Fallout 4: Far Harbor / / ____________ _ _ ____/ )______ _________ / | ___ __ | | | | | / __/ / __ | | ___ _| / /) | | | | | | | | | | / / / /¯ ( | | | | | | / / | |_ | | | | | | | | ( ( / (__ ) ) | | | | | | / / _ | _| | |__| | | | | | | |/__ /| | | | | | | | / / / | | | | __ |_| |____| |___) ( ) / ) ) | (__) | | | ( (__/ |__ |_| |_| |__________,_______ _/ /_/ / (______) |_| ____ __| _/ /___/ | | ( / FAR HARBOR FAQ/WALKTHROUGH | | / by Shotgunnova (P. Summers) |__| I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS DLC Info ......................................................... DLCN Story ............................................................ STRY Tips N' Tricks ................................................... TPST III. MAIN WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . WLKT 01) Far From Home ................................................ WK01 02) Walk in the Park ............................................. WK02 03) Where You Belong ............................................. WK03 04) Best Left Forgotten .......................................... WK04 05) The Way Life Should Be ....................................... WK05 06) Cleansing the Land ........................................... WK06 07) Reformation .................................................. WK07 08) Close to Home ................................................ WK08 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Achievements/Trophies ............................................ ACHV Armor ............................................................ ARMR Longfellow Info .................................................. LNGF Recipes .......................................................... RCPS Settlements ...................................................... STTL Settlement Workshop Additions .................................... STWR Sidequests ....................................................... SDQS Weapons .......................................................... WPNS V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I. CONTROLS [CNTR] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Controls and buttons can be completely remapped in the menu. Defaults are listed below. ___________ _______________________________________________________________ | BUTTON | FUNCTION | |¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | D-Pad | Navigate menus or (outside of menus) access quicklinks | | Options | Toggles FO4 main menu | | Share | Toggle PS4 screenshot/video sharing menu | | Touchpad | Toggle POV or (in owned settlements) access workshop mode | | PS Button | Toggle PS4 main menu overlay | | Circle | Toggle Pip-Boy menus (Status/Inventory/Data/Map/Radio) | | Square | Reload weapon (or brandish weapon, if holstered) | | Triangle | Jump button | | X-Button | Inspect/Activate button (for menus, etc.) | | L1 Button | toggle V.A.T.S. mode | | L2 Button | (holding) Block with melee weapon or aim with gun | | L3 Button | (holding) sprint function | | R1 Button | Use Grenade/Gun Bash/Power Attack | | R2 Button | Fire/swing weapon (or brandish weapon, if holstered) | | R3 Button | Toggle sneak mode | | L. Analog | Controls movement | | R. Analog | Controls camera POV | |___________|_______________________________________________________________| _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ II. TH' BASICS [THBS] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DLC INFO [DLCN] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Released: May 18, 2016 Size ---: 6.5 gigs Cost ---: $24.99 The DLC is not a standalone -- it requires the main game to play. If players have the season pass, the DLC will be "free". Minimum suggested PC specs: OS: Windows 7/8/10 (64-bit OS required) Processor: Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3.0 GHz Memory: 8 GB RAM Graphics: NVIDIA GTX 550 Ti 2GB/AMD Radeon HD 7870 2GB or equivalent Storage: 30 GB available Recommended PC specs: OS: Windows 7/8/10 (64-bit OS required) Processor: Windows 7/8/10 (64-bit OS required) Memory: 8 GB RAM Graphics: NVIDIA GTX 780 3GB/AMD Radeon R9 290X 4GB or equivalent Storage: 30 GB available space STORY [STRY] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ From Steam synopsis: "A new case from Valentines Detective Agency leads you on a search for a young woman and a secret colony of synths. Travel off the coast of Maine to the mysterious island of Far Harbor, where higher levels of radiation have created a more feral world. Navigate through the growing conflict between the synths, the Children of Atom, and the local townspeople. Will you work towards bringing peace to Far Harbor, and at what cost? Far Harbor features the largest land mass for an add-on that weve ever created, filled with new faction quests, settlements, lethal creatures and dungeons. Become more powerful with new, higher-level armor and weapons." TIPS N' TRICKS [TPST] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As with any new expansion -- or, let's face it, any Bethesda game -- there may be unexpected glitches. It's best to have a fresh save before doing the DLC, just to be safe, plus liberal usage after that. Make sure to have the most up-to-date patch to ensure smoother play. The walkthrough is specifically written as if one had Nick or the new companion along, but any can be brought with. Just note that all four of the DLC settlements are quest-unlocked, so it's best to get one of those (see: "Blood Tide") first and send companions there. The alternative, of course, is fast-travelling to the Commonwealth, then back repeatedly. ______________________________ ______________________________________________/ III. MAIN WALKTHROUGH [WLKT] |_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 01) FAR FROM HOME [WK01] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Kenji Nakano [Nakano Residence] Prereq -: n/a Precedes: Walk in the Park Optional: no Missable: no Reward -: 300 XP, 350/400/500 caps Far Harbor's opening quest begins after finishing "Getting a Clue," the main quest that introduces Nick Valentine. Reaching that juncture spawns a special radio signal coming from his Diamond City agency -- one with boosted range, allowing it to be picked up from even heavily outyling areas (Outpost Zimonga, Somerville Place, Spectacle Island, etc.) To listen to the signal, use the Pip-Boy's radio tab. One listen reveals Ellie, Nick's secretary, has a job for the player. Visit her in Diamond City to learn the client (Kenji Nakano) requires detective services. Passing her speech check learns it involves his daughter and a radio. The destination is the Nakano Residence, in the upper-right corner of the map's coastline. Actually, it's a bit north of the map's given range, being a DLC addition and all. If one spoke to Ellie, there'll be a map marker near Mahkra Fishpacking (a factory on the cape), reorienting itself when one draws near. Those who ignored Ellie get no hints, though the location can still be found blindly. Those lacking any useful weapons can salvage a bunch from the dead raiders littering Mahkra Fishpacking's exterior. There won't be any enemies in the area by default, although uncovering synths inside will cause them to spawn outside in the future. (The raider corpses despawn normally after being discovered the first time.) There's a fixed respawning combat sniper rifle on a rooftop table, though -- it's near a sandbagged corner lookout. Easiest way to the destination is using the beach and derelict boardwalk. The mouth of that beach will have several ghoul types nesting. Players can also climb the cliffs at several points, especially near the overpass, although this area often spawns annoyances (mirelurks, feral dogs, Gunners, super mutants). On the bright side, BoS patrollers can appear here if "Reunions" was completed. After going through Kenji's dialogue, one is directed to question the parents further or check Kasumi's room. Finding and reading Kasumi's journal (behind toolbox in her quarters) or passing Rei's speech check reveals the same tip: inspecting the boathouse. Said boathouse is a bit north of the house, and requires no lockpicking to enter. What does require lockpicking is the safe (mentioned in Kasumi's journal), requiring expert-level talents. That is, unless one finds the key cleverly hidden in the picture frame nearby. Gramps' letter on top of the safe slyly references it. Inside, take and listen to Kasumi's final holotape, revealing she's left for the island of Far Harbor. When the Nakanos are notified, they'll immediately ask one to make a hasty pursuit. Agreeing allows the docked boat to be taken to visit the DLC's new location. Requested funds (350-500 caps) are given at this time; 300 caps are received if no bargaining occured. Two things to know before leaving: Unlike some of New Vegas' DLC, entering Far Harbor's region isn't a one-way trip, stranding players until the plot's progressed. Travelers to the isle can leave shortly after arrival, if they so choose. (Use the 'Commonwealth' fast travel map dot.) Reaching this quest stage spawns several miscellaneous tasks, letting one notify the major Commonwealth groups (Railroad, Brotherhood of Steel, The Institute) about the current case. These appear in the miscellaneous part of the Pip-Boy's quest tab. Informing anyone about Far Harbor synths is wholly optional. The boat, once taken, is automatically programmed to reach Far Harbor, the coastal town entrenched in fog. Disembarking ends the quest. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As in the main campaign, Nick will react to some things the player does. Sarcastically quipping to Ellie about needing a trenchcoat and fedora is disliked; the same's true if Nick catches one badmouthing synths to Kenji. He also appreciates compassion towards his kind ("synths are people, too"). Bringing up funds is a neutral subject, even if one presses hard. FAR FROM HOME: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Although the normal flow of the quest directs one to Diamond City, vets can simply visit the Nakanos' house at any point to start it, regardless of level. Low-level characters may have a hard time getting here from the upper west corner, though. (The Aquaboy/Aquagirl perk makes it much easier to avoid the lawless wastes, though.) Nick Valentine's presence changes/enhances some parts of the quest. He'll have extra dialogue with Ellie, while the opening dialogue with Kenji also changes. One can pass a speech check to learn the circumstances of their previous case. Kenji and Rei are marked as essential NPCs, making it impossible to break the DLC questline so early. Bethesda must've learned their lessons after a certain New Vegas add-on could be broken in the same fashion... The boat to Far Harbor can't be commandeered without going through the quest normally. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 02) WALK IN THE PARK [WK02] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Captain Avery [Far Harbor] Prereq -: Far From Home Precedes: Where You Belong Optional: no Missable: no Reward -: 400 XP ISLAND MAP: http://www.gamefaqs.com/ps4/164592-fallout-4/faqs/73754 Landfall in Far Harbor -- the fog-ridden town built onto a series of docks -- starts the DLC's second quest. It always begins in the dead of night, with two locals: Captain Avery, the de facto leader, and Allen Lee, the hot-headed weapons merchant. The first conversation offers little in the way of hints, but when the town mechanic (The Mariner) sounds an alarm, Avery promises to help out after the attack's dealt with. All normal services are suspended during this time, since the NPCs go onto the Hull -- that is, the town's gate cobbled from scraps. Take up combat positions there as well. Soon, Jared Greshem and a few survivors will approach, trying to take refuge in the town. Unfortunately, the Hull is shut, locking them outside with the pursuing monsters. The battle gives a first-hand lesson in what type of creepy crawlies are common on this island: Anglers: Though they're currently aggro, these bipedal anglerfish usually hide at water's edge, waiting to attack passers-by. (Not unlike mirelurks' AI, honestly.) They're capable of shooting flaming projectiles. Gulpers: These quick-moving salamanders can, like anglers, shoot flaming projectiles via fog intake. In the wild, they can be seen stalking shores and (surprisingly) hanging upside-down in treetops. Upon death, they drop gulper innards and 1-3 pieces of random junk they ingested. There are three waves of 3-4 creatures appearing on either side of the Hull's street. Rarely, other local nuisances that spawned right nearby, such as the humble radroach, will attack as well. After clearing all baddies, the gate opens, letting one find Avery near her house. She'll give a monetary reward (275 caps) for the assistance. Go through Avery's next conversation, learning about the radioactive fog and Allen's run-in with a Children of Atom preacher. Replies in this portion are unimportant, although Nick scoffs at killing the Children (if one picks that option). The important tip is that Kasumi is in Acadia, the synth refuge on the mountaintop. Avery suggests enlisting Old Longfellow, the town's best hunter, as a guide -- he can be found at the Last Plank bar nearby. The good-hearted woman also suggests helping out around town, starting the sidequest "Living on the Edge." Longfellow is indeed at the bar, and like an old salt, refuses to help unless he's given a whiskey. (This can be bought from Mitch at the bar, if need be.) The guide suggests on getting essentials -- particularly stimpaks and Rad-X -- before venturing into the dangerous, radioactive fog. Those who want to heed good advice can buy these from Brooks' Bait Shop, the store next to Allen's. (Don't forget to take the Islander's Almanac issue at Longfellow's table either. There's a trophy for collecting all five.) Once enlisted, the guide will give a snack (mirelurk jerky) and start the scripted hike to Acadia. The journey begins by leaving Far Harbor along the west road, right into a nest of trappers, the island version of raiders. He makes it seem like he can eliminate all of them, but he usually gets knocked around unless players assist as well. Continuing west, players will be lead south at the crossroads near an old guard booth. This highway leads right up to Acadia's mountaintop observatory, although there are several scripted enemy encounters along the way: wolves, gulpers by a pond, ghouls. There'll also be a small conversation with a Child of Atom close to the peak. (If one talk about Atom and chooses "sign me up," their HQ at the Nucleus will be map-marked.) Nick will dislike the option about "just shooting her," and hates it if she's killed. However, she does carry a free radium rifle for the trouble. All it takes is subverting Atom's divine will! Acadia is just a stone's throw from there, on the peak above the fogline. When one draws close enough, an automatic conversation with Longfellow allows him to be an official companion and to use his personal cabin (on island bit north of Far Harbor) as a settlement. If it wasn't map-marked earlier, it is now. The next quest, "Where You Belong," begins! COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When meeting the Child of Atom on the mountain, Nick dislikes the "just shoot her" option, and hates it if she dies. WALK IN THE PARK: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Hull defense event has a high chance of spawning legendary creatures, and occasionally gives two. Since the DLC adds new weapon types (harpoon gun, radium rifle, lever-action rifle, etc.) and legendary effects, and the foes' spawn points are few, the fight's great as a farming area. Just save before a particular wave spawns and reload if the foes give jank -- easy! (If reloading so many times messes up spawns or something, it's fixable by quitting to the main menu before repeating the process.) Jared Greshem will give a monetary reward (apx. 150 caps) if he survives the onslaught. This tends to be difficult unless one jumps down to street level and massacres the waves before they can brutalize anyone. He'll also have a special conversation on what he think about the townfolk locking him out with the monsters, and how he's mainland-bound because of it. (Saving any of the generic survivors with Jacob is irrelevant.) After the Hull's defense, the first conversation with Allen Lee results in a special, longer talk about the fight. Passing his speech check about showing gratitude earns an extra reward (150 caps). This can only be done once. The Child of Atom on the mountain road can be mentioned later during the Nucleus' entrance exam scene, although it's of little to no consequence overall. She doesn't appear if one treks up the mountain without a guide. Curiously, Allen may catch and execute a CoA saboteur in a scene later, which may be this same woman. If one visits Acadia without enlisting Old Longfellow's assistance, he'll approach the next time one's in Far Harbor, praising one for journeying there without assistance. His companion services and island settlement will be unlocked like normal. Longfellow has a special "Hunter's Long Coat" that gives 40 armor, 2 rad resistance and +1 PER. It takes up all the normal clothing ensemble slots, but like most companion gear, can be upgraded with ballistic weave. It also looks damn cool, and respawns if removed, so consider taking it before he leaves. (Companions may not be able to equip it, though, unfortunately.) After finishing this quest, returning to Far Harbor will spawn an encounter with Pearl, a Miss Nanny (girl version of Mr. Handy) who wants help solving a murder. This is part of the "Brain Dead" sidequest. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 03) WHERE YOU BELONG [WK03] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: n/a Prereq -: Walk in the Park Precedes: Best Left Forgotten Optional: no Missable: no Reward -: 500 XP, 500 caps Reaching Acadia's doorstep starts this quest officially. Inside the main bunker, find and talk with DiMA, a first-generation synth that's undergone a bunch of upgrades. After going through the conversations, one can volunteer information about Commonwealth factions (Institute, Brotherhood of Steel, Railroad) one's joined. Each has a small, but unique, conversation about it. If the base game's campaign is finished, players can report some of those findings as well. If Nick is companion, the opening dialogue will change somewhat, and more light will be shed onto his back story. When the conversation with DiMA concludes, speaking to Nick (via "talk") lets one mull over the new info, and to keep an eye out for any proof of what was said. Speaking with DiMA the first time also lets one do the reverse: reporting Acadia to the three biggest Commonwealth factions. See the "other notes" section below for details. Afterwards, one learns Kasumi is on the bottom level, and "Acadian Ideals" -- another sidequest about helping multiple NPCs in the area -- begins. (There are two speech checks that affect nothing during the chat.) No matter how the conversation goes, Kasumi refuses to leave until she finds out about the settlement's mystery: whether DiMA is hiding something sinister. Unsurprisingly, players must help to continue the quest. There are three separate routes to take, all leading to roughly the same end. OPTION 1: Eavesdrop on a meeting: This route requires entering, and hiding in, the bottom-level storage room opposite Kasumi's work area. The quickest way in is just picking the expert lock. Those who can't pick it are in luck: the runaway mentions Cog, the scruffy supplier on the middle tier, has the key. Speak with the jumpsuited NPC; if the speech check is passed, one learns he lost the key while moving junk in the telescope chamber. (That is, the top-level room DiMA occupies.) Go there, and find the key on a table at the balcony's end. Inside the storage room is a few supply containers (first aid, ammo), but nothing amazing. Use the "hide and wait" option near the laboratory window to observe a scripted (unskippable) chat between Chase, Faraday and DiMA. OPTION 2: Hack Faraday's terminal: This is the master-level terminal in the upper server room. Once inside, read Faraday's journal, then download Faraday's program straight from the PC. OPTION 3: Just go ask DiMA: Yup, it's really that simple. However, to get any real dirt, players'll have to pass one of two speech checks. Regardless of what route is taken, one learns of DiMA's memory banks in the Children of Atom submarine base stronghold (The Nucleus), and how letting 'em be safeguarded by the Children is pretty dumb in retrospect. That info must be collected before it's misused. If one learned crucial info from DiMA himself, Faraday's program is given automatically at conversation's end. Those who eavesdropped need to manually fetch the program -- it's in the top-level server room, on the computer desk. Finally, report back to Kasumi to finish up. Her monetary reward is obtained regardless of whether one broached the subject earlier. