can also find a man named Kog - a man dressed in work overalls and trading in his spare time. Most importantly, what he sells is a unique piece of armor - "Marine Recon Body Armor".

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

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

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

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

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

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

As mentioned above - the doors to the warehouse are located at the very end of the corridor of the lower level of Acadia. Get ready for the level of the castle to match the difficult. If the door is too tough for you, then there is nothing to worry about, because Kasumi also mentioned in the course of the conversation where you can get the key to the pantry. You can get the key from Kog (in the same place), because he is responsible for the alignment and maintenance of supplies. So Koga can be found on the second level of this settlement. It is much easier to get the key from Kog, because for persuasion you need to pass only an easy level of difficulty. If you managed to convince him, then he will tell you that he lost the key at the moment when he carried the equipment to the room where the observatory is located. The key was lost at the top sublevel. Go to the top floor, then climb a little higher. As soon as you get to the very end, then you will find the treasured key on the table!

In any case, you will be able to open the pantry doors, and it does not matter if it was hacked or opened with a suitable key. Inside, for starters, I recommend gathering supplies: there are medicines in the first-aid kit and on the shelf; ammunition in boxes; studs again on the rack. After collecting useful items, it's time to hide, having previously come close to the window that divides the laboratory and pantry. Now sit quietly and listen carefully to what the Acadia representatives will discuss among themselves.

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

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

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

Now you have to get this created program, but first you have to inspect the laboratory in which the meeting was held earlier. From this laboratory comes another door. The doors will have to be hacked (the level is very difficult), or not the doors, but the terminal will have to be hacked (the level is very difficult). Immediately outside the door there will also be a warehouse with ammunition, of which there will indeed be a lot.

Another way to learn DiMA's secrets is through that same hack of Mr. Faraday's terminal. The terminal level will be very difficult. The terminal is located in the office at the highest level of this place. So, if you have enough experience to make such a daring hack, then in the terminal you can find the “Faraday Journal”, in which everything is written exactly the same as described above.

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

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

This subtask will appear if you have chosen one of the first two suggested solutions to the problem with DiMA secrets. In any case, he can be brought to a frank dialogue in which he will see the benefit, because the only way to solve the problem is to go for the synth memory personally. Moreover, if on the basis of the "Children of the Atom" and you can pretend to be a novice in order to penetrate further, you still have to overcome the pre-war security systems. In addition, DiMA asks not to attack the members of the "Children of the Atom", otherwise the war cannot be avoided at all.

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

Reference: Marine Recon Body Armor

Damage Resistance: 52

Energy Damage Resistance: 51

Radiation Resistance: 10

Weight: 25

Price: 26715

Installed:

Marine assault armor

Special: Reduces damage while stationary by 15%.

In the large living area, you can find ammo in chests near the beds and mattresses, as well as chat with the Sins and find out how they are living in Acadia and what they think about it all.

Clue

On a counter or bar-like counter, you'll find your next issue of the Islander's Almanac, which will give you a new magazine perk. You take 10% less damage from attacks using radiation. You can see all the magazine perks here, and where to find the rest of the Islander's Almanac magazine - here.

Going down to the lower level, you can easily find Kasumi at work. Say her parents sent you. She firmly believes that she is a synth, and their real daughter is dead, so she does not want to return.

Charisma

You can try to convince her that she is confused or that she did not replace anyone (the level of persuasion is medium).

However, this is not what worries her now, but the fact that Acadia turned out to be not just a colony. She asks you, as a detective, to get to the bottom of the truth. She knows a big secret. While repairing DiMA's equipment, she delved into his memories and stumbled upon situations that DiMA was simulating. In one, fog engulfs Far Harbor, and in the second, a nuclear charge is detonated on the island. And forecasts for the death toll. She had doubts about DiMA's intentions. Offer to help her with this.

