Fallout 4 main storyline.

What you see after completing the storyline depends on the decisions you make at the end of the game. They will be described below, and if you want to make all the discoveries yourself, then it is better not to read further.

Each ending in Fallout 4 has its own sequence of missions in the last act of the game that begins. However, the main decision is to be made during the quest "" at the end of the second act: if the Brotherhood of Steel, the Underground, or the Minutemans help you build a teleporter, they will give you an optional goal to collect information about the Institute. Choosing to support one of these factions will unlock the third act of the game.

Despite the fact that later you can take this data from and transfer it to another, it is when building a teleport that you should think about which side you are on.

It is necessary to maintain friendly relations with the selected faction in order for it to help build a teleport. In the case of the Minutemans and the Subway, it is enough to follow the main storyline, but the Brotherhood of Steel must be found on its own.

Once in the quest "Molecular level" in the Institute, you can collect data for the selected faction. Then you can give the collected data to your friends or go to the side of the Institute and get the fourth ending of the game.

The quest line for each faction leads to the destruction of two out of three factions. Thus, having destroyed one of the factions, you will get the last chance to choose between the remaining ones.

Regardless of the choice of the side, the final video will be almost the same, and only when choosing the Institute it will be different. The main difference will be the political appearance of the Commonwealth after your choice: two factions will be destroyed and their quests will be unavailable. Recall that the game can be continued to play after the completion of the main storyline.

Minutemen

The Institute and the Brotherhood of Steel have been destroyed, and the Underground has survived. Shawn synth can stay with you.

Minutemen help build a teleport and get to the Institute. Give the data from the Institute to Sturges. Minuteman quests will be available if you help them establish eight key settlements.

Having fulfilled this condition, quests will appear that allow you to attack the Institute and the Brotherhood of Steel. As a result, the Minutemans will keep order in the Commonwealth, and subway quests will remain available.

Subway

The Institute and the Brotherhood of Steel are destroyed, the Minutemans survived.

The subway helps build a teleport and meet with the Father. Do not come into conflict with the Institute until there is a request from the Subway, or this ending option is blocked.

To activate the Subway quest line, give them the data on the Institute. It is necessary to maintain friendly relations with the Institute, since the Subway will spy on him. Next, you will be sent to help destroy the Institute and the Brotherhood of Steel, and you can also adopt a synth child with the memories of Sean, who was seen at the Institute.

As in the case of the Minutemen, the Commonwealth remains free, and non-hostile synths get the opportunity to settle in the area. Minuteman quests remain available.

Brotherhood of Steel

The Institute and the Subway are destroyed, the Minutemans survived.

This is the only ending in which the Brotherhood of Steel will survive. The faction helps to build a teleport and meet with the Father, after which they are given the data collected from the Institute's computer.

The views of the Brotherhood of Steel with elements of genocide and totalitarianism make you think carefully about the choice, but here there are two options available at once:

  1. destroy the Underground and help activate the giant Liberty Prime robot by building components for it;
  2. complete the Institute's quests, including the destruction of the Underground, and betray it by going over to the side of the Brotherhood of Steel.

In any case, after the destruction of the Institute, you will learn something interesting about the paladin Danse (connected with him). After the Brotherhood of Steel takes it upon itself to protect the Commonwealth from threats that are considered by some of its inhabitants. Minuteman quests remain available.

Back in 1945, America won World War II by dropping nuclear bombs on Hiroshima and Nagasaki. After this incident, people decided to use nuclear fuel for peaceful purposes, so that it could be used in everyday life. Machines were built that did not consume gasoline, but jet fuel, and assistant robots and security robots were also invented. While all this was happening, the Vault-Tec company was building underground shelters designed for long or permanent stay of people in it. The story begins in the suburb of Sanctuary, where people live ordinary lives and are busy with their worries. This turned out to be the young family, with which it all began. Husband, wife and one-year-old son were spending their weekends at home when the terrible news was reported on radio and TV - nuclear bombs were about to be dropped. The spouses and the child immediately leave their home and head towards the bunker, in which they are given places for services to society. Few managed to survive when the explosion struck, only a dozen people were standing on the elevator leading down.

After going through some procedures, people were placed in cryogenic chambers and put to sleep. The main character, in spite of suspended animation, wakes up and sees that his wife is being killed and his son is being taken away by unknown people. After a while, finally coming to his senses, the protagonist decides to go in search and meets a robot butler that he served before the war. The robot reports that two hundred years have passed since the beginning of the war.

Of course, unprecedented changes have befallen the game - the controls and the view are easy to master. At the very beginning, you can choose who to play for - a man or a woman, as well as a detailed change in appearance. The appearance is also influenced by the skills that the character pumps. The Pip-Boy's interface has drastically changed from green and stationary to color and animated. All dialogues in the game take place in real time, that is, you do not have to wait for the character to finish speaking, you can wander around, or put a bullet in the forehead of an annoying interlocutor.

Wake up and sing! After some changes in your appearance, explore your home, chat with Codsworth, your wife or your husband and son Sean, learn a little about life here until the doorbell rings.

Great news! The Vault-Tec representative is here to invite you and your family to secure a brighter future in a crumbling world.

Fill out the registration form. There you need to indicate your name (you can choose a name from the list of voiced names for Fallout 4) and your best abilities, that is, distribute S.P.E.C.I.A.L. between the seven attributes. You can create a character with a certain type of character (there are some suggestions for you).

Don't worry if you make a mistake. You will be able to correct your S.P.E.C.I.A.L. right before leaving Vault 111.