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If Nick is with when meeting Kasumi, some replies ("I understand," second "Offer help" option) are liked more than others (2nd "sarcastic" reply, choosing "not my problem"). If Longfellow is with, he'll have the same reactions to the "offer help" and "not my problem" picks. There're two speech checks that reassure her about whether she is/n't a synth, though they affect nothing. When confronting DiMA directly, "Demand answers" is disliked by Nick, but liked by Longfellow. Both like the softer, alternative approach. Informing Kasumi is the last act in the quest. If Nick is with, telling her "don't worry" or "keep what I find" are liked and disliked, respectively. Longfellow also dislikes the latter. WHERE YOU BELONG: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Faraday's program doesn't spawn pre-quest; swiping it isn't seen as theft. Nick's hacking skills are too weak for Faraday's terminal, sadly. Dejen, Acadia's mid-level vendor, sells two amazing uniques. The first, a Two-Shot Lever-Action Rifle ("Old Reliable") is very handy for riflemen; the main downside is its 5-shot clip can't be modded. The second is a Crippling Flamer ("Sergeant Ash") that makes great crowd control, or when facing surprisingly quick foes, like the island's gulpers and fog crawlers. Needless to say, even a mirelurk queen is little trouble after taking away its mobility -- a great buy! Dialogue for choosing Kasumi's "hack terminal" option will change depending on one's hacking proficiency. At low levels, players give a very sarcastic response; at high levels, players give a confident reply. And, speaking of hacking, Acadia's basement level has a master-level terminal leading into a storage room. It contains tons of ammo, including a steamer trunk and three mini nukes. Finishing DiMA's 1st convo adds several miscellaneous quests to report the synth colony to one of the three Commonwealth factions one's joined. These will appear even if one didn't divulge affiliations to DiMA. (Players may only report to the Brotherhood or Institute, but not both.) - Lancer Captain Kells, an NPC aboard the Brotherhood of Steel's Prydwen at Boston Airport, can be told about the synth colony. They'll prepare an attack on Acadia, eventually carried out as the "Search and Destroy" sidequest. Betraying Acadia is disliked by both Nick and Longfellow. - Boxer, an NPC at Railroad HQ, will be interested to know reports of the colony up north are verified. Telling her about Acadia will cause her to eventually visit. There isn't a Railroad-involved quest. - William Moseley, a new Institute NPC in the Advanced Systems sector, will be very interested to learn of the synth refuge. Players can report all the gritty details about DiMA's observatory, eventually culminating in the quest "Forbidden Knowledge". _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 04) BEST LEFT FORGOTTEN [WK04] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: DiMA [Acadia] Prereq -: Where You Belong Precedes: The Way Life Should Be -and- Cleansing the Land Optional: no Missable: no Reward -: XP Heads up: this is the longest quest in the DLC. After uncovering the truth about DiMA's memories, players will be directed to infiltrate the Children of Atom's submarine base, The Nucleus. The fortress is SE of Echo Lake Lumber and NW of Southwest Harbor. It'll be map-marked if not found previously. The entrance is along a radioactive pond, and there's a scripted scene (of no importance) between some fighting acolytes. High Zealot Richter will allow one to enter the cult's domain only by taking a test of loyalty. Players are free to decline to no long-term detriment, though his offer must be taken to continue. That is, if one wants to do the mission DiMA's peaceful way. The test: drink from Atom's Spring, a location south of Echo Lake Lumber, and see what happens. This is actually the "Visions in the Fog" sidequest; more on it can be read there. Passing Richter's test grants permission to access the Nucleus as a regular member; The Children-centric "What Atom Requires" sidequest will begin here, too. Inside, one can find a settlement built around a rusted-out submarine bay. While it's fun to explore, those champing at the bit to continue can simply head for the command center door, the highest point past the sub's tail. A zealot guardsman will have sage advice about entering. But who wants sage advice? Enter away! The security alert blaring like a five-alarm fire will play constantly in this area, at least for now. Other than a maintenance corridor (at beginning) leading to a weapons bench room, the only way to go is forward, down the main corridor. It's booby-trapped by vertical laser grids; tripping any will awaken eight ceiling-mounted laser turrets. The grids can be manually deactivated like normal traps. Be careful that companions don't accidentally trip 'em! The craggy corridor beyond has a few more turrets, a Lieutenant Gutsy and two Protectrons. This area, including the adjacent bunkhouse and canteens, has little of interest, other than some ammo boxes. The last section is another hallway leading to a fenced-off control room (requires monitor to enter). Two turrets, a Protectron and an Assaultron type spawn here. There's also a loot trunk and shortcut into the Nucleus for later. In the control room, the main console (requires Faraday's program) won't turn on until auxiliary power is restored -- use the circuit breaker between the fenced-off servers nearby. Note that doing this will release a legendary assaultron dominator from the locked anteroom, so be careful before and after fighting it (it blows up like a sentrybot). NOTE: Some have reported game-breaking glitchiness in the simulations. It may be wise to make a separate save before attempting, just in case. MEMORY 1: 0V-9AX0 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unlock ----: default Info gained: location of medical facility beneath Vim! Pop Factory Welcome to DiMA's memories! Instead of just reading a computer files, players will have to decrypt his data. This is done by operating cubes and turrets in a new menu, very similar to those for settlements. The goal is to get the little green insectoid things (indexers) to the giant orange light pillar, where they'll take stolen info back to the blue pillar. Getting them there requires building a firm path for them to walk on (via blue cubes) and then defending their retreat from security via sentry guns. If indexers die, they respawn back at the start with no data, so there aren't any permanent downsides to failing. The first memory is more of a tutorial. Steal and store blue cubes from the nearby area, then use them to make footpaths for indexers. The horizontal beam of light can be redirected by certain see-thru cubes (decoder relays), a key strategy in removing the red barriers (firewalls). To destroy a firewall, make the beam hit their weak point; this requires redirecting beams via the decoder relays' green sides. Make sure to have sentries placed all along the route the indexers take -- they have long lines of sight, but still need good trajectories to function properly. When 100% of a memory is collected by indexers, the memory's audio will play in full (unlocking secondary objective about one of DiMA's locations) and one may move onto the next memory via the orange pillar. Those who want to quit the simulation and immediately visit the uncovered location can do that, if they prefer. MEMORY 2: 0J-2NN8 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unlock ----: decrypt first memory Info gained: sub launch key location (Harbor Grant Hotel) First, locate the red firewall -- see how its weak point is higher up? First, unimpede the horizontal beam near the starting point. It's blocked by a thick cube that, when removed, lets the beam continue further up the main path. At the spot the beam now hits, one can make a hole in the divider and use the handy redirection cube to make a path through to the firewall. To destroy the second firewall, simply make another pillar (with a redirect cube atop it) in the tunnel portion, then create a footpath to the orange pillar. Once everything's up and running, place the sentries, skewed more toward the wide-open spaces toward the blue pillar. MEMORY 3: 0H-3X0P ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unlock ----: decrypt first memory Info gained: Far Harbor condenser killswitch (Wind Farm Maintenance building) Players should have gotten the hang of the basics for these, so I'll boil the strategies down a bit. 1) The first firewall is destroyed by removing the blocks ahead of the start point. Easy peasy. 2) The second firewall is right past the first, but there aren't any decoder relays in plain sight. Players will need to reach the alcove above that particular firewall to get it. Building works, but a sprint-jump combo is far faster. Make a redirection pillar in the beam's path to remove the 2nd impediment. 3) Players will now have access to a 2nd decoder relay, plus the alcove of blocks behind the 2nd firewall. To remove firewall #3, clear out the new blocks and use the redirection cube to fire into the alcove's built-in relay. This requires a minor reposition to the current redirection pillar. If done correctly, the beam will be swerved into the alcove, then gets channeled automatically to the 3rd firewall's weakpoint. 4) The last firewall has a high-up weakpoint, right in the path of where the initial setup is now firing. Simply build another 1x3 redirection pillar with the spare decoder relay to finish. Build the indexers' path like usual and put most of the sentries toward the middle, with another near the orange pillar (preferably being able to fire down the tunnel as well). Rarely, indexers will become stuck in this level. If this happens on one of the removable blocks, store it before replacing it (indexers may glitchily fall and reappear, affecting nothing). If indexers stop before a path they should normally walk on, consider widening that route -- this occasionally corrects that AI behavior. MEMORY 4: 0Z-7A4K [OPTIONAL] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unlock ----: complete memories 1-3 Info gained: clip about Nick and DiMA meeting This map is mostly straightforward: the general path has firewalls in front, with a walled-off alcoves near the start. 1) First, take care of the alcove. The beam this time starts out vertical, and must be bent horizontally to unlock it -- luckily there are spare blocks and a decoder relay sitting out. Unlocking the nearest nook gives more of the same. Use the 2nd decoder relay to bend the beam into twice, into the large firewall weakpoint nearby. 2) The third and final firewall will be automatically destroyed by using the built-in redirection channel above the main path. To trigger it, one must actually go beneath the current area, then find the beam's source at its lowest point. Use the two decoder relays to bend the beam toward the built-in channel's lowest point. All that's left is building a defended path along the main route. Since it's a straightaway, just make sure the sentry positions are spread out enough to be useful. If Nick is with, one can talk to him about finding DiMA's recording and help him decide whether to give his "brother" a chance or MEMORY 5: 0Y-8K7D [OPTIONAL] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unlock ----: complete memories 1-3 Info gained: Marine Combat Armor shipment locations This'll be the only puzzle that isn't solved in a snap, so to save readers from pulling their hair out, here's a general map. _____ Orange Pillar-|_ _| ___ | | 1: Initial beam pyramid | | _| |_ | 6 | |START| 2: Firewall (decoder relay) | | |_____| | | __|__ ___ 3: Firewall (decoder relay) | | | | | | |___| | 1 |===| 2 | 4: No firewall, few blocks to get _|_ |_____| |___| | | _____ | 5: Built-in beam channel to #6 | | | | _|_ | 5 |=| 4 |===| 3 | 6: Low area & upper beam pyramid |___| |_____| |___| 01) Loot all blocks around starting point 02) Build bridge to #6 and loot decoder relay and upper pyramid's blocks 03) Return to starting point, breaking down & storing bridge to #6 04) Build bridge to #1 05) Loot code blocks at #1 and get the 2nd decoder relay 06) Build bridge to #4 07) Clear out spare blocks at #4 -- there aren't many 08) Return to #1 by removing bridge to #4 09) Redirect beam at #1 into firewall weakpoint at #2 10) Build bridge to #2 and take its extra blocks, 3rd decoder relay 11) Build relay pillar at #2 to hit firewall weak spot at #3 12) Build bridge to #3 13) Make redirection pillar to fire through #4 and hit channel at #5 The beam channel at #5 will now be shooting a vertical beam at #6. If all has gone well, feel free to remove any spare bridges between points 2, 3 and 4. Keep the bridge from the starting point to #1, though. 14) Return to starting point and make a bridge to (6) again. 15) Redirect the vertical beam at #6 into the firewall at #6. Since the decoder relay needs to hover over the upper pyramid's lowest entry point, it's easiest to put a cube beside said point, then fix the relay onto it. Don't bother clogging the entry point, building on top, then making a huge-ass scaffolding path to get underneath and unclog it. It ain't worth the trouble. 16) When the firewall at #6 is down, take the old decoder relay at #6 17) Take the new decoder relay that was behind #6's firewall. Players should now have three decoder relays stored, plus the one making the huge redirection chain. To hit the final firewall covering the orange pillar, one must use all three of the remaining relays. Don't screw up the chain that powers the built-in beam channel (making the vertical pillar at #6). It's simplest to make the chain by working backwards. First, at #1's pyramid, make a decoder relay pointing directly at the firewall's weakpoint. It must be on the exterior to work. Then, build a bridge toward the far-off vertical beam at #6. When close enough, use the 2nd relay pointing at the pyramid's, then use the 3rd to hit the 2nd. (The bridge in this description will use 20+ blocks, so make sure to have acquired spares elsewhere. Building toward the vertical beam from #6 is possible, but not recommended.) For those still having trouble imagining what I'm talking about, here's a pic of a finished working circuit. Players may adjust the lengths somewhat, but this way requires the least amount of invested time, I find. IMAGE: http://i.imgur.com/SsDjbKB.jpg When the last firewall's down, make a tiny bridge to the orange pillar. There will still be security bots, but there's no long walk, making it a cinch after the annoying puzzle. AFTER COMPLETING THE PUZZLES... ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Info gleaned from the puzzles has been translated into map markers to check out. They can be done in any order. The Harbor Grand Hotel is a coastal super mutant den on the main island's southeastern reach, south of Acadia and SW of the MS Azalea wreck. It can be approached from the north or south, though the latter may be easier, relatively. Players can reach the roof (including an alternate entrance) via an off-sidewalk staircase in the SW. Investigating the medical facility at the Vim factory will eventually start "The Way Life Should Be," a route that can incite Far Harbor to attack the synth colony. DiMA's Cache: This fast-travel location spawns in the extreme western area of the island, on a lonely isle on the shoal near Rayburn Point. There'll be several anglers in the overland route; swimming around them isn't hard to do. Dig at the indicated spot to uncover a box containing Far Harbor's wind turbine killswitch code. [OPTIONAL] The last puzzle adds a miscellaneous task for finding 3 separate Marine Armor armor crates. These can be collected in any order and all are "assault" type by default. Map markers will denote their locations. - The chestpiece/helmet are in a sunken container, SW of Rayburn Point - Both legs are in a barely visible shipwreck, W/SW of Haddock Cove - Both arms are at a barely visible shipwreck, east of Harbor Grand Hotel The helmet/chestpiece container also includes a free Tactical Marine Helmet and a Marine Wetsuit. Note the items weight 100+ pounds altogether, so be sure to clean space. Hitting an inventory limit underwater isn't very fun. Pursuing the medical facility lead will lead to "The Way Life Should Be," a route that can lead to Acadia's demise. Those doing the hotel/cache leads'll begin "Cleansing the Land," a route that has the possibility of extirpating one of the non-Acadia factions. See those sections for more details. Best Left Forgotten completes when the killswitch code is obtained and the Harbor Grand interior is visited. Alternately, finishing "The Way Life Should Be" or its follow-up "Reformation" will complete this quest in the process. BEST LEFT FORGOTTEN: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Until the loyalty test's done, entering the Nucleus is seen as trespassing. If one breaks relations with the Children, their entire settlement becomes irrevocably hostile and no further quests are given from them (those that exist will fail, too). Even if named NPCs within are slain, generic zealot types will continue to respawn inside and out, ensuring they're not written completely out of the DLC's plot. If one met the mountain missionary during "Walk in the Park," one can tell Richter about it as a way to get in his good graces. However, it doesn't shortcut the quest any. The medical facility beneath the Vim factory can be accessed pre-quest. If Nick Valentine is in the room while accessing KYE's intercom, the AI will open the doors without the usual required speech check. Be careful to loot the lab thoroughly, though, as the intercom doesn't work afterwards, which prevents entering when the doors reset. When exiting the simulation, companions may have disappeared from sight. Exiting back into the main Nucleus area should respawn them...hopefully. At Rayburn Point, one can find a locked (expert) trunk in the building with a weapon bench, partially hidden by a flipped rowboat on the second floor. It tends to have a relatively high amount of caps (800+) in addition to normal finds like ammo, weapons and armor. The killswitch code can't be dug up pre-quest. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 05) THE WAY LIFE SHOULD BE [WK05] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: n/a Prereq -: learned about the medical facility during "Best Left Forgotten" Precedes: Reformation -or- Close to Home Optional: no Missable: yes [irreparably break relations with Acadia or Far Harbor] Reward -: 600 XP, 500 caps, Acadia's Shield (side with DiMA) : 600 XP, 2200 caps, Lucky Eddy (side with Far Harbor/Acadia attacked) : 600 XP, 1500 caps (DiMA turns self in + Acadia not attacked) This quest begins after learning DiMA had a secret medical facility beneath the Vim! Pop Factory, then entering that location. Said factory is roughly SE of the Nucleus, east of the Lonely Church and SW of Southwest Harbor. There are many super mutants in and around the derelict structure, although if they were cleared out for a previous quest (such as Sister Mai's "Ablutions"), it may still sit emptied. To find DiMA's lab, enter the mixing room -- notable for vats now used as jacuzzis -- and unlock the security door in the lower corner (novice hack). The elevator will lead to a special medical floor. Dig up the dirt mound to find an unmarked grave, then take the three items found: a locket, skull and holotape ("What's Done is Done"). Additionally, the surgery bay can be accessed by passing KYE 1.1's speech check via the intercom. If Nick Valentine is in that exact room during the correspondence, the door opens without the check. Inside is a red steamer trunk of goodies, plus the unique December's Child combat rifle (25% faster fire rate, 15% faster reload, chambered for 5.56 ammo). Players are now faced with two decisions: confront DiMA about the grave or inform Far Harbor's citizens about the death. 