Reveal the secrets of DiMA

You need to uncover DiMA's secrets. On the lower level of Acadia, at the end of the corridor, there is a laboratory where DiMA, Faraday and Chase often confer about something, according to Kasumi. They can be overheard from the storeroom, which is nearby, but the door is locked. Kasumi also tried to hack Faraday's terminal, but it's a brutal defense. You have many options for dealing with this issue:

  • Open the door to the pantry and eavesdrop on the conversation between DiMA, Faraday and Chase.
  • Hack Faraday's terminal, he and DiMA have no secrets.
  • Talk to DiMA and ask him directly about everything you've learned.
  1. Get access to the warehouse (Optional)

The warehouse door is located at the end of the corridor of the lower level of Acadia (the level of the castle is difficult).

If this door is too tough for you, then Kasumi mentioned that someone had the key to the pantry, probably Koga (see screenshot above), because he is organizing supplies. Find him on the second level of Acadia and ask about the key (the level of persuasion is easy). If you are lucky, he will tell you that he lost it when he was carrying equipment in the observatory. He was moving furniture on the upper sublevel in the telescope room. Go to the top floor of Acadia and even higher, when you reach the end, you will find the key on the table.

Eavesdrop on the meeting (Optional)

Somehow, you managed to open the pantry door. Collect the supplies stored here: medicines in the first aid kit and on the rack, ammo in boxes for them, and hairpins on the rack. Now you have to hide and wait, to do this, come close to the glass separating the laboratory and pantry, and you will have such an opportunity. Now sit quietly and listen to what the founders of Acadia will discuss.

Because of the enmity between the Children of the Atom and the inhabitants of Far Harbor, Acadia must choose a side. Acadia used to stay neutral, but by installing condensers for the residents of the wharf, they incurred the displeasure of the Children of the Atom. Acadia had a good relationship with the Children of Atom, once DiMA gave them a submarine base, which they renamed the Core. But then they had another confessor, now killed by the inhabitants of Far Harbor, and the new one does not intend to be friends.

Another problem arises from this situation - the old DiMA memory banks are located at the submarine base. He doesn't know what's in those memories, and has modeled the worst-case scenarios possible if the wrong information falls into the wrong hands. Most likely, it was them that Kasumi saw. Sending Chase there is risky, as the Children of the Atom know she's from Acadia and it will lead to war. But DiMA and Faraday still wrote a program that would allow them to extract the memories of the old synth, in case there was no other option. You need to get this program, but first you can inspect the laboratory in which the meeting was held. Another door comes out of it (the lock level is very difficult), which can be unlocked using the terminal, but the hacking level needs the highest (very difficult). Outside the door is an ammunition depot, of which there are really a lot.

Fallout 4: Farharbor- guide to get the best ending

In the new addition Fallout 4, which is called Far Harbor , there are several endings depending on your actions and decisions in the process of completing the tasks "Cleaning the Earth" and "How Life Should Be". A number of minor differences depend on the number of secondary tasks completed and your persuasion skill. With a strong insult to one of the factions, you will not be able to get some options.

At Far Harborthere is an opportunity to influence such final events:

  • Will Far Harbor, Nucleus and Acadia be destroyed;
  • Destiny Dima , Avery, Kasumi and Tectus.

You need to be extremely careful and take the task “The Way Life Should Be” first of all, since the actions in the second task can close the options.

This quest has three main endings and different paths to reach them.

What Life Should Be

Tell me about Avery

  • If you change your view, there will be several points along the way. Talk to Allen and Avery, and let Teddy examine the skull. After presenting evidence to Allen, the ending will come. Avery's fate depends on your ability to convince and the number of additional tasks. The inhabitants of Far Harbor will destroy Acadia, and you will be able to participate in this. Kasumi will be killed. Then talk to Allen for a low HP damage perk. To end the story, destroy Nucleus or Far Harbor.

Chat with DiMA and force yourself to reveal

  • By ignoring the path, or without providing evidence to Allen, you can talk to Dima about his actions and force him to open up. To do this, you need a high persuasion score. Based on the number of side missions at Far Harbor Court, it will be decided whether to go to Acadia. Dima will kill. The fate of Kasumi will depend on Acadia. To end the story, destroy Nucleus or Far Harbor.