When chaos begins, follow the instructions from the government officials in your search for Vault 111, which the Vault-Tec spokesman spoke of. After talking with the officer, proceed to the center of the platform and watch the end of the world. Ignore the fear gnawing at you, it is quite natural.

When you get to the hideout, follow the instructions of the Vault-Tec staff. And please enter the decontamination capsule.

Locations for research:

  • Vault 111
  • Senchuari
  • Concorde

Wake up and sing! It is absolutely normal to feel a little unstable after spending a long period in a cryo chamber.

Leave Vault 111

So little time to sort out your difficult situation. Follow the corridors of the shelter.

In the cafeteria terminal, you will find your first holo-recording of the Red Menace game - entertain yourself before plunging into the harsh reality of the new world. Do not forget to take it with you, just in case.

Don't leave the "home" without a 10mm Pistol, cartridges and Pip-Boy. The pistol and cartridges can be found on the desk of the room behind one of the doors. and in the pantry in the corner in the same room... In the same pantry you will find a box for a cryolator, although it’s not possible to pick it open yet, since the lock is very complicated. So don't forget to come back for it later. On the same table is the superintendent's terminal, with which you can open the evacuation tunnel.

Help: Cryolator

Damage: 20 (energy)

Ammunition: Cryo element

Rate of fire: 90

Range: 71

Accuracy: 66

The weight: 13,2

Price: 302

The cryolator shoots a freezing haze that slows targets down, dealing Energy damage to them, and continuous shots can temporarily freeze enemies, which gives them more damage from further attacks. Due to the limited magazine capacity, the cryolator requires constant recharging. This unique weapon can be upgraded with the Crystallizing Muzzle mod, which allows the cryolator to fire cryogenic capsules at a longer range and deal additional ballistic damage.

Further, following the corridors, you will find the skeleton of the doctor - take the Pip-Boy from him and use it to open the shelter door by pressing the red button. Before leaving the hideout, you can change the S.P.E.C.I.A.L. attribute settings, change the name and appearance. You do not want? Then leave Vault 111.

Come back home

Take a look around - this is your new world. Returning to the house, you will see your robotic butler Codsworth trimming bushes.

Talk to Codsworth

Ask him if he knows anything about Sean. And what did he do for these 200 years. And take the holographic recording from your husband / wife from him.

Search the area with Codsworth

He will offer to look around, maybe Sean is somewhere nearby. Take a look at your house.

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At the kitchen counter, take the magazine "Grognak-Barbarian" issue 1. It activates the magazine perk (you can see the entire list of magazine perks).

And in Sean's room on the floor you will find "Book S.P.E.C.I.A.L.", which will give you one point to improve one of the seven attributes of S.P.E.C.I.A.L.

Take a look at your neighbors, maybe there will also be something interesting. Maybe you can find some hiding places. Who knows?

When you find Codsworth again, he will advise you to go to Concorde and ask around there.

Explore Concorde

On your way to Concorde, check out the Red Rocket truck stop. There you will find your faithful companion - a dog named Psina. Learn to command her, and she will help you along the way and in battles, as your companion (see the entire list of available companions). At the truck stop you will find all kinds of workshops.

In Concorde, go to the Freedom Museum and the quest will be completed.

Locations to explore

  • Diamond city

In order to start the "Pearl of the Commonwealth" quest, you first have to meet Preston Garvey, the Commonwealth Minuteman. Start the "Call of Freedom" quest, it is activated as soon as you approach the Freedom Museum in Concourt, where the "Time is running out" quest preceding it ended. Help Preston Garvey and his people, clear the territory of Concorde from enemies. When the case is completed, Mother Murphy, one of Garvey's people, will inform you that she feels that your son is still alive, and will suggest starting a search for him from the largest settlement in the area - Diamond City.

Get to Diamond City

The way to there will be very long, as you can meet anyone along the way! Raiders, super mutants, angry wild animals and God knows who else. Be careful! But on the other hand, such a long journey through the Wasteland will allow you to get acquainted with the new world and its inhabitants.

When you cross the Ruined Boston Bridge, look for signs indicating the direction to Diamond City.

At the entrance, you will encounter a reporter named Piper. She will help you get inside the closed city by tricking the guard.


Obtain information about Sean

At the entrance, you will witness a small squabble between the mayor of McDonagh and Piper.

After talking with him, you get to know his thoughts about Piper. She by the way in the future can become your companion full list of companions.

Charisma

Want to feel the power? Talk to the mayor about his situation with Piper, at the same time test your skills in charisma. Suddenly you learn something interesting. And in general, this skill will be useful to you and other residents of the city.

Then head to the Diamond City Market, where you will find someone to talk to and someone to ask around.

Who can help you in this busy market? Most of the people are pretty friendly. You can ask the following people to figure out what to do next:

  • Denny Sullivan, security guard at the entrance to the city.
  • Pastor Clements is in the Church of All Beliefs.
  • Nat, Piper's younger sister, who sells the Social Events newspaper.
  • Piper will only help you after you give her an interview.
  • Mo Cronin, Mukhoboev beat seller extraordinaire.
  • John, the hairdresser.
  • Arturo Rodriguez, arms dealer.

Some of them will advise you to contact the detective agency to Nick Valentine, located right there in Diamond City.

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It's good when you have a choice! If you are not intimidated by the hostile residents of downtown Boston, then before going to Diamond City, first take a look at a place called Neighborhood. There, in the House of Memories, try to talk to Irma. She can point you in the right direction after sitting in the memory capsule for a few minutes.