1) CONFRONT DiMA ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This route is basically the "greater good" option. After obtaining the first three memories during "Best Left Forgotten," return to DiMA. His reception will slightly change, depending on whether one was asked to infiltrate the Nucleus or one stole Faraday's programs. Either way, his vital memories can be returned to him through conversation. Agreeing to replace Tektus, one way or another, will end this quest, earning a few caps (500) and the unique Acadia's Shield, a synth armor chestpiece that gives +1 AGI, INT and END. Players can also suggest DiMA pay for the woman's death by throwing himself at Far Harbor's mercy -- this requires one of two hard speech checks. When done, return to Far Harbor for a public trial. No matter what option is taken, the option to deal with DiMA alone or turn Acadia into ashes will be put to a public vote. The notable NPCs will agree with the player or Allen, depending on how one's treated them so far. Allen wins in the event of a tie. Sandra Lee always sides with Allen, her brother. She's doles out no quests, so it makes sense her opinion never changes. Andre will side with the player if s/he healed him during the early quests in Far Harbor (found at Teddy's clinic). The window to save him is tiny -- if untreated, he'll always have died by the time this event occurs. Small Bertha will side with the player if s/he resettled the harbor dregs at Echo Lake Lumber Mill during "Turn Back the Fog." If the quest wasn't completed, she doesn't cast a vote. Teddy Wright sides with the player if one did the Captain's Dance in "Rite of Passage." Note that, if one did "Turn Back the Fog" and then let the dregs' settlement fall into ruin, any goodwill earned from "Rite of Passage" is ignored. Instead, Teddy blames the player for dooming Bertha and the dregs, since they moved to the wilds on his/her word. (If one did not do "Rite of Passage" or "Turn Back the Fog," Teddy won't cast a vote.) The Mariner sides with the player if one finished at least 2 "Hull Breach" quests. Differing outcomes from the "The Great Hunt" don't seem to impact this. If not all "Hull Breach" quests are completed/attempted, she remains neutral. Mariner only openly speaks out against the player if they killed Machete Mike during the first "Hull Breach" (although sometimes this won't happen -- no idea why). Cassie Dalton and Mitch side with the player if their quests (Blood Tide & The Holdout, respectively) were completed satisfactorily. If those quests weren't completed, they side with Allen. If enough people side with the player, the murder is avenged but nothing else happens -- the quest ends and 1500 caps are earned. If Allen's opinion holds the most sway, Brooks will be slain next, and the townsfolk mob immediately starts out for Acadia, using Old Longfellow's route from "Walk in the Park." Upon reaching the colony's gates, speak to Allen once more. No selection can change his mind, and all extant Acadian sidequests fail afterward. Since the mob gunmen (Teddy, Allen, Sandra, Mitch, Mariner, etc.) are all considered essential, their concerted effort to massacre Acadia's NPCs never fails. Players aren't required to shed blood themselves, though they'll still be fired upon when seen. Note that Kasumi, who isn't really a synth, will be slain in the gunfight as well. When the summit settlement is wiped out, speak to Allen Lee. He'll give 2200 caps as a reward, plus the unique Lucky Eddy lever-action rifle, which gives +2 LCK when brandished. To commemorate the slaughter, players also get the "Destroyer of Acadia" perk, giving them a 30-sec period of doing four times as much damage whenever their health is 20% or lower. 2) INFORM FAR HARBOR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Players intent on this route are asked to visit Avery or Allen on return. The former is optional, but is worth seeing first. Captain Avery will be aghast if shown evidence about herself. She can be convinced with or without the first speech check. The second speech check is also optional. Avery will want justice, but of a quiet nature -- she knows telling the other townsfolk will only cause more lives to be lost. Players can extort 1300 caps (hard speech check) from the poor woman. Allen won't believe the surreptitious slaying occured without proof -- the locket provides it somewhat, but the skull "could be anyone's". He suggests taking the item to Teddy for DNA testing. (Yes, somehow this hinterland doc has access to those high-tech methods...) Show the skull to Teddy and have him do his test. He'll advise talking to Avery about it and warn against informing Allen, as it'd only fuel the town's lynchmob mentality. After hearing Teddy/Avery's counsel, return to Allen. One can lie about the skull's origins to settle his temper; doing so permanently closes off any further discussion with him about it. Showing him Teddy's proof causes a huge scripted commotion -- players can let Allen execute the synth or try appealing to the townsfolk to refocus their anger on DiMA (requires 1 of 2 hard speech checks). The rest of this area is similar to the trial in the "Confront DiMA" route. If one does the speech checks, the public opinion will determine whether the synth infiltrator dies or the townsfolk gear up and barnstorm Acadia. (See the "Confront DiMA" section for what determines the NPCs' opinions.) If the synth colony is attacked, all living there will die, including Kasumi. This fails all Acadia-based quests. 3) REPLACE TEKTUS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is another "make peace on the island" option. First, confront DiMA about the Far Harbor murder and synth replacement, and tell him "I'll keep your secret." This brings up an alternate method: remove Tektus as the Nucleus' leader and replace him with a cooler-headed synth version. This should settle the feud with Far Harbor bloodlessly. Agreeing to this method ends the current quest and begins "Reformation". See its section for further details. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Reporting back to DiMA gives numerous replies to sort through, about which paths to take and who should get got. Here's a tabulation of the replies that matter (ones that don't have been omitted already). _____________________________ ___________ ____________ | REPLY | VALENTINE | LONGFELLOW | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯| | We should destroy them both | Hates | Dislikes | | Nucleus should be destroyed | Dislikes | Loves | | I'll protect the Nucleus | Likes | Dislikes | |-----------------------------+-----------+------------| | We should destroy them both | Hates | Dislikes | | Far Harbor should die | Hates | Hates | | I'll protect Far Harbor | Likes | Loves | |-----------------------------+-----------+------------| | You're a fraud | --------- | Likes | | You did the right thing | Dislikes | Hates | | I'm telling Far Harbor | Loves | Love+Like | | Do your own dirty work | --------- | Dislikes | | Agree to replace Tektus | --------- | Loves | |_____________________________|___________|____________| CONVINCE DiMA ROUTE: During Allen's town hubbub, Longfellow likes telling Allen off ("shut up, Allen") and trying to minimize casualties ("Acadia is innocent"), plus dislikes inciting the mob further ("Acadia should burn"). INFORM FAR HARBOR ROUTE: Extorting caps from Avery will be hated by Nick and liked by Longfellow. The latter will also dislike sympathizing with Avery ("I'm sorry") or choosing to keep her secret. INFORM FAR HARBOR ROUTE: When discussing with Teddy, Longfellow loves the "make DiMA pay" option, and likes "minimize the damage". Nick dislikes the former. INFORM FAR HARBOR ROUTE: During Allen's town gathering, Nick likes trying to save the synth ("do not kill X") and hates letting the mob have their bloodthirsty way ("dispose of the synth"). Longfellow dislikes and likes those respective options. ACADIA ATTACKED BY FAR HARBOR (ANY ROUTE): This is the conversation at the colony's gates. Nick likes trying to sway him ("don't murder them") and dislikes egging the mob on ("attack Acadia"). Surprisingly, Longfellow's much the same, only he dislikes the latter pick instead of hating it. THE WAY LIFE SHOULD BE: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Everything in the medical area, besides the grave, is available pre-quest. Going to the Vim factory prematurely won't start the quest, though. Opening the door to the surgery room will put KYE 1.1 into standby, meaning further interaction is impossible. In other words, if the area ever resets, any items that weren't taken from the loot room will be permanently closed off. Sometimes, when Allen is given the evidence of synth infiltration, he'll start the commotion and then it'll stall (there should be a scripted scene involving the synth asking for help). Talking to Allen a few times should fix it. Optionally, players can update Kasumi about DiMA's decrypted memories. This can be done anytime before the quest ends. In the final dialogue tree, saying Acadia's worth protecting will be a liked by Nick. Every choice but "Acadia will burn" earns a reward from Kasumi: 3 Stimpaks, 3 RadAway, and 3 Stealth Boys. There's no way to convince her to come home prematurely, however. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 06) CLEANSING THE LAND [WK06] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: n/a Prereq -: Best Left Forgotten Precedes: Reformation Optional: yes [plot can be finished via "The Way Life Should Be" instead] Missable: yes [irreparably break relations with Acadia] Reward -: 450 XP This quest is the "wipe out a non-Arcadia faction" choice, and automatically begins by digging up the wind turbine killswitch code at DiMA's cache or entering the Harbor Grand Hotel, once one learns of the launch code there. Optionally, players can speak to DiMA about his recovered memories first, and tell him about his past sins found within. It's possible to convince him his neutrality is what lead to these extreme circumstances, and that eradicating one of the faction bases is what's required. (Each choice has two speech checks that must be passed for him to go along with it. Any choice here will be hated by Nick.) If players sabotaged the island's peace somehow, like by turning the Children of Atom irrevocably hostile, this quest must be completed for either outcome. DESTROY FAR HARBOR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This path is a bit shorter than the alternative. DiMA's contingency plan for dealing with the harbormen? Cut them off from the wind turbines that power their fog condensers, essentially letting the fog and all its monsters claim them. To obtain the killswitch code, locate DiMA's Cache, a map location in the far west of the island, past Rayburn Point. Next, visit the Wind Farm Maintenance bunker, on the mountain slope a ways east of Acadia. Inside, find the locked door at the corridor's end and try its button. The object now is to repair the circuit by scaring up four fuses, industrial-grade. One is on the table right next to the fusebox Three are in the nook containing the tool case (one on each of the shelves) Through the locked door, destroy the assaultron and ceiling turrets. The object is introduce the Tempest hack into the console at station #3. Note that deactivating the turine breaks relations with Far Harbor, failing all FH-related quests (including "The Way Life Should Be") and naturally making those citizens hostile for the rest of their short lifespans. Each console room also contains a turret and/or assaultron; there's always a legendary in the Tempest console room. All that's left is doing the final quest. Note that this route will spawn a "talk to the High Confessor" miscellaneous task to do. Following up on it earns Atom's Bulwark (unique Zealot's Marine Armor) and grants the special perk "Inquisitor of Atom," which gives a bonus to weapon damage the higher one's rads are. DESTROY THE NUCLEUS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DiMA's contingency plan for dealing with the Children was to launch the nuke inside the submarine. Since the dry-docked vessel is rusted in, it'd be a certain OHKO to the entire cult. However, the synth could barely stand having thought of such an act, and instead hid the launch sequence inside the Harbor Grand Hotel (along main island's SE coast). Be prepared to fight a lot of super mutants! The code is inside a 2F room, indicated by a marker. Pass through the mutant kitchen's pantry to get to the isolated room. Operate the keycode panel to find a forgotten safe room containing two skeletons. Outside of a safe and ammo box, there's little of use here. Play the "safe room security tape" in the monitor to learn the launch key's true location, plus the combination to open it. Fringe Cove Docks, an area in the island's far SW coastline (between Brooke's Head Lighthouse and Haddock Cove) is the next stop, and will be map-marked if not found previously. This dilapidated harbor is mirelurk/angler territory. In front of the large, listing ferry, there's a smaller, completely submerged vessel. The bridge interior has a floor safe holding the launch key and other common loot (booze, pistols, etc). Continuing, visit the submarine in the Nucleus. It's possible to operate the launch console immediately, but without Tektus' say-so, all Children go aggro immediately. Convincing the High Confessor that a nuclear launch ("Division") is what Atom wants prevents that aggro effect. A choice appears in Tektus' dialogue after showing him the mother icon and doing at least one Children of Atom quest. Three separate speech checks can sway him; if one fails, the others can be tried. The path to destroying the Nucleus requires the speech checks. Handing the launch key over without any rigamarole loses the only option to cause the catastrophe (Tektus won't want to destroy the base while the Far Harbor feud is active). Exterminating the harbor town may be the only remaining option, if one squandered DiMA's dialogue that leads to "The Way Life Should Be." Once the launch is triggered, there's a 30-second grace period to escape and avoid the lockdown's subsequent detonation. Unlike reality, players can run a short distance away and avoid any shockwaves, fallout, etc. Reentering the submarine bay or command center is impossible after the launch. AFTER DESTROYING A SETTLEMENT... ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Nixing Far Harbor or the Nucleus will kill all those particular citizens, losing access to shops and failing that faction's related quests. The mission then completes, earning a unique perk. Destroying the Nucleus gives the "Far Harbor Survivalist" perk, granting +5 to all resistances permanently. Letting Far Harbor be overrun earns "Crusader of Atom," granting a bonus to weapons damage the higher one's radiation level is. Players may follow up with DiMA for a unique conversation about each town's eradication. If "The Way Life Should Be" is still active, and the Nucleus was nuked, players can still address it. However, now that the isle's one faction less, telling DiMA his secret'll be kept ends the quest and starts the final one. If Far Harbor was the one destroyed, speaking to DiMA will earn a unique conversation about the slaughter. (Interestingly enough, he seems more broken up when the Nucleus is destroyed; perhaps its their past relation?) The synth also gives a 500-cap "reward," perhaps because "The Way Life Should Be" failed and something had to be given. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If one talks to Tektus before picking an option, players can mention the turbine killswitch. Longfellow hates any selection ("demand payment" or "I am") that suggests FH will be ruined soon. Sweet-talking Tektus into accepting Division is liked by Longfellow. Nick doesn't have any reaction, though when the bay explodes, he'll recite the famous "I am become death, the destroyer of worlds" line -- how apropos. Sabotaging the wind turbine makes Longfellow permanently aggro. If he's with when it happens, he immediately turns hostile, forcing one to kill him right there. If Longfellow's not with when it happens, he'll still turn on the player when next met. CLEANSING THE LAND: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ After finding the killswitch code, one can report it to Avery back in town. Players will get 500 caps just for mentioning it, or 1000 with a speech check. Unlike the Nucleus, there's no option for giving the code over to Avery. It's possible to destroy both settlements, if one really wanted to. This has no plot use, however, and considering how few merchants there are in the DLC, it's not recommended. Along the coast by the Harbor Grand is a beached, burning vessel. A power core can be salvaged from its interior generator. Inspecting the Harbor Grand safe room monitor automatically puts the tape (required to hear password) in the player's inventory, whether they asked to or not. This is so players don't accidentally leave it behind. So, if one wonders where it went 'cause it's not in the monitor anymore, that's why. The Fringe Cove Docks' middle barn has a master lock, the key to which is in a loot steamer inside. Use the below-pier route to enter through its caved-in floor. Note that a leveled mirelurk (often a mirelurk king at high levels) will suddenly spawn around here, in addition to the other 'lurks normally found. If Far Harbor is destroyed, its name will change to "Far Harbor Ruins," a fog-claimed dock no longer safe for humans. If one checks back there, they can see the Hull breached by anglers, fog crawlers and other hellions. The ensuing slaughter can't be stopped. (All NPCs there lose essential status if they had it. Pearl, the robot from "Brain Dead" who may wait at the town entrance, is an exception.) If the Nucleus blew up, there'll be a small scene during the next visit to Far Harbor, where the citizens discuss the death toll and observe a moment of silence. Speaking to Allen Lee afterwards earns a 1600-cap reward. If "The Way Life Should Be" is still active (the show-evidence-to-Allen part), that can be continued here. Don't forget that all settlements in this DLC are earned through Far Harbor (the town) quests. Destroying the harborfolk can close off access to most of 'em. In rare cases, one can even lose access to Longfellow's Cabin, by reaching Acadia without using him as guide, then breaking relations with town before hearing his follow-up dialogue back in town. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 07) REFORMATION [WK07] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: DiMA [Acadia] Prereq -: The Way Life Should Be (in DiMA's favor) Precedes: Close to Home Optional: yes Missable: yes [irreparably break relations with Acadia] Reward -: 600 XP, 1500 caps, Protector of Acadia perk This quest only occurs if one confronts DiMA about a "synth replacement" and agrees to keep the secret for the greater good. The Acadian leader will then suggest an alternate method for peace: remove Tektus from power and install yet another synth replacement. This will end the Children's feuding with Far Harbor. Agreeing to the method begins the quest officially, and ends options that involve telling Far Harbor's citizens of DiMA's transgressions (i.e. one can't incite them to attack Acadia). First, players must concoct a conspiracy. Tektus is paranoid that Martin, the previous leader, will return and take back his rightful spot. Obtaining some normal holotapes of Martin's can, with a bit of magic, be edited into a war declaration. A spot containing those tapes -- a bit west of Atom's Spring and the Glowing Grove, and down Echo Lake Lumber's SW highway -- is marked. The entrance is inside a culvert. Inside, there are two tapes to find: one on the table, one on a nightstand. Listening to 'em is optional. Give 'em to DiMA (minor XP gained for it) and he'll edit them into "Martin's New Age," an I'm-coming-for-you recording that will pique Tektus' interest. Agreeing to meet Tektus will earn that tape. Next, visit Tektus in the Nucleus' submarine, his usual hangout. Tell him about the tape, then play it for him. He'll agree to meet the player in the Command Center's isolated maintenance tunnel. There are two options to take when he arrives (if one isn't considered loyal enough, he appears with two hired guns). The simplest is just killing him. Tektus carries a gamma gun, plus his High Confessor Helmet/Robes set. Once murdered, carry his body into the indicated breach, then inspect, it to wall up his corpse. Make sure to get any loot from him before that point, since it's impossible to interact with the body again. Those walking the pacifist route can instead use a speech check to browbeat Tektus into leaving the fold of his own volition. He'll be true to his word as well, eventually leaving the Nucleus, creating an opening for the synth version to step in. (This option appears even if Tektus brought helpers to the meeting.) When the job's done, return to DiMA to finish up. Peace will have been made successfully between all three factions, earning a reward (1500 caps) and the "Protector of Acadia" perk. As a foil to the "Destroyer of Acadia" perk, this one instead gives a ridiculous damage/energy resistance increase when health drops below 20%. (If "Best Left Forgotten" is still active, it will automatically conclude with its XP bonus as well.) COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Nick likes convincing Tektus to flee via the speech check. It appears even if Tektus appears with hired guns. REFORMATION: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Martin's culvert hideaway can't be entered pre-quest, since DiMA's Worn Key is the only object opening it. Finishing this quest will give a miscellaneous task about visiting the new High Confessor. Find him in the Nucleus submarine to get the unique Atom's Bulwark (Zealot Marine Armor chestpiece or armpiece), whose armor/energy resistances rise the more irradiated one is. Tektus' synth replacement also has respawning High Confessor Robes/Helmet, just in case one missed them earlier. Returning to Far Harbor after peace is made will have a scripted scene with Avery and the townsfolk. Talk to her afterwards to get a 1600-caps reward. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 08) CLOSE TO HOME [WK08] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: n/a Prereq -: The Way Life Should Be Precedes: --- Optional: no Missable: no Reward -: 300 XP The final quest will begin regardless of Acadia's fate, though how it ends naturally differs. If Kasumi survived, thanks to the player's efforts in saving Acadia during "The Way Life Should Be" and making peace in "Reformation," speak to her inside the synth colony's basement. The player can convince her to return to her parents or stay put. (If the former is done, she'll take her own boat back.) If Kasumi perished during "The Way Life Should Be," there naturally won't be any follow-up with her. All that's left now is returning to the Nakanos' residence back in the Boston area. There's a fast-travel spot to the Commonwealth near Far Harbor's map icon. Tell Kenji the news to finish the quest. If Kasumi died, there'll be only an XP reward. If Kasumi survived, Kenji will give an extra reward: his father's collected gear cache. It's buried in the small red shack by the boathouse. It stores several weapons, armor pieces, ammo types and junk. It's possible to get a legendary from the lot, too. (If Kasumi survived but didn't return, this reward is still offered.) And that does it for the DLC! CLOSE TO HOME: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ It's possible to get this quest by finishing "The Way Life Should Be," but being unable to continue it due to "Cleansing the Land" still being open. This occurs when one breaks relations with the Children of Atom early on, preventing peace on the island, but before having taken care of either faction permanently. Complete that quest to continue normally. The choice to save all settlements or destroy one doesn't affect Kasumi's opinion on leaving or staying, although the opening dialogue changes. In some cases, the sarcastic dialogue becomes wickedly funny. Kenji's cache can't be dug up pre-quest, only after he mentions where it is. Since there's an assured chance at a legendary, players who get junk can randomize the contents by reloading a previous (Far Harbor) autosave, then finishing again. If Kasumi returns home, players can try convincing Kenji that she's a synth anyway. Telling the parents they should accept her for who he is will be liked by Nick. Kenji will try evicting Kasumi because of this; passing one of the two speech checks will change his mind. If Nick is with when the quest finishes, a miscellaneous task about talking to him will spawn. Additionally, there's always an extra conversation with Ellie Perkins (back at the Diamond City detective agency) if one visits. _______________________ _____________________________________________________/ IV. APPENDICES [APND] |_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ACHIEVEMENTS/TROPHIES [ACHV] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are ten (10) to find in all. All trophies are bronzes, except for the silver "Close to Home". The Xbox point values are in the second column, too. ________________________ ______ ___________________________________________ | ACHIEVEMENT/TROPHY | TYPE | UNLOCK METHOD | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Cleansing the Land | B/20 | Complete "Cleansing the Land" | | Close to Home | S/50 | Complete "Close to Home" | | Far From Home | B/20 | Complete "Far From Home" | | Hooked | B/10 | Defeat 30 of Far Harbor's sea creatures | | Just Add Saltwater | B/10 | Cook a new DLC food recipe | | New England Vacationer | B/10 | Discover 20 Far Harbor locations | | Push Back the Fog | B/10 | Unlock 3 Far Harbor workshops | | The Islander's Almanac | B/10 | Find all 5 Islander's Almanacs | | The Way Life Should Be | B/20 | Complete "The Way Life Should Be" | | Where You Belong | B/20 | Complete "Where You Belong" | |________________________|______|___________________________________________| Most of these, especially the quest-related trophies, are nearly impossible to miss, while "Hooked" and "New England Vacationer" are usually acquired via normal play. Specifics worth mentioning: JUST ADD SALTWATER: Some recipes are quest rewards or found in other ways, but the Poached Angler and Grilled Hermit Crab concoctions can be made at any cooking station with just those creatures' meat (which they'll always drop). Anglers are fairly common predators, disguising themselves as weeds by coastlines and ponds; however, they can be spotted through VATS, making their tactics rather useless. Hermit crabs are rarer and can sends spawn after players, not unlike Mirelurk Queens. A good place to find them is by the Oceanarium. THE ISLANDER'S ALMANAC: There are five issues of this magazine to find in all, spread out through the island. The mags have their own printed order, but I'll list 'em in order of proximity to the main town: 1) Far Harbor Sightseer's Guide: This is located at the Last Plank, the bar in Far Harbor's titular town. It'll be on the table where Old Longfellow sits and isn't considered owned. The magazine's special effect denotes several locations on the map, although they won't be fast-travellable. The locations are: Cliff's Edge Hotel, Oceanarium, Eden Meadows Cinemas, Echo Lake Lumber, Brooke's Head Lighthouse, Cranberry Island Bog, Old Pond House, Southwest Harbor, Rayburn Point and the MS Azalea wreck. 2) Recipe Roundup: This is at the National Park Visitor's Center, a wrecked building in the island's north-central area. (It's almost directly west of Longfellow's Cabin, which is on the tiny island north of Far Harbor itself.) The magazine will be on an interior counter just off the main entrance. Ghouls inhabit the place normally, although there'll be none when one comes here during "The Hold Out." (The magazine itself unlocks new sludge-based recipes at cooking stations.) 3) Children of Atom Exposé: This is inside the Acadia colony. Enter, go down one floor, and find the counter Dejen usually stands around -- it's right there. Magazine special effect: radiation-based attacks deal 10% less damage. 4) Pincer Dodge: The quarry is in the south-central part of the island, situated between the Vim! Pop Factory and Brooke's Head Lighthouse. The quarry has an interior area, also inhabited by trappers/raiders, where the book can be found (on table by a trunk). Note that explosions will send the book flying, so take care here. Magazine special effect: take 5% less damage from mirelurk attacks. This can be slightly useful as the outdoor quarry has a respawning Mirelurk Queen. 5) Precision Hunting: Inside Brooke's Head Lighthouse, atop the titular structure where the named raider (Douglas) inhabits. The lighthouse is along the south-central coastline and almost impossible to miss because of it. The magazine is on a stand near the stove, and ups VATS accuracy by 5% when fighting animals. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ARMOR [ARMR] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This section tells the new DLC armor types. Some are regular clothes, and are devoid of most modifications. The upgrade (U) column will tell which ones are or aren't ballistic-weavable. ¹ - gives ×1 Cloth ² - gives ×1 Leather ________________________ __________ _____ _____________________________ ___ | HEADGEAR | AR/EN/RD | WGT | STR PER END CHA INT AGI LCK | U | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯| ¹| Fisherman's Hat | --/--/02 | 0.5 | --- +01 --- --- --- --- --- | N | ¹| High Confessor's Helm | 04/04/-- | 2.0 | --- --- --- --- --- --- --- | N | ²| Hunter's Hood | 02/--/-- | 2.0 | --- --- --- --- --- --- --- | N | | Inquisitor's Cowl | 02/--/-- | 3.0 | --- --- --- --- +?? --- --- | N | ²| Lobster Trap Helmet | 05/--/-- | 1.0 | --- --- --- --- --- --- --- | N | | Marine Tactical Helmet | 10/10/-- | 2.0 | --- --- --- --- --- --- --- | N | ¹| Old Fisherman's Hat | 02/--/02 | 0.5 | --- +01 --- --- --- --- --- | N | ¹| Pirate Hat | --/--/-- | 2.0 | --- --- --- +01 --- --- --- | N | | Recon Marine Helmet | 21/21/10 | 14 | --- +01 --- --- --- +01 --- | N | | The Captain's Hat | 02/02/-- | 0.4 | --- --- --- --- +02 --- --- | N | | The Dapper Gent | 14/12/-- | 0.4 | --- --- --- +02 --- --- --- | N | ¹| Wool Fisherman's Cap | 01/--/05 | 1.0 | --- +01 --- --- --- --- --- | N | |________________________|__________|_____|_____________________________|___| Dapper Gent also reduces robot damage by 15% Fisherman's Overalls come in various colors (black, brown, green, grey) Inquisitor's Cowl gives a radiation-based INT bonus (up to +5) _________________________ __________ _____ _____________________________ ___ | OUTFITS/UNDERGARMENTS | AR/EN/RD | WGT | STR PER END CHA INT AGI LCK | U | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯| ²| Coastal Armor | 21/21/00 | 15 | --- --- --- --- --- --- --- | N | ¹| Chase's Uniform | 30/15/15 | 15 | --- +01 +01 --- --- --- --- | N | ¹| Fisherman's Outfit | --/--/-- | 3.0 | --- --- +01 --- --- --- --- | Y | ¹| Fisherman's Overalls | --/--/-- | 3.0 | --- --- +01 --- --- --- --- | Y | ¹| High Confessor's Robes | 22/22/-- | 8.0 | --- --- +02 --- --- --- --- | N | ¹| Hunter's Long Coat | 40/--/02 | 0.5 | --- +01 --- --- --- --- --- | Y | ²| Hunter's Pelt Outfit | 15/15/-- | 15 | --- --- --- --- --- --- --- | N | | Legend of the Harbor | 02/--/-- | 2.0 | --- --- +02 --- --- --- --- | Y | ²| Marine Wetsuit | 05/05/-- | 2.0 | --- --- --- --- --- --- --- | N | | Rescue Diver Suit | 10/10/250| 8.0 | --- --- --- --- --- --- --- | N | ¹| Robes of Atom's Devoted | --/--/25 | 3.0 | --- --- --- --- --- --- --- | Y | ²| Trapper Leathers | 02/--/-- | 1.0 | --- --- --- --- --- --- --- | N | ¹| Vault 118 Jumpsuit | --/05/10 | 1.0 | --- --- --- --- --- --- --- | N | |_________________________|__________|_____|_____________________________|___| Legend of the Harbor also reduces mirelurk damage by 15% Rescue Diver Suit also gives underwater breathing while equipped Robes of Atom's Devoted gives an additional +5 rad RES (for 30 total) Any ballistic-weavable armor piece has the exact same upgrade tree. Players can't upgrade regular clothing (here or in the main game) without getting the reward from the Railroad "Jackpot" quests. After that, Tinker Tom will sell armored (Mk1) everyday wear. Vendors who sell the needed ballistic fiber can try Teagan or KLEO, at the Prydwen or Goodneighbor, respectively. _____________ ___________ ________________ _____________ __________________ | MOD SLOTS | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Ballistic | ARM: +030 | ×4 Adhesive | -- -- -- -- | Perk: n/a | | Weave | NRG: +030 | ×6 Fiberglass | -- 01 -- 02 | _________________| | | WGT: +0.0 | ×8 Bal. Fiber | -- -- 02 -- |/ |-------------+-----------+----------------+-------------+------------------. | Ballistic | ARM: +045 | ×5 Adhesive | -- -- -- -- | Perk: Armorer 1 | | Weave Mk2 | NRG: +045 | ×7 Fiberglass | -- 01 -- 02 | _________________| | | WGT: +0.0 | ×9 Bal. Fiber | -- -- 02 -- |/ |-------------+-----------+----------------+-------------+------------------. | Ballistic | ARM: +065 | ×6 Adhesive | -- -- -- -- | Perk: Armorer 2 | | Weave Mk3 | NRG: +065 | ×8 Fiberglass | -- 02 -- 02 | _________________| | | WGT: +0.0 | ×10 Bal. Fiber | -- -- 02 -- |/ |-------------+-----------+----------------+-------------+------------------. | Ballistic | ARM: +090 | ×7 Adhesive | -- -- -- -- | Perk: Armorer 3 | | Weave Mk4 | NRG: +090 | ×9 Fiberglass | -- 02 -- 02 | _________________| | | WGT: +0.0 | ×11 Bal. Fiber | -- -- 02 -- |/ |-------------+-----------+----------------+-------------+------------------. | Ballistic | ARM: +110 | ×8 Adhesive | -- -- -- -- | Perk: Armorer 4 | | Weave Mk5 | NRG: +110 | ×10 Fiberglass | -- 02 -- 03 | _________________| | | WGT: +0.0 | ×12 Bal. Fiber | -- -- 03 -- |/ |_____________|___________|________________|_____________| The rest of the lowdown's shown below. ARMOR: TRAPPER CHEST PIECE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Armor ---: 16 + 16 Energy Weight --: 12.0 Mod Slots: 2 DfltScrap: ×1 Leather As its name suggests, this rudimentary breastplate is often held by trappers. _____________ ___________ _______________ _____________ ___________________ | VARIANT | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Welded | ARM: +002 | ×2 Adhesive | -- -- -- -- | Perk: n/a | | | NRG: +002 | ×2 Cloth | 01 -- -- -- | __________________| | | WGT: +1.0 | ×4 Steel | 02 -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Tempered | ARM: +004 | ×2 Adhesive | -- -- -- -- | Perk: Armorer 2 | | | NRG: +004 | ×2 Cloth | 01 -- -- -- | __________________| | | WGT: +2.0 | ×6 Steel | 03 -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Hardened | ARM: +006 | ×2 Cloth | 01 -- -- -- | Perk: Armorer 2 | | | NRG: +005 | ×3 Adhesive | -- -- -- -- | __________________| | | WGT: +3.0 | ×8 Steel | 04 -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Buttressed | ARM: +008 | ×2 Cloth | 01 -- -- -- | Perk: Armorer 2 | | | NRG: +007 | ×4 Adhesive | -- -- -- -- | __________________| | | WGT: +4.0 | ×10 Steel | 05 -- -- -- |/ |_____________|___________|_______________|_____________| _____________ ___________ _______________ _____________ ___________________ | MOD SLOTS | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Lighter | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | Build | NRG: ---- | ×3 Rubber | 01 -- -- -- | AP +5 | | | RAD: ---- | ×4 Cork | -- 01 -- 02 | __________________| | | WGT: -4.9 | ×4 Fiberglass | -- 01 -- 01 |/ |-------------+-----------+---------------+-------------+-------------------. | Padded | WGT: +6.0 | ×3 Adhesive | -- -- -- -- | Perk: n/a | | | | ×3 Bal. Fiber | -- -- -- -- | Reduces explosive | | | | ×3 Rubber | 01 -- -- -- | damage taken | |-------------+-----------+---------------+-------------+-------------------| | Pocketed | WGT: +1.1 | ×3 Adhesive | -- -- -- -- | Perk: n/a | | | | ×4 Cloth | 02 -- -- -- | Carrying cap. +10 | | | | ×4 Leather | 01 -- -- -- | | |-------------+-----------+---------------+-------------+-------------------| | Asbestos | ARM: ---- | ×3 Rubber | 01 -- -- -- | Perk: Armorer 1 | | Lining | NRG: +015 | ×5 Adhesive | -- -- -- -- | Immunity to being | | | RAD: ---- | ×6 Asbestos | -- -- 01 -- | lit on fire | | | WGT: +6.0 | ×6 Bal. Fiber | -- -- 01 -- | | |-------------+-----------+---------------+-------------+-------------------| | Lead Lined | RAD: +015 | ×4 Screw | -- 01 -- 01 | Perk: Science! 1 | | | WGT: +6.0 | ×6 Adhesive | -- -- -- -- | Perk: Armorer 2 | | | | ×8 Lead | -- 02 -- 02 | | |-------------+-----------+---------------+-------------+-------------------| | Ultra-Light | ARM: ---- | ×5 Rubber | 02 -- -- -- | Perk: Armorer 3 | | Build | NRG: ---- | ×6 Cork | -- 01 -- 02 | AP +10 | | | RAD: ---- | ×7 Adhesive | -- -- -- -- | __________________| | | WGT: -9.7 | ×8 Fiberglass | -- 02 -- 02 |/ |-------------+-----------+---------------+-------------+-------------------. | BioCommMesh | ARM: ---- | ×6 Cloth | 03 -- -- -- | Perk: Science! 2 | | | NRG: ---- | ×8 Adhesive | -- -- -- -- | Perk: Armorer 4 | | | RAD: ---- | ×8 Circuitry | -- -- 02 -- | Chem duratn. -50% | | | WGT: +3.6 | ×12 Aluminum | -- 03 -- 06 | | |-------------+-----------+---------------+-------------+-------------------| | Pneumatic | ARM: ---- | ×5 Aluminum | -- 01 -- 01 | Perk: Armorer 4 | | | NRG: ---- | ×7 Bal. Fiber | -- -- 01 -- | Reduces stagger | | | RAD: ---- | ×8 Adhesive | -- -- -- -- | magnitude | | | WGT: +3.6 | ×10 Lead | -- 02 -- 03 | __________________| |_____________|___________|_______________|_____________|/ ARMOR: TRAPPER LEFT ARM ARMOR: TRAPPER RIGHT ARM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Armor ---: 10 + 10 Energy RES Weight --: 7.0 Mod Slots: 2 DfltScrap: ×1 Leather The vambraces to the trapper set are, naturally, found most often in trapper hands around the DLC island. _____________ ___________ _______________ _____________ ___________________ | VARIANT | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Welded | ARM: +001 | ×1 Adhesive | -- -- -- -- | Perk: n/a | | | NRG: +001 | ×1 Cloth | -- -- -- -- | __________________| | | WGT: +1.0 | ×1 Steel | -- -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Tempered | ARM: +002 | ×1 Adhesive | -- -- -- -- | Perk: Armorer 2 | | | NRG: +002 | ×1 Cloth | -- -- -- -- | __________________| | | WGT: +1.0 | ×2 Steel | 01 -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Hardened | ARM: +003 | ×1 Cloth | -- -- -- -- | Perk: Armorer 2 | | | NRG: +003 | ×2 Adhesive | -- -- -- -- | __________________| | | WGT: +2.0 | ×3 Steel | 01 -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Buttressed | ARM: +004 | ×1 Cloth | -- -- -- -- | Perk: Armorer 2 | | | NRG: +004 | ×2 Adhesive | -- -- -- -- | __________________| | | WGT: +3.0 | ×4 Steel | 02 -- -- -- |/ |_____________|___________|_______________|_____________| ______________ ___________ _______________ _____________ __________________ | MOD SLOTS | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Lighter | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | Build | NRG: ---- | ×3 Rubber | 01 -- -- -- | AP +2 | | | RAD: ---- | ×4 Cork | -- 01 -- 01 | _________________| | | WGT: -2.9 | ×4 Fiberglass | -- 01 -- 01 |/ |--------------+-----------+---------------+-------------+------------------. | Pocketed | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | | NRG: ---- | ×4 Cloth | 02 -- -- -- | Carry cap. +10 | | | RAD: ---- | ×4 Leather | 01 -- -- -- | _________________| | | WGT: +0.6 | | |/ |--------------+-----------+---------------+-------------+------------------| | Brawling | ARM: ---- | ×2 Screw | -- -- -- 01 | Perk: Armorer 1 | | | NRG: ---- | ×3 Bone | 01 -- -- -- | Unarmed DMG+ | | | RAD: ---- | ×4 Lead | -- 01 -- 01 | _________________| | | WGT: +1.7 | ×5 Adhesive | -- -- -- -- |/ |--------------+-----------+---------------+-------------+------------------. | Strengthened | ARM: ---- | ×5 Adhesive | -- -- -- -- | Perk: Armorer 1 | | | NRG: ---- | ×5 Plastic | 01 -- -- -- | Limb DMG reduced | | | RAD: ---- | ×5 Screw | -- 01 -- 01 | _________________| | | WGT: +1.3 | ×5 Steel | 02 -- -- -- |/ |--------------+-----------+---------------+-------------+------------------. | Braced | ARM: ---- | ×4 Steel | 02 -- -- -- | Perk: Armorer 1 | | | NRG: ---- | ×5 Adhesive | -- -- -- -- | Lower melee DMG | | | RAD: ---- | ×6 Bone | 03 -- -- -- | when blocking | | | WGT: +1.7 | | | | |--------------+-----------+---------------+-------------+------------------. | Lead Lined | ARM: ---- | ×4 Screw | -- 01 -- 01 | Perk: Science! 1 | | | NRG: ---- | ×6 Adhesive | -- -- -- -- | Perk: Armorer 2 | | | RAD: +010 | ×8 Lead | -- 02 -- 02 | _________________| | | WGT: +3.5 | | |/ |--------------+-----------+---------------+-------------+------------------. | Stabilized | ARM: ---- | ×3 Fiber Opt. | -- -- -- -- | Perk: Armorer 2 | | | NRG: ---- | ×4 Spring | -- 01 -- 01 | Scoped aiming+ | | | RAD: ---- | ×6 Adhesive | -- -- -- -- | _________________| | | WGT: +1.7 | ×7 Aluminum | -- 01 -- 02 |/ |--------------+-----------+---------------+-------------+------------------. | Aerodynamic | ARM: ---- | ×5 Spring | -- 01 -- 01 | Perk: Armorer 3 | | | NRG: ---- | ×6 Fiberglass | -- 01 -- 02 | Power Atks drain | | | RAD: ---- | ×7 Adhesive | -- -- -- -- | less AP | | | WGT: +0.6 | ×7 Aluminum | -- 01 -- 02 | | |--------------+-----------+---------------+-------------+------------------| | Weighted | ARM: ---- | ×4 Bone | 02 -- -- -- | Perk: Armorer 4 | | | NRG: ---- | ×4 Fiberglass | -- 01 -- 01 | Unarmed & Melee | | | RAD: ---- | ×8 Adhesive | -- -- -- -- | Atks ignore some | | | WGT: +2.8 | ×10 Aluminum | -- 02 -- 03 | of target's Armr | |______________|___________|_______________|_____________|__________________| ARMOR: TRAPPER LEFT LEG ARMOR: TRAPPER RIGHT LEG ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Armor ---: 9 + 9 Energy RES Weight --: 7.0 Mod Slots: 2 DfltScrap: ×1 Leather _____________ ___________ _______________ _____________ ___________________ | VARIANT | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Welded | ARM: +001 | ×1 Adhesive | -- -- -- -- | Perk: n/a | | | NRG: +001 | ×1 Cloth | -- -- -- -- | __________________| | | WGT: +1.0 | ×1 Steel | -- -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Tempered | ARM: +002 | ×1 Adhesive | -- -- -- -- | Perk: Armorer 2 | | | NRG: +002 | ×1 Cloth | -- -- -- -- | __________________| | | WGT: +1.0 | ×2 Steel | 01 -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Hardened | ARM: +003 | ×1 Cloth | -- -- -- -- | Perk: Armorer 2 | | | NRG: +003 | ×2 Adhesive | -- -- -- -- | __________________| | | WGT: +2.0 | ×3 Steel | 01 -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Buttressed | ARM: +004 | ×1 Cloth | -- -- -- -- | Perk: Armorer 2 | | | NRG: +004 | ×2 Adhesive | -- -- -- -- | __________________| | | WGT: +3.0 | ×4 Steel | 02 -- -- -- |/ |_____________|___________|_______________|_____________| ______________ ___________ _______________ _____________ __________________ | MOD SLOTS | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Lighter | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | Build | NRG: ---- | ×3 Rubber | 01 -- -- -- | AP +2 | | | RAD: ---- | ×4 Cork | -- 01 -- 01 | _________________| | | WGT: -2.9 | ×4 Fiberglass | -- 01 -- 01 |/ |--------------+-----------+---------------+-------------+------------------. | Pocketed | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | | NRG: ---- | ×4 Cloth | 02 -- -- -- | Carry cap. +10 | | | RAD: ---- | ×4 Leather | 01 -- -- -- | _________________| | | WGT: +0.6 | | |/ |--------------+-----------+---------------+-------------+------------------. | Cushioned | ARM: ---- | ×5 Adhesive | -- -- -- -- | Perk: Armorer 1 | | | NRG: ---- | ×6 Cloth | 03 -- -- -- | Falling DMG- | | | RAD: ---- | ×7 Cork | -- 01 -- 02 | _________________| | | WGT: +0.6 | ×7 Rubber | 03 -- -- -- |/ |--------------+-----------+---------------+-------------+------------------. | Strengthened | ARM: ---- | ×5 Adhesive | -- -- -- -- | Perk: Armorer 1 | | | NRG: ---- | ×5 Plastic | 01 -- -- -- | Limb DMG reduced | | | RAD: ---- | ×5 Screw | -- 01 -- 01 | _________________| | | WGT: +1.3 | ×5 Steel | 02 -- -- -- |/ |--------------+-----------+---------------+-------------+------------------. | Lead Lined | ARM: ---- | ×4 Screw | -- 01 -- 01 | Perk: Science! 