Chat with DiMA and keep the secret

  • To resolve the tension on the island, Dima will offer another way - the Reformation task. In addition, you will be rewarded with armor. Kasumi will stay alive. After completing this task, in the task "Cleansing the Earth" you will solve the problem of the warring factions. There are four options here.

Cleansing the Earth

Use the key to destroy the Nucleus

  • This will destroy the Children of the Atom. After using the key, you must escape the Nucleus within 30 seconds. You will receive a perk that increases damage resistance. Talk to Allen to receive your reward.

Turn off Far Harbor protection

  • This option will wipe out the inhabitants of Far Harbor. To open the door you need to find four fuses. Three are on the shelves near the door. One next to the fuse box on the bench. In Turbine 003, kill the robot, and then select the third option in the terminal to disable the turbines. Report your actions to the High Confessor to receive a perk that increases radioactive weapon damage and rewards.

Destroy Nucleus and Far Harbor

  • By choosing this option, you will not receive anything.

Reformation

  • This option will be available only after an agreement with Dima and consent to his plans. Go to Martin's hideout, where you will find holo-tapes - one by the bed, the other on the table. Come back to Dima report your readiness to follow to Nucleus. To continue, you will need to complete the additional task "What the Atom Requires". Tell Tectus about the tape and play it, then meet in the tunnels. You can either kill him or convince him to make an escape. Come back to Dima to end the story. You will get a perk that increases damage when your HP is low. All factions will live in peace.

Eventually, you can complete the final task in Far Harbor "Close to Home" and talk to Mr. Nakano on the mainland.

Before you start a full description of the passage of Fallout 4 Far Harbor, you should pay attention to a few interesting things. Each element was beautifully covered in the Far Harbor preview and video review, but it certainly wouldn't be too much to go into detail on every point that could have been overlooked or given little attention.

Each event in the game Fallout 4 Far Harbor will unfold in the way that the user wants. Whatever action you take, after that you should expect a separate round of game development. Only, based on this, it is impossible to give a complete picture of the description of all available episodes. Only the most popular rounds of game development will be indicated here. You will be able to solve your problems peacefully or not quite peacefully, but remember, in Far Harbor, the developers have made a lot of simple solutions that do not require brute force.

Meet, now there will be the most interesting of the Far Harbor story quests.

Remember the overriding factor - do not fly headlong to complete the main line of tasks. Because of this, you can lose a lot of interesting quests that simply close after completing a particular task. Do not forget about radiation, which is totally teeming everywhere. In no case do not save on yourself, it can end sadly. Buy protective suits, body armor and use it at the most opportune moment for this.

Do not forget about your abilities, upgrade them in every possible way, this element of game mechanics in Far Harbor has a high level of significance.

Quest "Far From Home" (Far From Home)

In order to start passing Fallout 4 Far Harbor you will need quite a bit. The first is to have the DLC itself available. The second is to complete the main quest "Revelation".

Pick up a pipboy to listen to an active message from Nick Valentine's detective agency, and then make your way to his office. There you will be welcomed by his chief assistant, Nika Elli. Chat with her, she should tell you about the missing daughter of the old fisherman Kenji Nakano. You should go to his hut near the river in order to find out about the strange circumstances that happened to Kasumi.

Chat with the fisherman and his beloved wife, examine everything carefully, probe Kasumi's room, collect evidence. Kasumi's notes are on the second floor, they lie on an old chest of drawers. If you want to quickly find the latest holotape, it's in the small boat house opposite. It will be in the safe, but don't worry, the key to it can be found in her room, hidden in a photo frame on a small tabletop.

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The girl somehow managed to tune the radio and send a few messages. Kasumi has strong doubts about her origins. completely does not remember many episodes from his short childhood. In addition to all this, she needs to remove terrifying dreams that cannot be settled in her head. Here appears information that Kasumi personally went to the island located in the northern part of the sea. There she wants to get answers to all her questions.