Visit Valentine's Agency. Looks like the tough detective Nick Valentine is missing. Ellie Perkins hopes you can help track him down.


Charisma

Try to charm Ellie Perkins, and maybe she will let you shake some caps off her for rescuing her boss.

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On the table in the corner of the room you will find the issue the magazine "RobCo - Fun" with a holo-recording of the game.


Easter egg

Going further deeper into the agency, you will find one very interesting classified case of Nick Valentine about the Mysterious Stranger, who has been appearing throughout the former United States for many years. This is a reference to past Fallout games, which also featured a mysterious stranger. In Fallout 4, he is also waiting for us - the Mysterious Stranger perk will allow you to look at him with one eye. Who knows, maybe we'll find out a little more about him?


Go in search of Nick. Well, or linger and have some fun in Diamond City. For example:

  • Talk to Mo Cronin at The Fly Hunters and complete a couple of tasks for him for the covers, of course.
  • Go shopping and get some impressive weapons and equipment from Arturo, for example. He has a couple of unique pieces of legendary weapons: Big Boy and Loyal Friend.

Help: Big Boy


Peculiarity: Launches an additional projectile

Damage: 486

Ammunition: Nuclear mini-charge

Rate of fire: 1

Range: 117

Accuracy: 39

The weight: 30,7

Price: 13 783

Installed: Standard Launcher

Description: Used to launch a devastating mini-nuclear charge, Big Boy boasts unrivaled damage output. Once launched, the mini-nuclear charge loses altitude quickly, so aim just above your target or use V.A.T.S.mode for an accurate shot. In any case, make sure that you are at a safe distance from your target - the nuclear mini-charge has a considerable radius of destruction.

Help: Loyal friend


Peculiarity: Doubled Damage to Targets with Full Health

Damage: 29 (energetic)

Ammunition: Battery

Rate of fire: 50

Range: 71

Accuracy: 71

The weight: 4,5

Price: 338

Installed:

  • Photon exciter
  • Improved short barrel
  • Standard handle
  • Standard sight
  • No muzzle attachment
  • Stock up on drugs or chemicals at Chem-I-Care.
  • Chat with locals at the Bench Bar. There are a couple of Russians there.
  • Explore the mayor's office and start saving up covers as you need to purchase your own shack for 2000 covers.
  • Experiment with trespassing and theft. Everything highlighted in red is not yours, but sometimes, some items can be stolen, such as the magazine below. Be careful when you steal anything, you don't want everyone in town to get mad at you!

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At the school, in the far corner of the room on the first floor, you can find magazine "To live and love" Issue 9. It unlocks a magazine perk that gives your companion robots 5% more damage. The entire list of magazine perks can be viewed. We take it and quietly leave.


Well, now we are definitely going in search of Nick Valentine.

Locations for research:

  • Park Street Station
  • Vault 114

Find Nick Valentine

Nick Valentine is your best chance to find Sean, but he's gone too. He went in search of the missing girl to the Park Street station, where the hideout of the kidnappers - the Goner Malone gang is located. After that, no one saw him. Go to Park Street Station, located northeast of Boston Common.

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In the gazebo, next to Park Street Station, you will find the Grognak the Barbarian magazine. It will either unlock a magazine perk that allows you to deal 5% more damage on a critical strike without a weapon or with melee weapons, or it will add another + 5% to the damage dealt to the existing one.

The path to Park Street Station will take you to the heart of Boston. Choose your route and battles carefully. Some conflicts are best avoided.

When you get to Park Street Station, follow the underground subway tunnels and enter Vault 114. Along the way, you will constantly bump into gangsters armed with submachine guns. So use quick save more often, otherwise every time you get killed, you have to start over - at the entrance to the station.

  • Always stock up on ammo and medicine vendors before going on a mission.
  • Don't forget the V.A.T.S. and a critical hit.
  • Use cover. When you are behind any cover, press the crosshair button and your character will automatically pop out a little from behind it to fire a shot. As soon as you release the sight button, it will hide again.
  • Give your companion a command to attack one enemy, while at the same time shoot the other.
  • Use stealth mode whenever possible. This way, you can neutralize someone else before you are noticed.
  • Throw explosives at enemies. This will deal more damage to them and allow them to kill faster.
  • Monitor health indicators, if necessary, back it up with medicines or food.
  • Save More - Fast Save.

Shortly after entering Vault 114, you will find Nick Valentine, who is being held in the caretaker's office under lock and key.

Free Nick Valentine

The door of the caretaker's office opens from the terminal nearby. You can hack it yourself, since the terminal is light, or use the password that you can pick up from the guard Dino. You should have killed him already, literally just now.

Talk to Nick Valentine

After a short conversation, Nick will help you get out of Vault 114.

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Before you leave, take the caretaker from the table - baby doll "Eloquence"... Now you can bargain for an additional 100 caps from sellers.

Follow Nick Valentine

Now just follow Nick to the exit from the hideout. He will help you deal with the gangsters that get in the way.

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After Nick opens the jammed door and you go up the stairs, be sure to take the magazine from the container at the end of the room. Awesome Cool Stories Magazine Issue 8 will unlock the magazine perk and give you +5 Action Points. The entire list of magazine perks can be viewed.

As soon as you exit Vault 114 to Park Street Station, you will encounter Goner Malone, the gang boss. He will be with Darla - the girl who was allegedly kidnapped - and his guards.

Charisma

You can use your Charisma to influence the course of events. Perhaps you can turn Darla and Malone against each other, or even impose your own way out of the situation without resorting to violence.