1 | | | NRG: ---- | ×6 Adhesive | -- -- -- -- | Perk: Armorer 2 | | | RAD: +010 | ×8 Lead | -- 02 -- 02 | _________________| | | WGT: +3.5 | | |/ |--------------+-----------+---------------+-------------+------------------. | Muffled | ARM: ---- | ×5 Cloth | 02 -- -- -- | Perk: Armorer 2 | | | NRG: ---- | ×6 Adhesive | -- -- -- -- | Movement noise- | | | RAD: ---- | ×7 Rubber | 03 -- -- -- | _________________| | | WGT: +0.0 | | |/ |--------------+-----------+---------------+-------------+------------------. | Custom | ARM: ---- | ×4 Rubber | 02 -- -- -- | Perk: Armorer 3 | | Fitted | NRG: ---- | ×5 Spring | -- 01 -- 01 | Sprinting uses | | | RAD: ---- | ×7 Adhesive | -- -- -- -- | less AP | | | WGT: +0.6 | ×8 Leather | 02 -- -- -- | | |--------------+-----------+---------------+-------------+------------------| | Sleek | ARM: ---- | ×4 Oil | -- -- -- -- | Perk: Armorer 4 | | | NRG: ---- | ×5 Fiberglass | -- 01 -- 01 | Movement speed | | | RAD: ---- | ×8 Adhesive | -- -- -- -- | while sneaking | | | WGT: +0.6 | ×10 Rubber | 05 -- -- -- | increased | |______________|___________|_______________|_____________|__________________| ARMOR: VAULT 118 JUMPSUIT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Armor ---: 0 + 5 Energy RES + 10 Radiation RES Weight --: 1.0 Mod Slots: 1 DfltScrap: ×1 Cloth This jumpsuit is found only in Vault 118 -- beneath the Cliff's Edge Hotel -- on the reception desk by the entrance. Each upgrade increases its resistance to energy/radiation damage. _____________ ___________ _______________ _____________ ___________________ | MOD SLOTS | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Insulated | NRG: +005 | ×1 Adhesive | -- -- -- -- | Perk: n/a | | Lining | RAD: ---- | ×1 Leather | -- -- -- ?? | __________________| | | WGT: +1.3 | ×1 Rubber | -- -- -- ?? |/ |-------------+-----------+---------------+-------------+-------------------. | Treated | ARM: ---- | ×2 Adhesive | -- -- -- -- | Perk: Armorer 2 | | Lining | NRG: +005 | ×2 Lead | -- -- -- 01 | __________________| | | RAD: +005 | ×2 Leather | -- -- -- -- |/ | | WGT: +1.6 | ×2 Rubber | 01 -- -- -- | |-------------+-----------+---------------+-------------+-------------------. | Resistant | ARM: ---- | ×2 Lead | -- -- -- 01 | Perk: Armorer 3 | | Lining | NRG: +010 | ×2 Leather | -- -- -- -- | __________________| | | RAD: +005 | ×3 Adhesive | -- -- -- -- |/ | | WGT: +1.7 | ×3 Rubber | 01 -- -- -- | |-------------+-----------+---------------+-------------+-------------------. | Protective | ARM: ---- | ×3 Lead | -- -- -- 01 | Perk: Science! 2 | | Lining | NRG: +010 | ×3 Leather | -- -- -- -- | Perk: Armorer 4 | | | RAD: +010 | ×3 Rubber | 01 -- -- -- | __________________| | | WGT: +1.0 | ×4 Adhesive | -- -- -- -- |/ |-------------+-----------+---------------+-------------+-------------------. | Shielded | ARM: ---- | ×5 Lead | -- 01 -- 01 | Perk: Armorer 4 | | Lining | NRG: +015 | ×5 Leather | 01 -- -- -- | Perk: Science! 4 | | | RAD: +015 | ×5 Rubber | 02 -- -- -- | __________________| | | WGT: +1.2 | ×6 Adhesive | -- -- -- -- |/ |_____________|___________|_______________|_____________| ARMOR: ZEALOT'S MARINE ARMOR CHEST PIECE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Armor ---: 38 + 38 Energy Weight --: 19 Mod Slots: 2 DfltScrap: ×1 Steel Zealot's Marine Armor is used specifically by the Children of Atom faction based out of the Nucleus, a submarine base stronghold. Those wanting entire sets can try pickpocketing them or, perhaps easier, stealthily slay the two Nucleus gate guards (they carry most pieces and respawn eventually). And in case one needs a bunch of leather, Eagle's Cove Tannery has a bunch of hide bundles on the garage conveyor belt, as well as inside -- each gives 4/per. Unique variants: Atom's Bulwark (40 + 40 Energy RES) that gives an additional 15 resistance to both damage and energy by default. Additional DMG/Energy resistance is gained the more one is irradiated. It can be obtained during the "Cleansing the Land" or "Reformation" quests. Recon Marine Chest Piece can be bought from Cog in Acadia for about 15000 caps, more if one lacks cost-mitigating perks. It reduces damage while standing inert by 15%, and boast slightly higher base armor and energy resistances. ______________ ___________ ______________ _____________ ___________________ | VERSION | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Assault | ARM: +012 | ×8 Adhesive | -- -- -- -- | Perk: Armorer 4 | | Marine | NRG: +011 | ×16 Cloth | 08 -- -- -- | Perk: Science! 4 | | Armor | RAD: +010 | ×24 Leather | 06 -- -- -- |___________________| | | WGT: +6.0 | ×24 Steel | 13 -- -- -- | |--------------+-----------+--------------+-------------+-------------------. | Inquisitor's | ARM: +011 | ×8 Adhesive | -- -- -- -- | Perk: Armorer 4 | | | NRG: +012 | ×16 Cloth | 08 -- -- -- | Perk: Science! 4 | | | RAD: +010 | ×24 Leather | 06 -- -- -- |___________________| | | WGT: +6.0 | ×24 Steel | 13 -- -- -- | |______________|___________|______________|_____________| _____________ ___________ _______________ _____________ ___________________ | MOD SLOTS | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Lighter | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | Build | NRG: ---- | ×3 Rubber | 01 -- -- -- | | | | RAD: ---- | ×4 Cork | -- 01 -- 01 | AP +2 | | | WGT: -7.7 | ×5 Fiberglass | -- 01 -- 01 | | |-------------+-----------+---------------+-------------+-------------------| | Padded | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | | NRG: ---- | ×3 Bal. Fiber | -- -- -- -- | | | | RAD: ---- | ×3 Rubber | 01 -- -- -- | Explosive DMG- | | | WGT: +9.5 | | | | |-------------+-----------+---------------+-------------+-------------------| | Pocketed | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | | NRG: ---- | ×4 Cloth | 02 -- -- -- | | | | RAD: ---- | ×4 Leather | 01 -- -- -- | Carrying cap. +10 | | | WGT: +1.8 | | | | |-------------+-----------+---------------+-------------+-------------------| | Asbestos | ARM: ---- | ×5 Adhesive | -- -- -- -- | Perk: n/a | | Lining | NRG: +015 | ×6 Asbestos | -- -- 01 -- | | | | RAD: ---- | ×6 Bal. Fiber | -- -- 01 -- | Immunity to being | | | WGT: +9.5 | ×6 Rubber | 01 -- -- -- | lit on fire | |-------------+-----------+---------------+-------------+-------------------| | Deep | ARM: ---- | ×5 Cloth | 02 -- -- -- | Perk: Armorer 2 | | Pocketed | NRG: ---- | ×6 Adhesive | -- -- -- -- | | | | RAD: ---- | ×6 Leather | 01 -- -- -- | Carrying cap. +20 | | | WGT: +1.8 | | | | |-------------+-----------+---------------+-------------+-------------------| | Lead Lined | ARM: ---- | ×4 Screw | -- 01 -- 01 | Perk: Science! 1 | | | NRG: ---- | ×6 Adhesive | -- -- -- -- | Perk: Armorer 2 | | | RAD: +015 | ×8 Lead | -- 02 -- 02 | | | | WGT: +9.5 | | | | |-------------+-----------+---------------+-------------+-------------------| | Dense | ARM: ---- | ×3 Fiberglass | -- -- -- 01 | Perk: Armorer 3 | | | NRG: ---- | ×4 Rubber | 02 -- -- -- | | | | RAD: ---- | ×6 Bal. Fiber | -- -- 01 -- | Explosive DMG- | | | WGT: +9.5 | ×7 Adhesive | -- -- -- -- | significantly | |-------------+-----------+---------------+-------------+-------------------| | Ultra-Light | ARM: ---- | ×5 Rubber | 02 -- -- -- | Perk: Armorer 3 | | Build | NRG: ---- | ×6 Cork | -- 01 -- 02 | | | | RAD: ---- | ×7 Adhesive | -- -- -- -- | AP +10 | | | WGT:-15.2 | ×8 Fiberglass | -- 02 -- 02 | | |-------------+-----------+---------------+-------------+-------------------| | Pneumatic | ARM: ---- | ×5 Aluminum | -- 01 -- 01 | Perk: Armorer 4 | | | NRG: ---- | ×7 Bal. Fiber | -- -- 01 -- | | | | RAD: ---- | ×8 Adhesive | -- -- -- -- | Reduces stagger | | | WGT: +5.7 | ×10 Lead | -- 02 -- 03 | magnitude | |-------------+-----------+---------------+-------------+-------------------| | BioCommMesh | ARM: ---- | ×6 Cloth | 03 -- -- -- | Perk: Science! 2 | | | NRG: ---- | ×8 Adhesive | -- -- -- -- | Perk: Armorer 4 | | | RAD: ---- | ×8 Circuitry | -- -- 02 -- | | | | WGT: +5.7 | ×12 Aluminum | -- 03 -- 03 | Chem duratn. -50% | |_____________|___________|_______________|_____________|___________________| ARMOR: ZEALOT'S MARINE ARMOR LEFT ARM ARMOR: ZEALOT'S MARINE ARMOR RIGHT ARM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Armor ---: 17 + 17 Energy Weight --: 10.0 Mod Slots: 2 DfltScrap: ×1 Steel Zealot's Marine Armor is used specifically by the Children of Atom faction based out of the Nucleus, a submarine base stronghold. Those wanting entire sets can try pickpocketing them or, perhaps easier, stealthily slay the two Nucleus gate guards (they carry most pieces and respawn eventually). Unique variants: Recon Marine Left/Right Arms: sold by Sister Mai and Brother Kane in the Nucleus, respectively. The left arm slows time in combat when the wearer's health is 20% or less, while the right increases movement speed by 10%. ______________ ___________ ______________ _____________ ___________________ | VARIANT | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Assault | ARM: +005 | ×4 Adhesive | -- -- -- -- | Perk: Armorer 4 | | Marine | NRG: +005 | ×8 Cloth | 04 -- -- -- | Perk: Science! 4 | | Armor | RAD: +010 | ×8 Leather | 02 -- -- -- |___________________| | | WGT: +4.0 | ×8 Steel | 05 -- -- -- | |--------------+-----------+--------------+-------------+-------------------. | Inquisitor's | ARM: +005 | ×4 Adhesive | -- -- -- -- | Perk: Armorer 4 | | Marine | NRG: +005 | ×8 Cloth | 04 -- -- -- | Perk: Science! 4 | | Armor | RAD: +010 | ×8 Leather | 02 -- -- -- |___________________| | | WGT: +4.0 | ×8 Steel | 05 -- -- -- | |______________|___________|______________|_____________| ______________ ___________ _______________ _____________ __________________ | MOD SLOTS | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Lighter | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | Build | NRG: ---- | ×3 Rubber | 01 -- -- -- | AP +2 | | | RAD: ---- | ×4 Cork | -- 01 -- 01 | _________________| | | WGT: -4.0 | ×4 Fiberglass | -- 01 -- 01 |/ |--------------+-----------+---------------+-------------+------------------. | Pocketed | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | | NRG: ---- | ×4 Cloth | 02 -- -- -- | Carry cap. +10 | | | RAD: ---- | ×4 Leather | 01 -- -- -- | _________________| | | WGT: +1.0 | | |/ |--------------+-----------+---------------+-------------+------------------. | Braced | ARM: ---- | ×4 Steel | 02 -- -- -- | Perk: Armorer 1 | | | NRG: ---- | ×5 Adhesive | -- -- -- -- | Lower melee DMG | | | RAD: ---- | ×6 Bone | 03 -- -- -- | when blocking | | | WGT: +2.5 | | | | |--------------+-----------+---------------+-------------+------------------| | Brawling | ARM: ---- | ×2 Screw | -- -- -- 01 | Perk: Armorer 1 | | | NRG: ---- | ×3 Bone | 01 -- -- -- | Unarmed DMG+ | | | RAD: ---- | ×4 Lead | -- 01 -- 01 | _________________| | | WGT: +2.5 | ×5 Adhesive | -- -- -- -- |/ |--------------+-----------+---------------+-------------+------------------. | Strengthened | ARM: ---- | ×5 Adhesive | -- -- -- -- | Perk: Armorer 1 | | | NRG: ---- | ×5 Plastic | 01 -- -- -- | Limb DMG reduced | | | RAD: ---- | ×5 Screw | -- -- 01 01 | _________________| | | WGT: +2.0 | ×5 Steel | 02 -- -- -- |/ |--------------+-----------+---------------+-------------+------------------. | Deep | ARM: ---- | ×5 Cloth | 02 -- -- -- | Perk: Armorer 2 | | Pocketed | NRG: ---- | ×6 Adhesive | -- -- -- -- | Carry cap. +20 | | | RAD: ---- | ×6 Leather | 01 -- -- -- | _________________| | | WGT: +1.0 | | |/ |--------------+-----------+---------------+-------------+------------------. | Lead Lined | ARM: ---- | ×4 Screw | -- 01 -- 01 | Perk: Science! 1 | | | NRG: ---- | ×6 Adhesive | -- -- -- -- | Perk: Armorer 2 | | | RAD: +010 | ×8 Lead | -- 02 -- 04 | _________________| | | WGT: +5.0 | | |/ |--------------+-----------+---------------+-------------+------------------. | Stabilized | ARM: ---- | ×3 Fiber Opt. | -- -- -- -- | Perk: Armorer 2 | | | NRG: ---- | ×4 Spring | -- 01 -- 01 | Scoped aiming+ | | | RAD: ---- | ×6 Adhesive | -- -- -- -- | _________________| | | WGT: +2.5 | ×7 Aluminum | -- 01 -- 02 |/ |--------------+-----------+---------------+-------------+------------------. | Aerodynamic | ARM: ---- | ×5 Spring | -- 01 -- 01 | Perk: Armorer 3 | | | NRG: ---- | ×6 Fiberglass | -- 01 -- 02 | Power Atks drain | | | RAD: ---- | ×7 Adhesive | -- -- -- -- | less AP | | | WGT: +1.0 | ×7 Aluminum | -- 01 -- 02 | | |--------------+-----------+---------------+-------------+------------------| | Ultra-Light | ARM: ---- | ×5 Rubber | 02 -- -- -- | Perk: Armorer 3 | | Build | NRG: ---- | ×6 Cork | -- 01 -- 02 | AP +5 | | | RAD: ---- | ×7 Adhesive | -- -- -- -- | _________________| | | WGT: -8.0 | ×8 Fiberglass | -- 02 -- 02 |/ |--------------+-----------+---------------+-------------+------------------| | Weighted | ARM: ---- | ×4 Bone | 02 -- -- -- | Perk: Armorer 4 | | | NRG: ---- | ×4 Fiberglass | -- 01 -- 01 | Unarmed & Melee | | | RAD: ---- | ×8 Adhesive | -- -- -- -- | Atks ignore some | | | WGT: +4.0 | ×10 Aluminum | -- 02 -- 03 | of target's Armr | |______________|___________|_______________|_____________|__________________| ARMOR: ZEALOT'S MARINE ARMOR LEFT LEG ARMOR: ZEALOT'S MARINE ARMOR RIGHT LEG ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Armor ---: 18 + 18 Energy Weight --: 10.0 Mod Slots: 2 DfltScrap: ×1 Steel Zealot's Marine Armor is used specifically by the Children of Atom faction based out of the Nucleus, a submarine base stronghold. Those wanting entire sets can try pickpocketing them or, perhaps easier, stealthily slay the two Nucleus gate guards (they carry most pieces and respawn eventually). Unique variants: There aren't any. This means the Recon Marine Armor set is incomplete, unfortunately. ______________ ___________ ______________ _____________ ___________________ | VARIANT | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Assault | ARM: +005 | ×4 Adhesive | -- -- -- -- | Perk: Armorer 4 | | Marine | NRG: +005 | ×8 Cloth | 04 -- -- -- | Perk: Science! 4 | | Armor | RAD: +010 | ×8 Leather | 02 -- -- -- |___________________| | | WGT: +4.0 | ×8 Steel | 05 -- -- -- | |--------------+-----------+--------------+-------------+-------------------. | Inquisitor's | ARM: +005 | ×4 Adhesive | -- -- -- -- | Perk: Armorer 4 | | | NRG: +005 | ×8 Cloth | 04 -- -- -- | Perk: Science! 4 | | | RAD: +010 | ×8 Leather | 02 -- -- -- |___________________| | | WGT: +4.0 | ×8 Steel | 05 -- -- -- | |______________|___________|______________|_____________| ______________ ___________ _______________ _____________ __________________ | MOD SLOTS | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Lighter | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | Build | NRG: ---- | ×3 Rubber | 01 -- -- -- | | | | RAD: ---- | ×4 Cork | -- 01 -- 01 | AP +2 | | | WGT: -4.0 | ×4 Fiberglass | -- 01 -- 01 | | |--------------+-----------+---------------+-------------+------------------| | Pocketed | ARM: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | | NRG: ---- | ×4 Cloth | 02 -- -- -- | | | | RAD: ---- | ×4 Leather | 01 -- -- -- | Carry cap. +10 | | | WGT: +1.0 | | | | |--------------+-----------+---------------+-------------+------------------| | Cushioned | ARM: ---- | ×5 Adhesive | -- -- -- -- | Perk: Armorer 1 | | | NRG: ---- | ×6 Cloth | 03 -- -- -- | | | | RAD: ---- | ×7 Cork | -- 01 -- 02 | Falling DMG- | | | WGT: +1.0 | ×7 Rubber | 03 -- -- -- | | |--------------+-----------+---------------+-------------+------------------| | Strengthened | ARM: ---- | ×5 Adhesive | -- -- -- -- | Perk: Armorer 1 | | | NRG: ---- | ×5 Plastic | 01 -- -- -- | | | | RAD: ---- | ×5 Screw | -- 01 -- 01 | Limb DMG- | | | WGT: +2.0 | ×5 Steel | 02 -- -- -- | | |--------------+-----------+---------------+-------------+------------------| | Deep | ARM: ---- | ×5 Cloth | 02 -- -- -- | Perk: Armorer 2 | | Pocketed | NRG: ---- | ×6 Adhesive | -- -- -- -- | | | | RAD: ---- | ×6 Leather | 01 -- -- -- | Carry cap. +20 | | | WGT: +1.0 | | | | |--------------+-----------+---------------+-------------+------------------| | Lead Lined | ARM: ---- | ×4 Screw | -- 01 -- 01 | Perk: Science! 1 | | | NRG: ---- | ×6 Adhesive | -- -- -- -- | Perk: Armorer 2 | | | RAD: +010 | ×8 Lead | -- 02 -- 02 | | | | WGT: +5.0 | | | | |--------------+-----------+---------------+-------------+------------------| | Muffled | ARM: ---- | ×5 Cloth | 02 -- -- -- | Perk: Armorer 2 | | | NRG: ---- | ×6 Adhesive | -- -- -- -- | | | | RAD: ---- | ×7 Rubber | 03 -- -- -- | Movement noise- | | | WGT: +0.0 | | | | |--------------+-----------+---------------+-------------+------------------| | Custom | ARM: ---- | ×4 Rubber | 02 -- -- -- | Perk: Armorer 3 | | Fitted | NRG: ---- | ×5 Spring | -- 01 -- 01 | | | | RAD: ---- | ×7 Adhesive | -- -- -- -- | Sprinting costs | | | WGT: +1.0 | ×8 Leather | 02 -- -- -- | less AP | |--------------+-----------+---------------+-------------+------------------| | Ultra-Light | ARM: ---- | ×5 Rubber | 02 -- -- -- | Perk: Armorer 3 | | Build | NRG: ---- | ×6 Cork | -- 01 -- 02 | | | | RAD: ---- | ×7 Adhesive | -- -- -- -- | AP +5 | | | WGT: -8.0 | ×8 Fiberglass | -- 02 -- 02 | | |--------------+-----------+---------------+-------------+------------------| | Sleek | ARM: ---- | ×4 Oil | -- -- -- -- | Perk: Armorer 4 | | | NRG: ---- | ×5 Fiberglass | -- 01 -- 01 | | | | RAD: ---- | ×8 Adhesive | -- -- -- -- | Movement speed | | | WGT: +1.0 | ×10 Rubber | 05 -- -- -- | while sneaking+ | |______________|___________|_______________|_____________|__________________| _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ LONGFELLOW INFO [LNGF] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Who's Longfellow? Why, he's is the only new companion added by the DLC! This whiskey-loving old-timer is first met in Far Harbor's Last Plank bar, working as a reluctant guide to the island's travelers. After completing "Walk in the Park," he can be a full-fledged companion, and his house (Longfellow's Cabin) becomes a permanent settlement. Outside of "Walk in the Park" and his eternal quarry in "Shipbreaker," he's not related to any quests. The walkthrough is segmented to give info he specifically likes/dislikes, but here's a general overview. LIKES ¯¯¯¯¯ Alcohol consumption Haggling (options about getting/wanting more money; includes extortion) Agreeing to help settlers in need Actions that benefit Far Harbor LOVES ¯¯¯¯¯ Telling DiMA that Far Harbor will be protected Telling DiMA he's going to inform Far Harbor (in "The Way Life Should Be") Actions that screw with the Children of Atom's members/hierarchy Suggesting the Nucleus should be destroyed DISLIKES or TENDS TO DISLIKE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Chem consumption Pickpocketing/Theft Actions that benefit the Children of Atom (taking quests, helping 'em, etc.) Suggesting Far Harbor should be destroyed HATES ¯¯¯¯¯ Joining the Children of Atom Mentioning to NPCs that Far Harbor should be killed/destroyed/etc. Saying "you did the right thing" (during "The Way Life Should Be") OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯ Default items: Hunter's Long Coat and a Lever-Action Rifle. The former is semi-respawning and is ballistic-weavable; the fact it can be acquired as soon as Acadia is reached is a big plus. Perk: Hunter's Wisdom, which reduces damage/energy resistances of animals and sea creatures by 25%. This is a big help considering the types of defenses higher types of fog crawlers, anglers, etc. can muster. Obtaining the perk requires max affinity and has no accompanying quest to finish. As mentioned in the likes section, Longfellow is a harborman through and through. If one takes an action that leads to his town's destruction, he will become permanently aggro and quit being a companion. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ RECIPES [RCPS] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's a list of all *NEW* recipes in Far Harbor. Creating any of them will unlock the "Just Add Saltwater" achievement/trophy. First off, beverages. All new ones have special circumstances. Fire Belly's recipe is earned by completing "The Holdout" for Mitch in Far Harbor. All normal Vim recipes are unlocked by using the R&D terminal on the Vim Factory roof. (Their ice-cold variants are unlocked by putting normal versions into Drinkin' Buddy, the robot from the Commonwealth's "Trouble Brewin'" quest.) Finally, Ware's Brew can be created by helping him out during "The Trial of Brother Devin." ________________ ___________ ____________________ _________________________ | BEVERAGE | STATS | COMPONENTS | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Fire Belly | HPS: -030 | ×1 Aster | Craft at: Cooking Stove | | | RAD: ---- | ×1 Vodka | Duration: --- | | | | ×2 Black Bloodleaf | DMG plus, and gradually | | | | | ups itself at low HP | |----------------+-----------+--------------------+-------------------------| | Ice Cold Vim | HPS: +055 | Can't be crafted; | Craft at: n/a | | | RAD: ---- | put a regular ver. | Duration: n/a | | | APS: +010 | in Drinkin' Buddy | | | | | to make I.C. ver. | | |----------------+-----------+--------------------+-------------------------| | Ice Cold Vim | HPS: +700 | Can't be crafted; | Craft at: n/a | | Captain's | RAD: ---- | put a regular ver. | Duration: 120 seconds | | Blend | APS: +120 | in Drinkin' Buddy | Sea creatures are more | | | CHR: -002 | to make I.C. ver. | hesistant to attack | |----------------+-----------+--------------------+-------------------------| | Ice Cold Vim | HPS: +750 | Can't be crafted; | Craft at: n/a | | Quartz | RAD: ---- | put a regular ver. | Duration: 300 seconds | | | APS: +035 | in Drinkin' Buddy | +15 Carry Weight | | | | to make I.C. ver. | | |----------------+-----------+--------------------+-------------------------| | Ice Cold Vim | HPS: +075 | Can't be crafted; | Craft at: n/a | | Refresh | RAD: ---- | put a regular ver. | Duration: 60 seconds | | | APS: +060 | in Drinkin' Buddy | AP refresh rate++ | | | | to make I.C. ver. | | |----------------+-----------+--------------------+-------------------------| | Vim | HPS: +030 | ×1 Acid | Craft at: Cooking Stove | | | RAD: ---- | ×1 Corn | Duration: n/a | | | APS: +010 | ×1 Mutfruit | | | | | ×1 Purified Water | | |----------------+-----------+--------------------+-------------------------| | Vim Captain's | HPS: +600 | ×1 Aster | Craft at: Cooking Stove | | Blend | RAD: ---- | ×1 Mirelurk Meat | Duration: 120 seconds | | | APS: +100 | ×1 Vim | Sea creatures are more | | | CHR: -002 | | hesistant to attack | |----------------+-----------+--------------------+-------------------------| | Vim Quartz | HPS: +075 | ×1 Bubblegum | Craft at: Cooking Stove | | | RAD: ---- | ×1 Carrot | Duration: 300 seconds | | | APS: +025 | ×1 Vim | +15 Carry Weight | |----------------+-----------+--------------------+-------------------------| | Vim Refresh | HPS: +050 | ×1 Dandy Boy Apls. | Craft at: Cooking Stove | | | RAD: ---- | ×1 Gourd | Duration: 60 seconds | | | APS: +035 | ×1 Vim | AP refresh rate++ | |----------------+-----------+--------------------+-------------------------| | Ware's Brew | HPS: +100 | ×3 Raw Sap | Craft at: Cooking Stove | | | RAD: -100 | | Duration: n/a | |________________|___________|____________________|_________________________| New roast recipes are obtained by killing new island creatures, harvesting their delicious meat, then BBQing it, often with some other ingredients. Each has a special effect for its duration. ________________ ___________ ____________________ _________________________ | ROAST | STATS | COMPONENTS | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Fried | HPS: +125 | ×1 Oil | Craft at: Cooking Stove | | Fog Crawler | RAD: ---- | ×1 Raw Fog C. Meat | Duration: 1800 seconds | | | DMG: +30R | | DMG res++ in foggy or | | | | | rainy conditions | |----------------+-----------+--------------------+-------------------------| | Grilled | HPS: +200 | ×1 Hermit Cr. Meat | Craft at: Cooking Stove | | Hermit Crab | END: +002 | | Duration: 1800 seconds | | | STR: +002 | | | |----------------+-----------+--------------------+-------------------------| | Poached Angler | HPS: +100 | ×1 Angler Meat | Craft at: Cooking Stove | | | RAD: ---- | | Duration: 1600 seconds | | | APS: +015 | | +15 max AP and lowered | | | | | fall damage for duratn. | |----------------+-----------+--------------------+-------------------------| | Seasoned | HPS: +045 | ×1 Aster | Craft at: Cooking Stove | | Rabbit Skewers | RAD: ---- | ×1 Black Bloodleaf | Duration: 1800 seconds | | | LCK: +001 | ×1 Blight | +1 Luck for duration | | | | ×1 Lure Weed | | | | | ×1 Rabbit Leg | | |----------------+-----------+--------------------+-------------------------| | Wolf Ribs | HPS: +060 | ×1 Lure Weed | Craft at: Cooking Stove | | | RAD: ---- | ×1 Wolf Ribs | Duration: 300 seconds | | | APS: ---- | | ACC+ and night vision | | | | | in exteriors for durtn. | |________________|___________|____________________|_________________________| New soup recipes are similar to roast recipes, in that you need to harvest a particular meat (from radchickens and gulpers, respectively) and cook it with some fixings. Those meats have a 100% chance of being on those sources. ________________ ___________ ____________________ _________________________ | SOUP | STATS | COMPONENTS | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Chicken | HPS: +060 | ×1 Black Bloodleaf | Craft at: Cooking Stove | | Noodle Soup | RAD: +55R | ×1 Carrot | Duration: 1800 seconds | | | | ×1 Chicken Thigh | +55 rad resistance | | | | ×1 Dirty Water | | |----------------+-----------+--------------------+-------------------------| | Gulper Slurry | HPS: ---- | ×1 Acid | Craft at: Cooking Stove | | | RAD: ---- | ×1 Crystal | Duration: 10 seconds | | | | ×1 Purified Water | | | | | ×3 Gulper Innards | Grants invisibility | |________________|___________|____________________|_________________________| Sludgepaks are bizzaro stimpaks, that don't cure health and inflict doses of rads, as well as giving a special effect. This fits in with the island's odd radiation themes. All recipes are locked until the Islander's Almanac volume in the National Park Visitor's Center is read. ________________ ___________ ____________________ _________________________ | SLUDGE | STATS | COMPONENTS | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Agile | HPS: ---- | ×1 Condensed Fog | Craft at: Chem Station | | Sludgepak | RAD: +148 | ×1 Dirty Water | Duration: 12 minutes | | | | ×1 Stimpak | The higher one's rads, | | | | ×2 Fertilizer | the more AP regenerates | |----------------+-----------+--------------------+-------------------------| | Durable | HPS: ---- | ×1 Condensed Fog | Craft at: Chem Station | | Sludgepak | RAD: +148 | ×1 Dirty Water | Duration: 720 seconds | | | | ×1 Stimpak | The higher one's rads, | | | | ×2 Fiberglass | the more DMG res. given | |----------------+-----------+--------------------+-------------------------| | Resilient | HPS: +075 | ×1 Bloodbug Meat | Craft at: Chem Station | | Sludge | RAD: -150 | ×1 Condensed Fog | Duration: 720 seconds | | Cocktail | APS: ---- | ×1 Rad-X | +75 max HP for duration | | | | | | |----------------+-----------+--------------------+-------------------------| | Strong Sludge | HPS: ---- | ×1 Condensed Fog | Craft at: Chem Station | | Cocktail | RAD: +150 | ×1 Dirty Water | Duration: 720 seconds | | | APS: ---- | ×2 Blight | STR ups based on one's | | | | | current radiation level | |________________|___________|____________________|_________________________| Traps are craftable weapons, used similarly to mines. The only difference is they're crafted at chemistry stations and require specific perks to make. A bear trap will be armed when thrown; disarming it oneself puts it back into the inventory. Caltrops scatter in a very small area and can't be recovered, though they can be jostled by explosions, etc. ________________ ___________ ____________________ _________________________ | THROWN TRAPS | STATS | COMPONENTS | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Caltrops | DMG: +005 | ×5 Steel | Craft at: Chem Station | | | FIR: ---- | | Damages when walked on; | | | RNG: +093 | | gives chance to stagger | | | ACC: +020 | | | | | WGT: +0.5 | | | |----------------+-----------+--------------------+-------------------------| | Bear Trap | DMG: +030 | ×2 Gear | Craft at: Chem Station | | | FIR: ---- | ×2 Spring | Perk Req: Blacksmith 1 | | | RNG: +093 | ×4 Steel | Cripple legs chance++ | | | ACC: ---- | | | | | WGT: +8.0 | | | |----------------+-----------+--------------------+-------------------------| | Poisoned | DMG: +7&4 | ×5 Steel | Craft at: Chem Station | | Caltrops | FIR: ---- | | Perk Req: Chemist 1 | | | RNG: +093 | | Damages when walked on, | | | ACC: +020 | | including psn. damage; | | | WGT: +0.5 | | has chance to stagger | |----------------+-----------+--------------------+-------------------------| | Bleeding | DMG: +030 | ×2 Gear | Craft at: Chem Station | | Bear Trap | FIR: ---- | ×2 Spring | Perk Req: Blacksmith 2 | | | RNG: +093 | ×4 Steel | Cripple legs chance++, | | | ACC: ---- | | causes bleeding damage | | | WGT: +8.0 | | | |________________|___________|____________________|_________________________| The new utility recipe is for bowling ball ammunition, usable only with the unique modified fat man "The Striker," located at Beaver Creek Lanes outside Far Harbor. The ammo recipe can be found on the computer in the same 2F room as the weapon. (Note that the "bowling ball launcher" mod on that weapon can be moved, but no others can be created.) ________________ ___________ ____________________ _________________________ | UTILITY | STATS | COMPONENTS | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Modified | n/a | ×1 Acid | Craft at: Chem Station | | Bowling Ball | | ×1 Bowling Ball | Perk Req: n/a | | | | ×1 Oil | | |________________|___________|____________________|_________________________| _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ SETTLEMENT GUIDE [STTL] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The DLC adds four new settlements to use. Here's the lowdown on 'em. I'll put some pics at the end of each section, too. _______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| #1: LONGFELLOW'S CABIN | _______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The largest settlement is also one of the first available, spanning nearly the entire island north of Far Harbor's docks. It's named for its defining settler-cum-companion. UNLOCK METHOD: Complete "Walk in the Park," the mission taking players on a jaunt to Acadia. Having Longfellow as a companion for the segment is optional. GEOGRAPHY: The island's coastline from NE to SW is mostly cliffs and crags, with the other half a lowland beach. A small coulee runs through the island's middle, making it a natural thoroughfare of sorts. EXISTING STRUCTURES: Longfellow's titular abode and the shed behind it are one of the last remnants of man's influence in the area...well, besides the outhouse. A cliff boardwalk on the eastern half of the isle exists, though it's semi-ruined. The shed contains an existing power armor station and a weapons bench. RESOURCES: The wooded island is a prime source of timber, but provides little else, other than bountiful water access. Some of Longfellow's decorations and property jank (like the tractor) provide a bit of steel. DON'T FORGET...: Use of the property is only given after completing "Walk in the Park" and talking to Longfellow again. If one somehow breaks relations with his faction (Harbormen) without hearing that conversation, it's closed off permanently. This would likely be rare to encounter, but is worth listing anyway. SETTLEMENT SIZE: This is the largest of the four, though it's only about half the size of the Commonwealth's largest (Spectacle Island). UNIQUE FEATURES: There's a shipwreck on the north coast, just outside of the building range, but little else worth mentioning. UNSCRAPPABLE: The cabin, shed, and boardwalk can't be destroyed. Since they cover so little of the available landscape, it shouldn't impact most building. Finally, the pics! Cabin and shed: http://i.imgur.com/YDWpPoh.jpg North beach shipwreck: http://i.imgur.com/s4EXOCr.jpg Central woods: http://i.imgur.com/2MxAavU.jpg Creepy coulee: http://i.imgur.com/QEvg7EX.jpg Southward look at Far Harbor: http://i.imgur.com/tivQ2eB.jpg ________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| #2: DALTON FARM | ________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Once an old homestead, now just a seaside ruin doubling as a fog crawler's hangout. The farm, located on the island's northernmost contiguous tip, can be unlocked by completing during Cassie Dalton's "Blood Tide" quest (she lives in Far Harbor). GEOGRAPHY: The tract of land is mostly around a hill, including a northern pier, beach, and two ruined houses in the east. A small cliff demarcates the southern boundary. EXISTING STRUCTURES: The two houses always spawn, as well as the pier itself and some beach-washed junk (tires, umbrellas, car husk, etc). An outhouse can be found by the workshop bench. NATURAL RESOURCES: The island provides a small amount of wood and additional metal from all the scrap laying around. The remnants of the farm provide five free corn stalks and a basic water pump, but no workbenches/stations. DON'T FORGET...: Some of the scrappable items might be hidden underwater, or in age-old piles of garbage, so search thoroughly. SETTLEMENT SIZE: Medium in general, though it's the smallest of all available DLC settlements in terms of yardage. Players can build out over the water a little, however. UNIQUE FEATURES: Besides the pier, not much. However, it's worth mentioning that out of all settlements, the atmosphere tends to be one of the least foggy/dreary, making it a fun change from those further inland. UNSCRAPPABLE: Just about everything here can be demolished, other than the pier itself and the weird wooden remnants stuck in the hilltop's stone (they can be built over with cement or something, however). Pic time! Crawler on the beach: http://i.imgur.com/wI2GENG.jpg Grandpa George's dwellings: http://i.imgur.com/UyGK9Ai.jpg Morning pier: http://i.imgur.com/pAaOA4v.jpg Southern cliffs: http://i.imgur.com/xecdz3j.jpg #3: NATIONAL PARK VISITOR'S CENTER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This forest building is found inland a ways, nearly due west of Longfellow's Cabin, and SE of Dalton Farm. It's unlocked by completing "The Hold Out" for Mitch at Far Harbor's bar (part of "The Changing Tide" overarching quest). GEOGRAPHY: The visitor's center itself is the tallest point on the grounds, though it's still dwarfed by some of the trees nearby. Both the SW and NE entrances to the center grounds are booby-trapped, while the NE parking lots provide plenty of flat spaces for building. Hedgerows provide some of the boundaries in the area. EXISTING STRUCTURES: The visitor's center and sheltered area next to it are still standing. There are also numerous fortifications added on, thanks to Uncle Ken's handiwork. NATURAL RESOURCES: The settlement comes with five corn stalks, a weapons bench and a cooking station only. There aren't any natural water sources in range. To offset this, there are numerous corpses loot, plus mines and traps to disarm, making it a pretty decent haul. (More corpses will naturally be added in "The Hold Out.") DON'T FORGET...: There's an issue of Islander's Almanac on the gift shop's counter that adds sludgepak recipes (craft at chemistry station). Like all settlements in the DLC, it's possible to permanently miss out on obtaining permission to build by breaking relations with the town before meeting Uncle Ken in "The Hold Out." SETTLEMENT SIZE: Large, and with a decent vertical tolerance, too, unlike some of the Commonwealth's most interesting (Hangman's Alley anyone?). The parking lots provide the biggest canvas to work with. UNIQUE FEATURES: This is the most easily fortifiable locations, since the big building is nearly fenced-in already. The loot salvagable from the area's buildings and parking lots also rivals Echo Lake Lumber in sheer volume. This is a very foggy area, though, since it's so far inland. UNSCRAPPABLE: The buildings themselves can't be demolished, and neither can the sheltered picnic area by the parking lots. Pics of this foggy area: Western approach: http://i.imgur.com/2ra80Xs.jpg Eastern approach: http://i.imgur.com/xmYdBRg.jpg Derelict gift shop: http://i.imgur.com/0L8EOOz.jpg Center environs: http://i.imgur.com/vJMWmis.jpg Twin parking lots: http://i.imgur.com/TAGDqNQ.jpg #4: ECHO LAKE LUMBER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The spacious lumber mill can be found in the island's western reaches, and is the object of desire for Harbormen during "Turn Back the Fog," which one must complete to make it habitable. (Location: western reaches, along highway far SW of Visitor's Center) GEOGRAPHY: The area is mostly flatlands, with its borders being the eastern bog, southern cliffs, and western highway. The NE barrier is split: a small portion preventing access into the festival's vendor area, and the stadium front, which extends north a little further. EXISTING STRUCTURES: A massive mill, an unenterable outbuilding by the highway entrance, and stadium bleachers by the waterfront all stand out. Vehicles and buildings in the loading yard can all be scrapped. NATURAL RESOURCES: The area lacks existing food and water, since it wasn't meant to be a settlement originally, and it strangely has no workbenches that would make sense there. However, what it does have is tons of non-natural scrap, even more than the Visitor's Center. This makes building a waterfront purifier rather easy. DON'T FORGET...: Players can only use the settlement through a Far Harbor quest, and like all those quests, breaking relations with that faction will make the mill permanently unlivable. Additionally, "Turn Back the Fog" has a route where one intentionally doesn't make it livable, so be careful of that, too. SETTLEMENT SIZE: This area is fairly huge and has a good vertical tolerance, allowing for multi-story buildings to rival the mill. It may be slightly bigger than the Visitor's Center and about 75% the size of Longfellow's Cabin. UNIQUE FEATURES: This is the only settlement around with bleachers, cranes and bulldozers. They can be scrapped if one really wants to, but there aren't any ways to rebuild them. In terms of locale, this is unquestionably the dreariest of all, as it's often very foggy and suffers from radiation storms quite often. UNSCRAPPABLE: The mill, outbuildings, bleachers, vending stations, and some of both piers are off-limits. Same goes for the "welcome lumberjacks" sign and post by the highway entrance. Highway entry: http://i.imgur.com/BpNYsT3.jpg Riverfront: http://i.imgur.com/jMGOFSW.jpg Scrapyard http://i.imgur.com/f8pBBt8.jpg Mill interior: http://i.imgur.com/CTLA8Ha.jpg _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ SETTLEMENT WORKSHOP ADDITIONS [STWR] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As with all DLC, the arrival of a new campaign and quests also heralds new settlement features. Far Harbor additions are marked with a small boat icon, making them easier to identify. (This should apply to all add-ons, supposing patches are up-to-date.) Tables are structured similarly to the armor/weapon ones. Columns will tell what item is shown, components for creation, scrap gains (for default level and all three Scrapper perks) and a better description (since in-game labels are painfully vague). ___________________________ _____________________________________________/ STRUCTURES: BARN: PREFABS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Barn | ×6 Glass | -- 01 -- 02 | Complete prefab with roof, | | | ×6 Steel | 03 -- -- -- | two walls, spaces for large | | | ×30 Wood | 15 -- -- -- | and small doors | |---------------+---------------+-------------+-----------------------------| | Roof 1-2 | ×12 Wood | 06 -- -- -- | Small slants filled in with | | | | | triangular wall on one side | |---------------+---------------+-------------+-----------------------------| | Roof 3-4 | ×3 Glass | -- -- -- 01 | Large slants topped with a | | | ×12 Wood | 06 -- -- -- | small glass wall | |---------------+---------------+-------------+-----------------------------| | Roof 5-6 | ×3 Glass | -- -- -- 01 | Large slants topped with a | | | ×12 Wood | 06 -- -- -- | large glass wall | |---------------+---------------+-------------+-----------------------------| | Wall Corner 1 | ×12 Wood | 06 -- -- -- | Large windowless corner pc. | |---------------+---------------+-------------+-----------------------------| | Wall Corner | ×4 Glass | -- 01 -- 01 | Small half-story windowed | | 2-3 | ×10 Wood | 05 -- -- -- | walls | |_______________|_______________|_____________|_____________________________| __________________________ ______________________________________________/ STRUCTURES: BARN: FLOORS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Floor 1 | ×8 Concrete | 02 -- -- -- | Adjustable-height concrete | | | | | support floor | |---------------+---------------+-------------+-----------------------------| | Floor 2-4 | ×6 Wood | 03 -- -- -- | Hardwood floors; full, half | | | | | and quarter-sized varieties | |---------------+---------------+-------------+-----------------------------| | Floor 5-10 | ×3 Steel | 01 -- -- -- | Wood-framed mesh floor; has | | | ×4 Wood | 02 -- -- -- | full, half, qrt.