Quest "Walk In The Park"

After you arrive on the island, everything will begin to develop at a very rapid pace. The first person you will be able to meet will be the majestic captain Avery and his assistant, a simple merchant Allen Lee. The guys will be waiting for you on the pier, but you should not hope for a warm welcome, here no one has ever liked strangers. In the course of communication, you have to win over the townspeople, but remember, this will not be very easy to do. Each of them will evaluate you as a bad person, but this is only the first time. Tell them what happened, tell them about the missing fisherman's daughter and why visit the island.

When you talk "nicely" with men, out of nowhere, you will be attacked by bloodthirsty monsters that are thirsty for human blood. In no case should you go into battle with them, but you only need to retreat to a habitat called "Corpus". There will have to help the local residents, otherwise the city may be captured. There was no such attack for a long time, there were too many monsters. Here you will meet one-on-one with a swallower and an anglerfish. Carefully kill all the monsters, do not skimp on cartridges, put a couple more into the lying creature. Thus, you will win a good disposition from all the inhabitants.

From the inhabitants you will learn bad news, the radioactive fog is getting denser, and the attack of the monsters does not seem so easy. Residents suspect the Children of the Atom, who live in the very center of the radioactive zone. There they have a special zone, a zone of former submarines, code-named "Core". Rumor has it that Kasumi went to the mountains, a territory that belongs to peaceful synths.

To make the trip go as smoothly as possible, you should contact Longfellow, Avery advised. This guy knows the island well and will not let you fall into the clutches of monsters or other inhabitants of the cursed island.

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You can find him in a pub called "The Last Shelter". Avery will ask you to help the residents of the dock, after which a quest called "Life on the Edge" will begin.

Before you go to the last shelter, you should first thoroughly explore the fishing village. Here you can find everything you need for a laborious journey. It is in these regions that, in case of great need, it will be possible to use workbenches or stations for servicing power armor. In addition to all this, there will be an opportunity to upgrade your entire existing weapons arsenal. The latest guns that are created specifically for the version of Far Harbor. With your old friend Allen Lee, you will find only the most suitable guns and hooks for you. They will be ideal for the massacre of the creatures in the settlement. Here you can find a bear trap, a harpoon gun, a lever rifle, the Admiral's Friend, and many other useful things.

The Last Resort can be found in the central part of the Corps, where you will find the curious bartender Mitch, who will be able to tell you the most serious secrets about the mysterious fog. Such facts will definitely not interfere in the future. But do not forget that you need to visit the tavern in order to get acquainted with a certain Longfellow. This guy is quite strong, and you will have to resort to the power of persuasion in order for him to show you a safe path to Acadia. In any case, you cannot leave here without a companion, otherwise you will definitely not be able to complete the mission.

You should not hastily leave the tavern, here you can find many useful artifacts, one of which is the release of the Islander's Almanac. He will be able to give you access to new unique abilities, and if you collect a complete list of such artifacts throughout the game, then at the end of the game you can get an original trophy from the list of DLC achievements.

And so, you are on your way to Acadia, in no case do not climb ahead of your guide, this may end badly for both of you. After all, only he can know the shortest and safest path on the ground. Always keep your eyes open, look around and wait for unexpected enemies. Stock up on food and medicines, they will still come in handy. Along the way, you can stumble upon an abandoned eatery where you can replenish your water and food supplies. Here you will have to face the trappers. They can be assessed, as usual, the shooter-raider. Do not be afraid to take the initiative here, your partner will appreciate this positively, and your opinion will increase. When the aggressors are finished, you should climb onto the roof of this eatery. There you will find explosives, be sure to take it with you.

Further along the path, if Longfellow does not get lost, there will be a small hut. There you will find a huge amount of all kinds of weapons and ammunition. In addition, you can still find useful items and food. As you exit the hut, be on the lookout for the Mist Ghoul Zone starting here. They are much stronger due to the fact that the level of radiation will go off scale, and will frankly be different from their relatives on the old earth. In addition to these creatures, wolves, swallowers and swamps will be waiting for you. But this is not the worst thing to see in these parts. On your way to meet something serious that the world has not seen, this is a smart and bloodthirsty creature.