When you get out of Park Street Station, Nick will say that he is returning to his office in Diamond City. You can meet him there to continue your search for Sean and receive your reward from Ellie Perkins, Nick's secretary, for saving him. The reward will consist of:

  • 100 caps
  • Shabby trench coat
  • Worn out hat

Now you look like a real detective.

Get to Valentine's Detective Agency

You just rescued Nick Valentine from being imprisoned for two weeks in Vault 114 (Valentine's Day quest). He is grateful to you and invites you to go to his agency in Diamond City so that you can tell him all the details of the case about the disappearance of your son Sean. You can go with him right away or visit him later.

Talk to Ellie

Once you reach Nick Valentine's agency, talk to his secretary, Ellie Perkins. She will give you a reward for saving Nick: 100 caps and a detective outfit. And also she will offer you to become Nick's partner, if you are not averse to being a little detective. Plus, you already have the outfit of a real detective.

Sit down

Sit down at the table across from Nick to talk about the circumstances of your son Sean's disappearance.

Tell Nick everything

Chat with Nick, tell us everything you know and remember. Any little thing can be useful!

From your story, Nick and Ellie will conclude that a mercenary named Kellogg may be involved. He once lived in Diamond City and had a ten-year-old boy with him. Valentine will offer to inspect his house - follow him.

But if you haven't examined Nick's detective agency in the previous quest "Pearl of the Commonwealth", then do not forget to take a couple of finds.

Follow Nick

On the way, Nick will tell you who Kellogg is and what kind of person he is. A dangerous person, apparently.

Kellogg's house will be locked up. You can try to pick the lock with hairpins, but the lock is very tricky. Will it work?

Retrieve the Key to Kellogg's House

If the break-in fails, you have other options. You can ask Mayor McDonagh for the key. He, for obvious reasons, does not want to just give the key to Kellogg's house to a stranger. Then, you can bribe his secretary Geneva for 250 caps, and she, supposedly by accident, will forget him on her desk.

Charisma

Or you can charm Geneva to give you the keys, or test your Charisma on Mayor McDonagh. This option will cost you less.

As a rule, it is better to use Charisma (or caps) in solving problems, but the option of stealing keys is also always available for those with long hands.

Search Kellogg's house

Either way, you have the key. Enter Kellogg's house and search it. You will find a red button under the desk. Press it and it will open the door to a secret room.

There you will find some useful things for your further journey: Nuclear-Cola Quantum, food, stimulants, ammunition. And Kellogg's personal belongings, of course, like the San Francisco Lights cigars. Why not let Doggie follow Kellogg's trail?

Give Doggy a Cigar

As soon as she senses a trail, follow her.

Nick can return to his office or go looking for Kellogg with you as a companion. He may be useful, read about his companion qualities.

If you have not yet looked around in Diamond City, then in the passage of the "Pearl of the Commonwealth" quest there will be a lot of new information for you.

Locations for research:

  • Fort Hagen

Follow Doggy

The dog was on the trail of Kellogg. Follow him to the exit from Diamond City.

Find evidence pointing to Kellogg's whereabouts

Having reached a small lake where Psina led you, examine the shore for evidence. You will find all the same San Francisco Lights cigars in the ashtray. Let the Dog sniff them and follow the trail. And get ready to meet different wild creatures on your way.

The dog walks along the railroad tracks and turns onto the old underground highway. There you will find a bloody rag - the second piece of evidence on the way to Kellogg's location.

The search has led you to a shack by the railroad - apparently another temporary refuge for Kellogg. This fact is proved by the found bottle of Gwyneth Stout - your client's favorite beer.

The trail continues across the bridge. Get ready to repel the attack of wild ghouls. Next, you will find an almost destroyed assaultron, talk to him.

Now you walk through the woods to the destroyed fence, another bloody bandage weighs on it. Let Doggy sniff it.

Check out how there is Psina

The trail led you to Fort Hagen, but it will not be so easy to enter it, since the entrance is blocked. Careful! Turrets with machine guns are installed on the roof of Fort Hagen. However, they are not as accurate as you, so you can climb onto the roof and destroy them without ever getting into the firing range.

Get to Fort Hagen

You can enter Fort Hagen either through a sunroof or through an underground car park.

Search Fort Hagen

Once inside, prepare to come face to face with numerous synths, humanoid machines that use laser weapons. Also beware of laser turrets, check nearby terminals for control - you may just be able to turn them off.

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If you entered Fort Hagen through the roof, then immediately go to the kitchen on the upper floor. There take on the table magazine "Pistols and Bullets" which will unlock the magazine perk. With it, firearms do 5% more critical damage. The entire list of magazine perks.

But if you entered from the parking lot, then first go up to the upper floor, but beware of the turrets and synths, and then return to the Protectron.

On the landing in the capsule, you will find an inactive Protectron. With the help of the terminal, you can activate it, having previously set its character matrix on the protection of order, and in the first couples it will help you in the fight against synths, at least distract attention to itself.

If you are having problems hacking terminals, ask Nick Valentine for help, provided, of course, that you chose him as a companion in the last quest "Revelation". But sometimes even he is unable to carry out a hack.

Take away weapons, institute pistol, and ammunition for it, nuclear batteries from the killed synths. So at least you will always be provided with ammunition, because all synths use the same weapon. And you will have to fight a lot!

And in general, a methodical approach to the study of Fort Hagen will give you a huge number of different places where you can stock up on weapons and ammunition, medicines and chemicals.

After clearing the first floor, you can hack the terminal (in the screenshot below). He will open the door to the pantry with some supplies, which is located further by the elevator. And do not forget to look into that green box with a star to the left of the terminal, there is also ammunition there.

Take the elevator and go down to the basement. Expect fierce synth resistance and beware of electrical traps on walls and ceilings.

Enter the command center of the Fort Hagen base and continue down the stairs, clearing this place. On the way, we advise you not to miss a single room, there will be something useful everywhere.

First, the rooms with the nuclear block for your power armor.

Then something like a first-aid post with medications and stimulants. And opposite the dining room - there is also a great trophy for you.

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In the kitchen in the dining room you will find bobblehead "Energy weapon", which increases critical damage when using energy weapons by 25%. Superiority of firepower is the key to the peaceful resolution of conflicts.

Further along the corridor after the dining room, go into the nook with a red light (pictured below). There, in the toolbox, you will find a very important thing - the password for the terminal, which opens the arsenal of the Fort Hagen base - and a small present in the form of Nuka-Cola Quantum.

Locations for research:

  • Good neighborliness

Talk to Dr. Amari

Kellogg has kindly "allowed" you to use a piece of his brain - a cybernetic brain stimulator - to rummage through his memories and look for useful information about Sean, your son. You should have picked up this item as part of the previous Reunion storyline quest. If you suddenly forgot, return for him to Fort Hagen.

Have you already met the different friendly factions of the Commonwealth? After exiting Fort Hagen, you probably noticed a huge airship in the sky, heading towards Boston airport. It must be owned by the Brotherhood of Steel, who are also active at the Cambridge Police Station. You may have also heard about the path of freedom (in Boston Common) from the gossip floating around in Diamond City. Why not get some history and contact the Subway? And also do not forget to help the Minutemen encountered in Concord at the Museum of Freedom ("Call of Freedom" quest). Now is the time to make friends!

Following Nick Valentine's advice, you set out to find Dr. Amari. And that means a trip to Boston, through the ruins of the Financial District, to the turbulent town of Neighborhood.

Greet the locals, then head to the House of Memories. The owner of this establishment is Irma.

Go down to the basement of the House of Memories and chat with Dr. Amari.

Sit in a capsule of memories

After complex manipulations with Kellogg's brain connected to Nick's brain, Dr. Amari suggests that you and Nick sit in the memory capsules and try to extract something from Kellogg's encrypted memories.

Examine Kellogg's Memories

Voila! Now you are in Kellogg's past. But the memories are fragmentary. Let's see what you can find out here.

You will get to know Kellogg better, you will understand how he came to such a life. But there will be something useful as well. One of Kellogg's last assignments was to find and neutralize a scientist named Virgil, who had escaped from the Institute. He may be useful to you.

Talk to Dr. Amari

Discuss what you saw with Dr. Amari. From her you can learn some useful things about the Glowing Sea, where Virgil took refuge. And now on the road again!

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On the desk next to one of the capsules you will find another magazine "RobCo - Fun!" with a holo-recording of the game "Grognak the Barbarian".

Locations for research:

  • Atom Crater
  • Rocky Cave (Virgil's Laboratory)

Find Virgil in the Glowing Sea

Whichever way you get the information, you will find out that Virgil is in the Rocky Cave. You will find it about southwest of Atom Crater. Look carefully, somewhere here the Deathclaw is wandering. You may be able to sneak past him.

You will find Virgil inside the cave. He wants to know who you are and why you came.

Charisma

You have two possibilities to be inquisitive or secretive in your conversation (level - intermediate).

He asks you to help him find the serum at the Institute in exchange for his knowledge of the Institute. This is a quest from the Miscellaneous section "Virgil's Treatment". Helping him will not bring you closer to your goals, but if you are good-natured, you can help.

You can also kill Virgil and steal his unique laser carbine.

Reference: Virgil's Carbine

Damage: 18 (energetic)

Ammunition: Nuclear battery

Rate of fire: 66

Accuracy: 76

The weight: 5,5

Price: 310

Installed:

  • Standard capacitor
  • Long barrel
  • Full bed
  • Standard sight
  • No muzzle attachment

Peculiarity: Increases damage to super mutants by 50%.

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Don't forget to grab anyway Tesla Science magazine Issue 4 on a broken refrigerator next to Virgil's terminal. It will unlock the next magazine perk, with which energy weapons do 5% more damage. You can see the full list of magazine perks here. Finding the ruins of the institute will not be difficult, they are located on the riverbank in the south of the Cambridge area.

Tune in to a hunter's radio wave

As soon as you are in place, the radio in your Pip-Boy will pick up interference from the hunter's signal. Tune in to this signal. To do this, go to the Pip-Boy in the Radio tab and select Hunter signal.

Track the hunter on the radio

Can you hear the pip-pip-pip? The closer you are to the source, the more often it will sound. Follow the sound trail, focusing on the signal strength of the hunter, which is shown on the screen in the upper left corner. The trail will lead you to Greentec Genetics, a tall building with a rusty green facade about a block from the ruins of the institute.

Kill the hunter

Part of the job is done - you have found the hunter, now it remains to catch up with him and kill, and this is the most difficult thing.

We enter the building of Greentec Genetics. Inside, you will become a participant in the battle with the Archers, an armed militia that prefers all types of weapons, as well as many turrets. And now in more detail.

We rise to the second floor on the territory of the covered passage for the first skirmish and the first batch of turrets. We quickly go down the stairs in the passage to the courtyard - there in the corner you will find a terminal that turns off the turrets. Hacking is not required.

Then we kill everyone and continue to move forward. We rise to the third floor and kill more shooters.