Fallout 4 has a lot of different and interesting adventures. And to fully complete the game, gamers will have to spend a huge amount of time. But the developers do not stop there and constantly indulge players with new large-scale additions. One such DLC is Fallout 4: Far Harbor. How to start the implementation of this add-on and what awaits you ahead, our short review will tell about this.

Before you install Far Harbor, you should know about some of the features of this DLC. As in the original game, your decisions directly affect the further development of events. This brings some "zest" to the passage. After all, you do not know what the execution of this or that task will result in.

In our guide you will find a description of the story missions. But in addition there are a huge number of side missions. And if you want to completely immerse yourself in the history of the DLC, then we recommend starting with them. After all, some secondary quests will disappear as soon as you complete one or another main task.

How to start Fallout 4: Far Harbor DLC

To run this add-on and start completing missions, you don't need much. First of all, it is to install the DLC in the main folder of the game, well, go through the storyline to the "Revelation" task. After that, turn on your pipboy and find a message from Nick Valentine's agency. Next, go to the office and talk to Ellie's assistant. From her you will receive a task to search for the missing daughter of a fisherman.

Go to the scene and talk to Kasumi's parents. Find the girl's notes on the second floor in the old chest of drawers, as well as the key to the safe hidden in the photo on the table top. The next holotape is hidden in the boathouse opposite the main building. Read the information and share it with your parents. After that, an island icon will appear on your map, where all the adventures of Fallout 4: Far Harbor will take place. It remains only to move there and start exploring a new location.

Walk in the park

Let's start the passage of the main line of tasks of the Fallout 4: Far Harbor add-on. How to start DLC and find a girl? First of all, chat with Captain Avery. He and his assistant will be waiting for you at the pier. During the conversation, be careful with the answers, because while the locals do not consider you their friend and may treat your hero with some hostility.

At some point in the conversation, the mutant attack will begin. Move towards the "Corpus" after the captain and help the locals repel the attack. Be careful, because there will be quite a lot of mutants. And in order to continue completing tasks, you will have to kill a lot of anglers and swallowers. And they are considered one of the most dangerous opponents in Fallout 4: Far Harbor. How to start the next mission? After the victory, go to Captain Avery, who will give you a well-deserved reward and tell you about old Longfellow. This character can help in the search, so let's go to him.

Road to Acadia

You will find the old man in the tavern "Last Shelter", located in the center of the settlement. Next to the character, you can find the "Islander's Almanac" - a fairly useful book that gives a bonus to experience. Talk to Longfellow and travel with him to Acadia. Before you leave the settlement, don't forget to visit the merchants and stock up on ammo and stimpacks, because the path will not be easy. On the way you will meet a large gang of bandits. It is better not to engage in open battle with them, but to destroy opponents covertly. After all, on the side of the robbers a numerical advantage.

You should not relax even after the destruction of the gang, because you will still meet ghouls, swamps and other dangerous mutants. Follow Longfellow until he leads you to one of the Children of the Atom adherents. Chat with this character, but do not linger for a long time. After all, the preacher can call her comrades. On the approach to the city, Longfellow will say that his mission is completed. If you want, you can ask the old man for one more favor. In this case, the character will become your companion. Longfellow is an excellent companion who knows all the secret paths, in addition, he will allow you to use his workshop, and will also negotiate with the locals for various help.

Find your place

At the end of the path you will find yourself in Acadia - one of the main Far Harbor. How to start the next task? Upon arrival in the city, go to the observatory and find the steward DiMa in the central part. The head of the synths will not refuse to talk to you and will give you several additional tasks that are best completed immediately. In addition, the character will indicate the location of Kasumi. Head to the lower levels, stopping by Astaire's lab along the way. Hidden here is another copy of the Islander's Almanac.