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As you walk down the long corridor, don't forget to grab Massachusetts Journal of Surgery issue 7 on a table between two red sofas. It will allow you to unlock the magazine perk, with which you will do 2% more damage to limbs. All magazine perks can be viewed.

In the middle of the bridge lies a cryomin. You can use it - wait for the enemy to run closer and blow it up with a shot. In any case, do not step on it yourself.

After passing through the dining room, break open the door opposite it (the level of the lock is easy). Behind it you will find ammunition, mainly mines and grenades. But be careful there is a trap on the yellow box.

We go further and rise to the fifth floor. Get ready for an immediate attack of shooters - deal with them. Before going through the covered walkway, walk through the offices in this wing. In them you will find ammunition and stealth combat. It can be useful when fighting a hunter.

Help: Stealth Boy

The weight: 1

Price: 100

Description: Stealth Boy is a portable (and rare) high-tech device that makes you nearly invisible. You cannot create it in any workshop, only find it. It creates a stealth field for 30 seconds. If you find such a device, then in order to use it, you need to go to Pip-Boy → Prev → Help → Stealth Boy.

Before moving to another wing, you will see a terminal (level - easy), which turns off the next batch of turrets.

We go further, killing shooters along the way. When you climb higher to the sixth floor, look at your feet and in front of you - there are a lot of traps here. In the room on the sixth floor on the right you can break open the door (lock level - medium), behind it you will find a box with ammunition, a first aid kit and a terminal (level - easy) with a safe. Using the terminal, you can turn off the turrets and open the safe lock, where there is even more ammunition.

There is also a terminal (level - easy) at the entrance to the next room, with its help you can also turn off the turrets.

We open the door to the next room and immediately kill the shooters and destroy the turrets, if you have not turned them off earlier. We go into the elevator and go upstairs. First of all, exiting the elevator, you will see a terminal next to the camera that it opens. The level of the terminal is very difficult, and inside the chamber there are nuclear blocks for power armor.

Next, we go to the door opposite the elevator, but before going up, look into the room on the left. You can pick both the lock itself (level - medium), and a nearby terminal (level - medium). In the room there are medicines and a nuclear block for power armor.

We rise to the next level. There are closed chambers on both sides in which you can find ammunition and medicine. They are opened by terminals near each of the cameras. The terminal level is easy.

We rise even higher, do not forget to take the Quantum Nuka-Cola in the refrigerator, and so we found the hunter Z2-47. You can, of course, chat with him, but the outcome will still be the same - the battle.

He will use stealth combat and become invisible. Here you can help:

  • companion - he will attack the enemy, which will allow you to navigate where to shoot;
  • explosives - when hitting a hunter, he will burn and highlight your target;
  • frequent recovery of health - otherwise you are tortured to count the number of your deaths;
  • stealth fight - it will make you invisible for 30 seconds;
  • weapons are more powerful and armor is stronger (for example, power).

Collect Hunter Chip

Having dealt with the hunter, take the hunter's chip from him, for which you, in fact, came.

The hunter held captive synth K1-98, she asks to release it - it's up to you. The door to the room where it is locked is opened using the terminal (the level is very difficult). The same terminal includes an elevator, which can quickly go down. The password for the Greentec Genetics terminal is hidden in a red toolbox under the stairs in the same room. By the way, this staircase leads to the roof, from where there is a beautiful view of Boston - enjoy it, if you want - and there is a green box of ammunition on the stairs.

After you killed the institute hunter in the previous quest "Hunter / Victim", you took a chip out of his head, which should help you get to the institute, but it needs to be deciphered. Travel to Neighborhood at the House of Memories to see Dr. Amari. She helped you retrieve Kellogg's memories and apparently knows a thing or two about synth technology.

Find "Subway"

Attention!

Have you already met with representatives of the Subway? If not yet, then first you need to complete the Underground quest "The Road to Freedom". Otherwise, you will not be able to advance further in the passage of the current quest. It is also worth noting that this is the last chance to get acquainted with other factions existing in the territory of the Commonwealth - the Minutemen and the Brotherhood of Steel. Why not see what they have to offer you? And then you have to make a choice to which faction you want to finally join and whose ideology you support.

Go to the Old North Church at the Subway Headquarters and talk to Desdemona, their leader. Give her the hunter's chip, and in return, their technician Tom will decipher it for you. If you are here for the first time, it is better to leave through the secret passage of the "Underground" headquarters (a crack in the wall opposite the entrance to the church), so at the exit you will remove the chain from the other entrance door so that in the future it will be easier to get to the headquarters.

In the headquarters "Underground" for you there is a magazine and a nuclear block for power armor. Read more about their location in the walkthrough

A traditional article in which the plot and all the endings will be analyzed in detail. This time it will be. Before you start sinking lower and lower. Keep in mind that this article is one big spoiler. And if you haven't completed the game, then this article will definitely spoil your impression of the Fallout 4 storyline. Although everything again depends on you, after all, maybe you specifically want to know how the game will end. In any case, here you will find the most detailed description of the storyline and endings. Not understood plot? Don't understand the essence of the game? Get down below!

Plot, company, denouement, description

So, the story begins from the moment when the most terrible tragedy takes place, around which the entire series is built - from a nuclear war. Nuclear war eventually destroyed almost the entire population of the planet, leaving behind only radioactive ruins and terrible mutants. The main character (or the heroine) a couple of minutes before the whole war is at home - in the suburbs of Boston, just a couple of moments before the nuclear strike, fortunately, a representative of Vault-Tec knocked on them before this catastrophe and entered into the experimental government program.

At some point, the news starts on TV with not very good news. They talk about nuclear war on TV. Anxiety soon begins, and the entire family quickly runs to the nearby Vault 111. And literally (seriously) a couple of seconds before the approaching nuclear wave, people on a huge slab are lowered into the depths of this shelter. Soon, everyone who finds themselves in Vault 111 is urgently frozen in cryo chambers, and a deep sleep ensues.

It is important to note that in each shelter they conducted their own experiments, somewhere, for example, one woman or a man was left for the whole shelter. Somewhere soon everyone was forced to walk naked. Well, somewhere, they decided to freeze people for several tens, or even hundreds of years!

At some point, the main character (or, again, the heroine) thaws and sees a heartbreaking picture in front of him: two unknown people opened a cryo chamber with a wife (or husband) and a child, after which they take the child, kill his wife, and freeze it again Main character. Waking up much later (by as much as 60 years), GG instantly sets off in search of his missing son, Sean (while not realizing that a whole 60 years have passed since my son's abduction). Thus, getting out to freedom in the Wasteland.

As a result of a long search, the investigation of the protagonist leads to one mercenary (Kellogg), who, again, supposedly lived with a young boy in a local town on the surface, but soon simply disappeared. In the course of the search, the GG finds the right "thread" and finds out the location of that same mercenary and learns that the son, Sean, is now, perhaps, in a certain "Institute", where synthetics are produced and ordinary people who live in the Wasteland are periodically abducted. After the GG reads the memories of the killed mercenary (Kellogg), he goes in search of a secret entrance into this place (Institute).

A little later, he learns that the "Institute" does not have an entrance from the outside and can only get there with the help of a teleport, which reads the secret code and thereby transfers it to the "Institute". It is not so easy to find out the code - you need a synth, which consists of a synthetic secret organization. As soon as the GG finds such a person, he takes his beacon and with the help of a former employee and, of course, his chosen faction (and it can be any - your choice), he is teleported inside the "Institute".

Upon arrival, the GG finds a strange research facility that has been underground for many years. And as it turns out, the son of GG - Sean, is at the head of this organization. Sean is now 60 years old and is now an old man with gray oxen and peeling skin. What does the Institute do? Basically, scientific work: they create synthetics, weapons, try to grow organics and generally just develop, regardless of the outside world and what is happening there. Whoever said that in the Wasteland, but the goal of the "Institute" is noble - to restore humanity! Of course, using atomic energy and new discoveries in robotics.

But why did they kidnap the child? And why didn’t they grab the mother together with the father? Scientists (the same researchers) needed a pure, not mutated and non-radiated DNA of an unborn child. It was this very child that turned out to be Sean, who was frozen along with his mother (or father). And the father (or mother) was not killed for the reason that he is the donor of this valuable material. That is why all these people were frozen. But when GG finds Sean, he says that GG no longer has value and calmly releases him. Although this is again, all for the sake of experiment. Allegedly, will the GG be able to find out the truth and, in general, what will happen to him after he finds himself in the Wasteland and gets out of the safe Vault 111?

After that, the storyline begins to diverge abruptly. The final and the events in the future depend only on which side the main character (or heroine) chooses. There are several endings in the game. Each of them is correct in its own way.

Fallout 4 endings

Ending for the "Institute"

In this case, the GG joins the "Institute". After Sean dies (he is also called the "father" at the Institute), GG becomes the head of this place. The remaining groups, with the help of the GG, inflict heavy blows. The same "Brotherhood of Steel" suffers enormous losses. Soon the "warriors" who arrived in Boston become simply defeated. "Subway" (scientists, which sought to give freedom to synths), the same is subject to destruction (which, in general, is what is happening).

The rest, so to speak "free peoples", remain to live in the same place where they lived. With the help of a reinforced beacon, the GG broadcasts a message to everyone in the Wasteland, the text of which is chosen only by the player, but the essence of which is approximately the following: “We are an institution that is engaged in the revival of humanity. We do not pose a threat to anyone, but if someone dares to interfere with us, there will be consequences of the decision made. ” And as mentioned above, the GG becomes the main one in the research complex.

Brotherhood of Steel ending

In this case, the GG joins the "Brotherhood of Steel" and goes to war with the "Institute". Thus, the GG becomes the enemy number one for Sean, as it is "on the other side of the barricades." Together with the Brotherhood of Steel, the protagonist finds a way to get into the underground research complex in order to destroy everyone who is there. With the help of a huge robot (Liberty Prime), he creates a huge tunnel that allows you to enter the bunker of the "Institute". After destroying the remaining synths, GG forgives the dying Sean. The head of the "Brotherhood of Steel" for the completed task gives the highest rank and sends the GG further to build a "new world". As for the rest of the inhabitants of the Wasteland, no one else takes part in this conflict.

The ending for the "Minutemans"

After the Minutemen are victorious in capturing the "Castle" (which used to belong to the Minutemans who were at the height of their power) with your help, of course. Open conflict with this group begins to grow (synths vs minutemans). To prevent the threat, the Minutemen decide to strike at the very heart of the synths - at the "Institute". Soon they find a new secret entrance - the sewer. So, the main character (heroine) sneaks inside. Next, a portal is built and communication is established. With the help of the portal, soldiers are delivered inside the "Institute" and an assault takes place. The main goal of the minutemans: the seizure of a nuclear reactor and the seizure of scientists' technologies, which will be used for the benefit of the surviving people. As for the scientists, they stay alive.