Talk to Kasumi and do her request. You can do this in different ways:

  • Eavesdrop on conversations.
  • Hack the Faraday terminal (this requires a high level of "Intelligence").
  • Ask DiMa. This option is possible only with the pumped skill "Charisma".

Once you have the information, load the program into Faraday's computer. After that, talk to Kasumi and go on a new task. But before that, stock up on anti-radiation drugs, because without them you will have a very difficult time.

misty visions

Follow the marker and find Richter. This character will direct you to a radioactive source from which you need to drink water. Don't forget to use RadAway, because there is quite a strong level of infection. After drinking water, you will see how the color scheme changes. Next, you need to follow the person who will lead you to the Temple. Here you have to fight with the ghouls. After the victory, break open the door (password MOTHER). Take the idol and return to Richter. This completes the Visions of Misty mission, and you can begin the next Fallout 4: Far Harbor mission. How to start a quest to find memories and successfully complete it? You will learn about this in the next block.

It's better not to remember

Now that the Core is available for research, don't rush there. To get started, replenish supplies from merchants, because the path will be dangerous. Don't forget to talk to Confessor Tekt, who will give you access to DiM's memories. On the way to the control center, you will meet one of the adherents of the "Children of the Atom" sect. This character can take an additional task.

On the way to the core, you have to overcome an ingenious security system. Avoid lasers and turrets and destroy robots on the road. Get to the control center and pull the lever to activate the auxiliary power system. Now you need to solve the puzzle and extract all the memories. To do this, destroy barriers with a beam and place blocks by turning the indexers in the right direction. After extracting all the memories, information about the location of the new power armor will open to you. In addition, you will have the coordinates of the BIP factory. This is where the next path lies.

What life should be

And so, we come to the final mission of the Fallout 4: Far Harbor add-on. How to start this quest? First of all, visit the merchants and replenish your arsenal and first-aid kits, because this adventure will be very dangerous. Next, open your pipboy and find the factory in the center of the map. You may have already visited this location, and then you can simply use the "Fast Travel". If not, then select the nearest point and go to your destination.

The BIP factory has become a haven for super mutants, so there will be a lot of these creatures in the area. Get to the medical center and enter this building. After clearing each floor, go up to the roof and find the entrance to the factory floor. At the top level, you can find a unique one, so don't forget to look around. Get down and hack the computer. Enter the elevator and ride it. Below the stairs, dig a grave, in which you will find Avery's skull and medallion, as well as a holotape. You will need these things in order to decide the fate of the island. Before you leave the location, search it well, because you can find a lot of useful things in the boxes.

Expansion endings

After completing the final mission, the fate of the inhabitants of the island depends only on you. And you can choose any of these options:

  • A good ending in which everyone stays alive. Return to Acadia and talk to DiMa. The quest "Reformation" will start. Follow the marker to find Martin's hideout. Take two holotapes and return to the steward. Next, go to Tect and show him your findings. Now you need to go to the Core control center and convince the Confessor to escape. If this fails, then you can simply kill Tect. It remains only to talk with DiMa and complete the "Family Business" quest. As a result, there will be peace on the island, and the girl will return to her parents.
  • The ending is neutral. Go to DiMa and convince him to turn himself in to the authorities and tell the truth. This can be done only with the pumped skill "Charisma". Give Alain the evidence, after which the trial of the synth will begin. If you have completed a lot of additional tasks, then DiMa will be justified. If the number of completed secondary quests is not enough, then the inhabitants of the island will attack Acadia. As a result, Kasumi will die and the steward will be executed.
  • Bad ending. To kill all people, go to the control center and destroy the cores. Get out of there quickly, because the blast wave can overtake you. To destroy all the inhabitants of the island, go to the power plant and turn off the turbines. If you want to destroy the synths, then call the Brotherhood of Steel.

In general, if you want to experience a new adventure in the world of a nuclear post-apocalypse, then you should definitely install this add-on on your computer. Here you will find many dangerous opponents, true friends and difficult tasks. And all you need to get a lot of fun is to start playing Fallout 4: Far Harbor.