Ending for the "Subway"

For this end, GG first needs to infiltrate the "Institute" and talk to a certain Patriot and synth. The Patriot is a scientist who helped a couple of synths escape. Together with him, you will have to organize an escape for all synths, arm them and destroy the "Institute" together with the "Brotherhood of Steel". Having done everything, the GG is waiting for a signal to start a special operation. To do this, you will have to first complete all the tasks of "Father" (aka Sean), but with some amendment: the synth raider needs to be hard-set, and the second hard-set must be “merged”. And when "Father" finally gives out a task that is connected with the attack on the main base of the "Subway", you need to protect the "Subway" from the attack of the "Brotherhood of Steel" and help them deal with them by destroying the airship. GG is sent to the scene of hostilities and repels the attack of the Brotherhood of Steel. A counterattack begins: the GG hijacks a rotorcraft with a technician, invades a huge airship, sets off explosives, and soon the airship explodes. Next, the GG must do away with the "Institute". The GG captures the teleport, teleports the employees of the "Underground" to the place of hostilities (in the bunker of the "Institute"), destroying everyone and all together they put explosives in the reactor. After planting the bomb, the GG and the employees of the "Underground" leave the "Institute" with the help of a teleport and blow up the base of the "Institute". As a result, all the hostile factions are over, the synths are free, and the minutemans have lived as they live.

Additional Information

The Institute's staff strove to revive humanity. This was their main goal, for which they conducted all the experiments and tried to isolate themselves from the rest.

The Brotherhood of Steel flew to Boston for only one thing - to destroy the Institute and seize their weapons. This was their main goal.

The main character (or heroine) was frozen in Vault 111 in order to conduct an experiment. Most likely, the "Institute" is also somehow involved in the organization "Vault-Tec", so there is also a possibility that everything was planned in advance.

The father (or mother) is not killed for the reason that an order was given in advance that he must be kept alive for future experiments. People were frozen for a reason - they all had to serve to ensure that humanity was revived. But there is nothing surprising, no, one could immediately guess that people were locked in cryo chambers not just like that, but for some purpose.

Organization "Underground" ("Way of Freedom") sought to free synthetics. They considered them an intelligent race, which has and should have its own rights to life in society. In general, synths were sentient in terms of consciousness.

Kellogg lived for so many years for the reason that life-extension experiments were performed on him. Although the project was canceled, experiments were carried out on it. The project was canceled for the reason that the more Kellogg lived (aka the experimental), the more insane he became (went crazy).

Although the order was given not to kill anyone - the wife (or husband) was killed. When the child was taken away, the researcher in the overalls did not want to kill the girl, but apparently, the mercenary (Kellogg) violated the order and shot the girl (perhaps thereby showing his madness even then, which, again, may have closed the project for life extension).

But, Bethesda is Bethesda, and there is still another ending (fifth) that will allow the Hero to communicate and save all factions, destroying the Institute, and even complete quests after the plot (everything, general and global, and not just the parts for finding a son) ... In other words, if there was such a thing as "Karma" in Fallout 4, then this ending would be considered "the best for a high level of karma." Thus, everyone will remain alive, everyone will be happy.

What is the difference from standard endings?

With the usual options (even for the Minutemans), there may be cases (as a result of the sequence of completing the quests of the factions) when the factions will still fight arcs with a friend (for example, Dance will be hostile to the Brotherhood of Steel, or the Railroad will fight with the Brotherhood), and some factions, and moreover, they will not be loyal to the Hero. Here is the option - complete peace.

The source of information is the video of this ending.

And now let's tell you what is the point :) You will have to start playing from the beginning, because everything is not so simple.

1. By the time the story quest "Reunion" is completed, you need to complete all possible tasks of the Lordship of Steel, available at that time in the Cambridge police station. At the same time, do the repetitive tasks to find the artifact and kill the ghouls (once), complete the Danse quest to find the reconnaissance group, talk to the only surviving Paladin Brandis in the bunker, and report back to Danse.

2. Only after this you complete the plot task "Reunion" and proceed to the next part, "Dangerous Thoughts".

Important: Teleport to the Institute must be built with Minutemans. Assignments for the Underground "Agent work" and for the Brotherhood of Steel "Shadow of Steel" are not to be completed yet. The Institute (after being there) should hate you, have hostility. If you have a great desire, you can wander inside, even the last task of the main plot (to find a son) to complete the "Closed institution". But then, fortunately, the game allows, kill someone and run away from there.

Please note: After the "Closed Institution" do not communicate with the Father. It is better to give the record for the quest "Detention" to Sturgers (the same person among the Minutemans who helps the Hero to get used to the construction of settlements).

3. After the Institute, you can complete the tasks of the Brotherhood of Steel until the moment in the quest "No Mercy", when you need to get into a vertibird (helicopter). So do not sit down, but at the same time take all possible additional tasks from the Brotherhood of Steel and do not do it.

4. Complete the tasks of the Minutemans "Protecting the Castle" and "Selecting Minutemans" and start "Critical Mass", but do not finish again.

5. We pass to the Subway. Now we start "Agent work" and complete all its quests up to "Station Randolph".

6. Now complete Critical Mass and watch the Institute destroy itself.

Completion

After this, multiple Underground quests await you, but do not communicate with PAM, otherwise she will want a war with the Brotherhood of Steel. The Brotherhood itself will praise the Hero (except for the head of the Brotherhood of Maxson himself) and in the future their quests, as a rule, will be repeated to kill super mutants and raiders. In general, the Hero is loved and respected, and all factions are ready to give him a variety of assignments, so you won't be bored.

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