-size types | |_______________|_______________|_____________|_____________________________| _________________________ _______________________________________________/ STRUCTURES: BARN: WALLS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Wall 1-6 | ×8 Wood | 04 -- -- -- | Large walls w/ broken-down, | | | | | intact and doorway versions | |---------------+---------------+-------------+-----------------------------| | Wall 7-10 | ×4 Glass | -- 01 -- 01 | Large walls + large windows | | | ×8 Wood | 04 -- -- -- | (includes half-story ver.) | |---------------+---------------+-------------+-----------------------------| | Wall 11-14 | ×2 Glass | -- 01 -- -- | Large walls + small windows | | | ×8 Wood | 04 -- -- -- | (includes half-story ver.) | |---------------+---------------+-------------+-----------------------------| | Wall 15-27 | ×8 Wood | 04 -- -- -- | Miscellanea for barn doors | | | | | and various slanting sctns. | |_______________|_______________|_____________|_____________________________| _________________________ _______________________________________________/ STRUCTURES: BARN: ROOFS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Roof 1-17 | ×6 Wood | 03 -- -- -- | Basic wood roof pieces and | | | | | various corner pieces | |---------------+---------------+-------------+-----------------------------| | Roof Platform | ×6 Wood | 03 -- -- -- | basic wooden floor pieces | | 1-2 | | | | |---------------+---------------+-------------+-----------------------------| | Roof 18 | ×2 Glass | -- -- -- 01 | classic windowed cupola pc. | | | ×4 Steel | 02 -- -- -- | | | | ×8 Wood | 04 -- -- -- | | |---------------+---------------+-------------+-----------------------------| | Roof Platform | ×3 Steel | 01 -- -- -- | Wood-framed mesh floor pcs. | | 3-4 | ×4 Wood | 02 -- -- -- | | |---------------+---------------+-------------+-----------------------------| | Roof Rafter | ×4 Wood | 02 -- -- -- | interior rafter section | |_______________|_______________|_____________|_____________________________| __________________________ ______________________________________________/ STRUCTURES: BARN: STAIRS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Stairs 1-2 | ×5 Steel | 02 -- -- -- | Railed stairs, in lengthy | | | | | and stubby variants | |_______________|_______________|_____________|_____________________________| _________________________ _______________________________________________/ STRUCTURES: BARN: DOORS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Doors 1-6 | ×4 Wood | 02 -- -- -- | Wooden doors, for barn and | | | | | normal entrances | |_______________|_______________|_____________|_____________________________| _________________________________ _______________________________________/ STRUCTURES: BARN: MISCELLANEOUS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Post 1 | ×2 Wood | 01 -- -- -- | A stubby wooden post | |---------------+---------------+-------------+-----------------------------| | Post 2 | ×3 Wood | 01 -- -- -- | A taller wooden post | |---------------+---------------+-------------+-----------------------------| | Outhouse 1-4 | ×2 Concrete | -- -- -- -- | Outhouse variants, in both | | | ×6 Wood | 03 -- -- -- | intact and dilapidated var. | |---------------+---------------+-------------+-----------------------------| | Outhouse Seat | ×4 Wood | 02 -- -- -- | Toilet bench for outhouses | |---------------+---------------+-------------+-----------------------------| | Door 1-2 | ×4 Wood | 02 -- -- -- | Door vars. for outhouses | |---------------+---------------+-------------+-----------------------------| | Roof Cupola | ×2 Glass | -- -- -- 01 | Barn cupola; same as roof | | | ×2 Steel | 01 -- -- -- | section version, only w/o | | | ×5 Wood | 02 -- -- -- | the slanted-roof base | |_______________|_______________|_____________|_____________________________| __________________________ ______________________________________________/ FURNITURE: MISCELLANEOUS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Fish Rack 1-3 | ×2 Steel | 01 -- -- -- | Small fish display racks; | | | ×4 Wood | 02 -- -- -- | all are fishless versions | |---------------+---------------+-------------+-----------------------------| | Fish Rack 4-6 | ×3 Steel | 01 -- -- -- | Small fish display tables; | | | ×6 Wood | 03 -- -- -- | comes with fishless version | |---------------+---------------+-------------+-----------------------------| | Fish Rack 7-8 | ×1 Cloth | -- -- -- -- | Medium-size hanging racks; | | | ×1 Steel | -- -- -- -- | comes with fishless version | | | ×3 Wood | 01 -- -- -- | | |---------------+---------------+-------------+-----------------------------| | Fish Rack | ×2 Cloth | 01 -- -- -- | Large hanging racks; comes | | 9-10 | ×3 Steel | 01 -- -- -- | in fishless version | | | ×4 Wood | 02 -- -- -- | | |_______________|_______________|_____________|_____________________________| ______________________________________ __________________________________/ DECORATIONS: WALL DECORATIONS: SIGNS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Sign 1 | ×2 Wood | 01 -- -- -- | 'Lobster Roll' sign | | Sign 2 | ×2 Wood | 01 -- -- -- | 'Gun Shop' sign | | Sign 3 | ×2 Wood | 01 -- -- -- | 'Ice Cream' sign | | Sign 4 | ×2 Wood | 01 -- -- -- | 'Toss Challenge' sign | | Sign 5 | ×2 Wood | 01 -- -- -- | 'Prizes' sign | |_______________|_______________|_____________|_____________________________| ____________________________ ____________________________________________/ DECORATIONS: MISCELLANEOUS |_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Vim Machine | ×1 Rubber | -- -- -- -- | Vim! soda dispenser machine | | | ×2 Plastic | -- -- -- -- | | | | ×2 Steel | 01 -- -- -- | | |---------------+---------------+-------------+-----------------------------| | Crate 1-2 | ×4 Cloth | 02 -- -- -- | Crate/barrel stack; one is | | | ×8 Wood | 04 -- -- -- | stocky, one a bit taller | |---------------+---------------+-------------+-----------------------------| | Fish Basket | ×2 Wood | 01 -- -- -- | self-explanitory | |---------------+---------------+-------------+-----------------------------| | Lobster Cage | ×2 Steel | 01 -- -- -- | Small lobster-sized trap | | | ×3 Wood | 01 -- -- -- | | |---------------+---------------+-------------+-----------------------------| | Tannery Hides | ×4 Leather | 01 -- -- -- | Wooden sawhorses with three | | 1-3 | ×4 Wood | 02 -- -- -- | different-sized hide shapes | |---------------+---------------+-------------+-----------------------------| | Bottle | ×2 Glass | -- -- -- 01 | Fluorescent bottles; comes | | Lantern 1-6 | ×2 Steel | 01 -- -- -- | in normal/hanging varities | |---------------+---------------+-------------+-----------------------------| | Bulb Lantern | ×2 Glass | -- -- -- 01 | Same as bottle lantern, but | | | ×2 Steel | 01 -- -- -- | using a light bulb bundle | |---------------+---------------+-------------+-----------------------------| | Grill | ×2 Rubber | 01 -- -- -- | Small park grill | | | ×4 Steel | 02 -- -- -- | | |_______________|_______________|_____________|_____________________________| _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ SIDEQUESTS [SDQS] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's a list of known sidequests in the DLC. Ablutions .............................................................. SQ01 Acadian Ideals ......................................................... SQ02 Blood Tide ............................................................. SQ03 Brain Dead ............................................................. SQ4A Brain Dead, Pt. 2 ...................................................... SQ4B Condensers Down ........................................................ SQ05 Data Recovery .......................................................... SQ06 Deadliest Catch ........................................................ SQ07 Forbidden Knowledge .................................................... SQ07 Hull Breach ............................................................ SQ08 Hull Breach 2 .......................................................... SQ09 Hull Breach 3 .......................................................... SQ10 Hunting the Hunter ..................................................... SQ11 Living on the Edge ..................................................... SQ12 Rite of Passage ........................................................ SQ13 Safe Passage ........................................................... SQ14 Search and Destroy ..................................................... SQ15 Shipbreaker ............................................................ SQ16 Super Mutants in the Fog ............................................... SQ17 The Arrival ............................................................ SQ18 The Changing Tide ...................................................... SQ19 The Great Hunt ......................................................... SQ20 The Heretic ............................................................ SQ21 The Hold Out ........................................................... SQ22 The Price of Memory .................................................... SQ23 The Trial of Brother Devin ............................................. SQ24 Trapper Attack ......................................................... SQ25 Turn Back the Fog ...................................................... SQ26 Visions in the Fog ..................................................... SQ27 What Atom Requires ..................................................... SQ28 Witch Hunt ............................................................. SQ29 _________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ01] ABLUTIONS |============================================================= _________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Sister Mai [The Nucleus] Prereq -: Visions in the Fog Precedes: --- Optional: yes Missable: yes [irreparably break relations with Children of Atom] Reward -: XP, 150/250/350 caps, Radical Conversion This quest can begin immediately after gaining access to the dock interior and hearing Tektus' opening speech. Mai, the shopkeeper in the shacks near the vessel's tail, has a job, if the player asks about it. Turns out she's looking to repair the decontamination arch at the base entrance and needs some high-quality pump shielding. The solution: steal one from the Vim Pop factory. Agreeing begins the quest officially. Vim was manufactured at a coastal factory SE of the Nucleus, a stone's throw from Southwest Harbor. It'll be map-marked if not found previously. The suggested entrance is past the exterior (ruined) carpark, opening into the factory itself, rather than the corporate headquarters block. Finding the regulator requires entering the offices above the mixing room; the item is sitting by an ammo box. Even without the quest markers, it's hard to miss this area, as the super mutants are hilariously using the mixing vats as jacuzzis. Stealthy players can also use the roof entrance to visit the mixing room, avoiding most/all enemies within (see method below). Return to Mai with the prize, earning the unique Radical Conversion radium rifle (ignores 30% of target's damage/energy resistance) and an offer to plug in the regulator oneself. There's a one-time-only speech check to obtain 150, 250, or 350 caps on top of the weapon reward. To finish the quest, one must venture into the lower submarine bay and hook up the regulator -- the machine's a bit past the starboard propeller. Either install the regular normally to spray irradiated water or fix Mai's bypass, making the decontamination arch actually decontaminate. The latter option require INT 7 or higher. Test out the arch once to end the quest. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Agreeing to start the quest will be liked by Nick. Interestingly, options that accept or refuse are both disliked by Longfellow. Passing the first haggling option with Mai, after obtaining the regulator, will be liked by Longfellow. Passing the other two don't repeat that same boost. ABLUTIONS: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Shortcutters who want the regulator without much ruckus can use the roof entrance (via offices) to snatch it without tangoing with those below. The quickest way to the roof is disembarking at the factory's outer north dock, then using the catwalks to ascend. There are several foes here, including a suicider and missile user, but far fewer than if a frontal assault were done. One added bonus to traveling this way: said offices' R&D console has all the Vim! recipes, letting players brew their own. Those who have trouble with the factory shootout may want to acquire the full set of Vim-painted power armor. Upon entering the factory from the suggested door, it'll be right above, in the second-floor catwalk office. Fusion core included! The jacuzzi room has a ground-floor elevator (novice hack) that leads to a basement laboratory. If one can convince the KYE 1.1 computer AI to enter, one can take the unique December's Child weapon (Rapid Combat Rifle that uses 5.56 ammo) and a red steamer trunk. If Nick is with when accessing KYE's intercom, it'll automatically open the medical doors, rather than giving a speech check. This area is part of "The Way Life Should Be" later on. The arch rigging in the Nucleus' lower bay can't tampered with until Mai lets the player install it, even if one found the regulator already. There are no repercussions for fixing the decontamination arch, and no way version of a "I intentionally fixed the arches, hahaha!" response for Mai. On the downside, the arches may glitch and not provide a scouring effect, making it a rather hollow victory. ______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ02] ACADIAN IDEALS |======================================================== ______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: DiMA [Acadia] Prereq -: speak with DiMA for the first time in "Where You Belong" Precedes: --- Optional: yes Missable: yes [irreparably break relations with Acadia] Reward -: 300 XP Like Far Harbor's "Living on the Edge" and "The Changing Tide," this quest is a string of smaller quests used as a way to introduce players to Acadia's notable NPCs. CHASE: She will often be found up near DiMA's laboratory or downstairs, at middle level. Her conversation reveals she's the one tracking down wayward synths and recruiting them to the fold. (Passing a speech check reveals her Institute background.) Agreeing to help her find a missing synth initiates "The Arrival." FARADAY: DiMA's scientist confidant can usually be found somewhere up near the head synth, either in the lab or server area. Offering to help earns a job: recovering storage drives from a shipwreck. This is part of the "Data Recovery" quest. Completing both ends this quest. ACADIAN IDEALS: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ It's worth mentioning that Chase has a "unique" respawning uniform that's almost identical to a normal Courser Uniform, only the black sheen's eroded with time (lowering its value). Both are ballistic-weavable. Players who haven't advanced FO4's main plot, but still want a uniform, can steal it from her with a high enough pickpocketing. It provides 30 armor, 15 energy resistance, 15 radiation resistance, 1 END, 1 PER. __________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ03] BLOOD TIDE |============================================================ __________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Cassie Dalton [Far Harbor] Prereq -: complete Hull battle in "Walk in the Park" Precedes: --- Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: ~360 XP, 900-1500 caps (total), Bloodletter After defending the town's gate from swamp-borne intruders, this quest can begin by speaking to Cassie Dalton. She's usually found sitting outside the Last Plank bar at a boardwalk table. (Captain Avery will mention her during the start of "Living on the Edge," which this quest applies to.) Cassie has lived on the island her entire life, but her family members didn't have the same luck -- their lives were snuffed, one by one. Blaming the isle itself, the last living Dalton wants old-fashioned vengeance on those who wronged her. Agreeing to help with the first task starts the quest. When a job is completed, return to Cassie for the next. AVENGING PETEY: Her freckle-faced cousin was mortally wound by ghouls at the National Park Campground, and they make the first target. The lonesome clearing is map-marked if not yet found (it's south of Cliff's Edge Hotel, which itself is almost due west of Far Harbor). There's about six in all to slay. If one wants an easier time, the fallen tree behind the outhouse lets one get a higher vantage, and can even let one roof-hop for better effect. REWARD: 200/300 caps. AVENGING GRANDPA GEORGE: Cassie's second task is to take brutal revenge on the fog crawler that killed her shotgun-toting grandpa at Dalton Farm. It's an empty farmstead on the north-central coastline, far NW of Cliff's Edge Hotel and the Nat'l Park Campground. These huge creatures are fairly quick and have staggering melee attacks, making them targets best taken out via stealth/long-range tactics. They don't have any projectile attacks, making that method doubly useful. REWARD: 200/300 caps + free use of Dalton Farm as a settlement. AVENGING DANIEL: Cassie's husband was senselessly murdered by trappers at Brooke's Head Lighthouse, located on the map's south-central coast. (It'll be map-marked if not previously found or marked in a similar fashion, such as by reading the Islander's Almanac in the Last Plank.) Only Douglas, the leader who stays atop the lighthouse itself, needs to be killed, although overland approaches draw the entire neighborhood into the fight. Stealthy characters may prefer the beach dock area to infiltrate the lighthouse, as it has fewer enemies and even if roused, others nearby may not assist. REWARD: 500 caps, Bloodletter (bleeding Fish Hook) Obtaining Bloodletter and the final reward ends the quest. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Longfellow likes passing each haggling speech check. BLOOD TIDE: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ All enemies in this quest (fog crawler, ghouls, Douglas) spawn pre-quest. Players can give "I already killed ____" replies for each, meaning it's possible to round all 'em up before Cassie asks, then finish the quest in one go. Dalton Farm won't be usable as a settlement until the client hands over the deed, though. Another thing about the fog crawler: it's supposed to spawn in the farm itself, but occasional can be found on the outskirts. This means players may kill it without remembering to discover the farmstead for fast travel purposes. Be mindful! The quarters fashioned from the lighthouse summit an Islander's Almanac issue, on a table near the stove. There's also a note by the bed, referring to a hidden cache in some fishing nets. This is the expert-locked steamer trunk underneath the walkway on the beach's docks. Douglas carries a "Mysterious Holotape," suggesting the player isn't the only Cassie's story may not be a hundred percent truthful. Listening to it opens up extra dialogue in the client's quest-ending conversation, but doesn't change much. Completing this quest counts as a positive action among the Far Harbormen, which may bear fruit during "The Way Life Should Be." __________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ4A] BRAIN DEAD |============================================================ __________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Pearl [Far Harbor] or Maxwell [Vault 118] Prereq -: complete "Walk in the Park" Precedes: --- Optional: yes Missable: yes Reward -: 300 XP, 200 (or 400) Pre-War Money After completing "Walk in the Park," Pearl, a robot NPC, will appear in Far Harbor and seek help from Avery. If one sees the scene, Pearl approaches; in other cases, she simply waits outside the town gate. She believes the player to be a detective, and wants one's help in solving a murder. Agree to begin the quest officially. (There are six speech checks as well: half to uncover hows and whys of the case, half about haggling. Players can earn ×25 and ×45 Pre-War Money, respectively.) Pearl can guide players to, or rendezvous at, the Cliff's Edge Hotel. She has no trouble showing the way through either -- namely going up to the top floor, cutting across the roof, then back down the intact staircase to a basement. Since she's an essential NPC, her presence helps. Take the B1 elevator to another basement, this one doubling as a vault's entrance. Speak to Maxwell through the Pip-Boy console and agree to assist with their murder investigation; he won't open otherwise. Do the vis-à-vis meeting after (speech check for ×20 Pre-War Money) to begin properly. Maxwell leads to the crime scene, an ornate ballroom containing two of the suspects (Santiago and Keith), though they're quickly shooed out to search properly. There are four clues: the blood smear by the corpse, the corpse's broken cranial cavity, the paint can by the NW curtain, and the baseball bat sitting by it. The latter, Fencebuster, is a unique melee weapon, ignoring 30% of its target's damage/energy resistances. Speak to Maxwell about the findings, learning Keith McKinney owned the bat. This starts the procedure of talking to the robo-NPCs around the vault. They can be done in any order, however. Keith can be found in his northern 1F dressing/rehearsal room; he suspects Santiago. Accusing him of the murder gives a speech check to learn why he definitely didn't do it. If one accuses him and says the motive doesn't matter, he'll turn hostile and need to be rubbed out. Santiago can be found in the 1F paint-splashed gallery. After a tour of his paintings -- replies and speech checks therein don't matter -- he names Julianna Riggs as his prime suspect. If fingered as the murderer, picking any motive-related option makes him aggro. (He also has a speech check to reveal his love for Gilda...although the 1200+ paintings should've made that obvious.) Gilda, also mentioned by Santiago, can be found down the SW hall from the gallery, in the "beach room". She can't be accused of murder, but does give some details, like Julianna going to the Overseer's Office and Keith not being the violent type. (Passing all four of Gilda's flirt speech checks results in a hilarious tryst. Nothing else is gained, besides the Lover's Embrace effect.) Bert and Julianna Riggs can often be found in the next-door apartment to Santiago's chamber. Bert has little to say, other than checking the crime scene for clues and the Overseer's Office possibly having clues. Julianna has nothing relevant to say. Neither can be accused of murder by default. After learning of Juliana's fight with Ezra, Bert gains two speech checks revealing he's suspicious of her strange behavior of late. The 2F Overseer's Office has a master-level lock on it. Inspecting it opens a new conversation with Maxwell, learning Mr. Parker locked the thing, and the key may still be in his first-floor NE pad. Said item is on the desk of his unlocked suite. Visit the overseer's office PC and learn what Julianna did -- that Ezra was embezzling. Julianna can now be accused, which is a tip-off in and of itself. Doing so reveals a surprise twist, in which one can let the perpetrator go or gain a little dough (speech check for 200 Pre-War Money). Either option starts the finale "Brain Dead, Pt. 2"; this quest ends when that one does. If the wrong killer is chosen, further investigation ends and players can only turn in the quest to Maxwell for the lower reward. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When speaking to Pearl at Far Harbor, Longfellow likes the first haggling speech check. If one passes all three haggling speech checks, he also likes the ensuing "I suppose so" option. Nick likes taking the case through any option. Speaking to Maxwell the first time gives a speech check about a retainer. Like usual, Longfellow likes this penny-pinching. Nick likes several small things during the investigation: passing Keith's speech check, inspecting the overseer's terminal, and killing any suspect after turning them aggro. In the final stages of the quest, when speaking to the real perpetrator, passing the speech check ("I want a cut") is liked by Longfellow. Nick likes accusing Julianna, dislikes letting him go and hates extorting money. Both Longfellow and Nick dislike letting the perpetrator get off scot-free due to taking a bribe. If the killer was allowed to flee properly, during the turn-in dialogue with Maxwell, both companions will also hate any of the three lying options. BRAIN DEAD: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ It's possible to begin this quest by stumbling upon Vault 118 without any aid. This changes nothing, other than missing out on a few speech checks Pearl's company. If one passes Pearl's hardest speech check about compensation, they earn an extra 100 Pre-War Money upon completion, giving a total of 500 possible. The killer also carries 500 Pre-War Money on their person. Pearl is actually the gift shop clerk in the vault, and will eventually return there, regardless of whether she's encountered or not. She sells a Troubleshooter's Formal Hat ("The Dapper Gent") for around 5400 caps, at minimum, plus usual merchant supplies. Vault 118 is the only place to get the specific jumpsuit and Pirate Hat. The former's on the welcome desk just after entering; the latter's on a bust in Ezra's museum. __________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ4B] BRAIN DEAD, PART 2 |==================================================== __________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Julianna Riggs [Vault 118] Prereq -: Brain Dead Precedes: --- Optional: yes Missable: yes [find wrong killer in "Brain Dead"] Reward -: ~225 XP This quest always begins during the last stretch of "Brain Dead" upon finding the true killer. These are the only available resolutions. Refuse to help perpetrator (turns them aggro) Collude with the perpetrator, then report them to Maxwell Collude with the perpetrator, then let them successfully flee the hotel To let the enemy escape, simply while away time as they trek to the hotel's basement elevator, where they despawn. The traitorous NPC will head out there immediately if one's in cahoots. When the enemy has fled or died, speak to Maxwell. If the killer was nailed, a bonus is dispatched (200 Pre-War Money) along with the usual rewards. If one intentionally let the murderer free, other options appear to lie on their behalf. Maxwell will be fooled either way. Completing this quest concludes the original "Brain Dead" as well. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In the quest-ending conversation with Maxwell, Longfellow dislikes any of the three lying options. _______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ05] CONDENSERS DOWN |======================================================= _______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: settlers Prereq -: construct an island settlement Precedes: --- Optional: yes Missable: yes [time expires] Reward -: ~90 XP, ~100 caps This is a random quest (in the form of "Condensers Down at _____") that can begin at any Far Harbor DLC settlement. Once the settlement is inhabited, an NPC may request the player to help fix their fog condensers, lest they be light snacks for fog creatures. Agreeing begins the quest. Making the quest active will denote which condensers are broken -- all three are somewhere nearby. Players can repair by spot-welding manually or letting the NPCs do that. The latter is often more preferable, as it gives time to put that gun arm to use. Expect to fight many of the island's finest: gulpers, yao guai, wolves, anglers and/or fog crawlers. Legendaries may be mixed in the waves as well. When all condensers are in working order, and the settlement's attackers all lie bleeding, the quest can be turned in to the indicated NPC. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Longfellow likes taking this quest, and dislikes telling the settler one can't help. CONDENSERS DOWN: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In some cases, enemies may actually retreat out of sight and stop attacking, making it hard to complete the "defend settlement" requirement. Sleeping an hour and searching the perimeter may help. A well-defended settlement will usually tip one off via turret fire, so keep an ear out. _____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ06] DATA RECOVERY |========================================================= _____________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Faraday [Acadia] Prereq -: Started "Acadian Ideals" Precedes: --- Optional: yes Missable: yes [irreparably break relations with Acadia] Reward -: 250 XP, 100-400 caps Once the NPC-assisting "Acadian Ideals" quest is up and running, players'll be sent to Faraday, DiMA's techie. He can usually be found somewhere in the bunker's top level. Offering to assist learns of his problem: a shipwreck has storage drives he needs for his work. (Passing the speech check learns he doesn't know what caused the disaster.) Agreeing, or haggling in any capacity, starts the quest officially. A map marker in Southwest Harbor, a trashed SW hamlet down Acadia's mountain, now appears. This area tends to have trappers or super mutants, but players can often avoid 'em by sticking to the coastline. Even without markers, the boat would be easy to find -- its wreck created a burning oil sick visible even through the fog. The two storage drives will be sitting on the upper deck in plain sight, and there's a third (unmarked) on the machine in the blue freight container. The quest finishes when they're hand-delivered to Faraday. If "The Arrival" was completed already, this finishes "Acadian Ideals" as well. Note that Faraday gives no caps unless it was brought up earlier. DATA RECOVERY: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The storage drives don't spawn pre-quest, but the boat and its containers will. Be sure to snoop through the loot-filled trunk on the ship's bridge. If one inspected "Victoria's chest" on the ship, an extra dialogue option opens with Faraday about it. He'll give evasive responses because of it. Info about this mysterious Victoria is learned in "The Price of Memory." The unmarked storage drive doesn't count as a quest item or count toward the quest (Faraday always complains "I thought there were more..."), and won't be collected at quest's end. Be sure to get rid of in some other way, as its 6-pound weight DOES count. Although Faraday didn't know how the boat sank, the burning oil slick in the vicinity of the Vim factory suggests the super mutants sank it. This makes sense, given one of the upper patrollers always spawns with a missile launcher. _______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ07] DEADLIEST CATCH |======================================================= _______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: settlers Prereq -: create an Island settlement Precedes: --- Optional: yes Missable: yes Reward -: 210 XP This quest can be given randomly by NPCs living at island settlements in the form of "_________: Deadliest Catch". Players will be tipped off to a nearby hermit crab, a mutated, van-dwelling crustacean renowned for its collected loot. The NPC will want to kill it; accepting starts the quest officially, while declining removes the opportunity. Some of the settlers will meet the player at the destination, randomly chosen from the several locations hermit crabs can spawn. Examples would be the road near the Oceanarium and Northwood Ridge Quarry. For those who haven't fought these reclusive devils, they boast high armor and energy resistance, and have preternaturally quick mobility, thanks to the van wheels. Like mirelurk queens, they can spawn younglings to attack and will do staggering bashes at close range, so they can be a pain to fight for the underlevelled. How useful the settlers will be depends on the equipment they've been given and how many tagged along. The quest ends immediately upon the target's death. Players can take whatever they want from the crab's cache, which includes a smattering of weapons, ammo, armor, aid items and junk. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unlike some of the other settlement quests, this is considered an optional hunt, so Longfellow doesn't care whether it's undertaken or not. DEADLIEST CATCH: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The settlers are still considered settlers even when at the attack site, so one can switch their equipment pre-battle if needed. They also won't be killed unless the player's shots stray. ___________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ07] FORBIDDEN KNOWLEDGE |=================================================== ___________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: William Moseley [The Institute] Prereq -: started "The Way Life Should Be" Precedes: --- Optional: yes Missable: yes Reward -: ~260 XP Before the quest can begin, one must have access to the Institute in the campaign and have met with DiMA. This will spawn a miscellaneous quest to report Acadia's activities to the Institute, namely one William Moseley in Advanced Systems. Report available info, then advance the DLC questline until the quest begins. (If the quest is already advanced significantly, reporting will begin this mission on its own.) Rendezvous with Moseley once again, this time on one of Far Harbor's western isles -- the meet-up's a bit south of Rayburn Point, at a cliffside ruin. One can start the attack on Acadia at any time after giving Moseley the go-ahead. Doing so breaks relations with Acadia, failing all their related quests and turning the citizens hostile. All that remains is storming Acadia. All named NPCs inside (except Kasumi, who perishes in the fight) are essential and are considered subdued when they lose all HP. When all hostilities are forcefully ended, speak with Moseley near the shops to end the quest. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When speaking to Moseley before the op, Nick likes the "some other way" reply and hates starting the attack. Longfellow likes and dislikes those respective choices. FORBIDDEN KNOWLEDGE: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Telling Moseley about Acadia prevents one from telling the Brotherhood. Those who want to stamp out the synth presence while protecting Kasumi can do so -- just let her leave the island during "Close to Home" before the attack begins. This quest has no cut-off date. Betraying Acadia permanently loses access to the shops and quests there -- new NPCs don't move in and players can't use it as a settlement. Consider carefully whether it's worth screwing them over, as it may very well screw oneself, too. Occasionally when storming Acadia, targets will be downed but remain marked anyway. This stops the quest turn-in dialogue because Moseley will always be considered in battle. Sleeping and further damage doesn't fix this. One way to "fix" it a large passage of time, such as by returning to the Boston area then coming back. The foes will have a second wind, but this time, subduing them should trigger Moseley's finishing dialogue. ___________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ08] HULL BREACH |=========================================================== ___________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: The Mariner [Far Harbor] Prereq -: complete Hull battle in "Walk in the Park" Precedes: Hull Breach 2 Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: 315 XP, 450 caps, random Combat Shotgun (if given to Mariner) : 315 XP, 2000-2750 caps (if given to Machete Mike) This quest can begin immediately after the opening Hull battle, before one even talks to Avery. The Mariner handles all Far Harbor's fortifications and repairs, making her a very essential NPC. She often hangs around Allen Lee's weapon shop or her next-door abode. Speak to her to learn she requires specialized tools, ones found only at Eagle's Cove Tannery, a derelict ghoul nest in the island's western shore. (The area, which is a straight longitudinal shot from Far Harbor, will be marp-marked if not found previously.) The job pays 450 caps; if the speech check's successful, she offers to throw in a shotgun. As mentioned, the tannery is ghoul central. The exterior has several laying around the factory's base and by the outbuildings; the dock area has more on the ship. (Occasionally, trappers and/or super mutants spawn nearby.) The factory's southern interior has a master-locked basement door, but generally most can enter from the unlocked northern exterior. Inside, the area has few surprises. The 1F shipping warehouse contains only a handful of ghouls walking about, and even offers plenty of objects to jump on in case they're overpowering legendary types. Downstairs, there'll be a few more, including a higher-leveled ghoul (often a glowing one) -- it drops the Tannery Key, unlocking that master-locked door. The power tools' duffel bag is right behind the glowing one's location, by the red steamer trunk. Leaving the factory with Mariner's goods spawns an encounter with Machete Mike, a friendly NPC who also wants the tools. He offers 2000 caps (2750 with speech check) for those pristine beauties. Going with that tempting offer finishes the job, but prevents any future any other Hull Breach quests. Those who want Mariner's extra tasks have to side in her favor. Either way, giving the tools to a new owner finishes the quest. Siding with Mariner is a "liked" action by nicer companions. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Longfellow dislikes rejecting Machete Mike's offer. Nick hates killing Machete Mike for any reason. HULL BREACH: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mariner's Hull Breach quests depend on the first being successful. If one sells her out for Machete Mike's cash, the quest fails and the others can't be done. Machete Mike is a walking Fort Knox, carrying 3000+ caps in addition to his other equipment. This sum can't be pickpocketed, only looted. Killing Mike may prevent future Hull Breach quests from occuring. I could've sworn that making him aggro (ex: failed pickpocketing) would be okay, but through some testing, his death definitely -- at least in some circumstances -- prevents further quests. After completing the quest in Mariner's favor, the next time one returns to town, there'll be a bunch of chevaux de frise (criss-crossed sharpened stick barricades) and smaller palisades in front of the Hull. These are mostly for ornamental purposes. Completing this quest counts as a positive action among the Far Harbormen, which may bear fruit during "The Way Life Should Be". Note that murdering Machete Mike unprovoked will undo Mariner's goodwill in this case. _____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ09] HULL BREACH 2 |========================================================= _____________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: The Mariner [Far Harbor] Prereq -: Rite of Passage Precedes: Hull Breach 3 Optional: yes [irreparably break relations with Far Harbor] Missable: yes [side with, or kill, Machete Mike in "Hull Breach"] Reward -: ~315 XP, 400 caps Mariner's second quest will be available after completing "Rite of Passage," and is added as a subordinate quest to "The Changing Tide." This only happens if the power tools in the first "Hull Breach" were delivered to her, however. The goal is simple: remove the trappers from the MS Azalea tanker's wreck in order to clear the way for the Harbor's scavengers. Repeatedly prying into Mariner's haste (top option) reveals a grim reason for it. If Nick's with, he'll like the "offer support" option. The Azalea foundered and lande on the island's easternmost point, a small cape with a cul-de-sac. (The location is map-marked if it wasn't already found.) The crash site has a ton of trappers, both at the top (cliffs) and bottom (waterside). However, the objective is considered clear once Bilge, the power armor-wearing leader in the upper area, is slain. He shows himself frequently, so stealthy players may be able to wrap this up in a jiff. The area won't be considered cleared unless the entire site is sanitized of human life, though. Return to the Mariner when done. If one offered help earlier, there'll be an extra conversation about her mortal forecast: end life on her own terms, slip out in the dead of night, or stay with her friends. (The latter option is liked by Nick and the nicer types.) The reward's dispensed afterward. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In the quest-opening conversation, getting Mariner to reveal her illness leads to special replies. Nick likes "offer support". If one got Mariner to talk about her condition and didn't choose "too much information" afterwards, she has a post-quest conversation. Longfellow likes "end life on your own terms"; Nick likes that reply and "spend time with friends" as well. HULL BREACH 2: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ After the quest, the Hull is fortified with stripped pieces of the Azalea. Even though Mariner mentions the doctor's her only confidant, there's no other medicine-related options to help with in her time of need. Completing this quest counts as a positive action among the Far Harbormen, which will be enough to earn Mariner's support in "The Way Life Should Be." That is, provided Machete Mike hasn't thrown a wrench in things. See that section for more details. _____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ10] HULL BREACH 3 |========================================================= _____________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: The Mariner [Far Harbor] Prereq -: Hull Breach 2 Precedes: The Great Hunt Optional: yes [irreparably break relations with Far Harbor] Missable: yes [side with Machete Mike in "Hull Breach"] Reward -: ~315 XP, 615 caps, Defender's Harpoon Gun Despite having a twice-fortified barrier, Mariner's always thinking about the what-if scenarios. In order to combat the unlikely chance of a mirelurk queen attacking, she requests the player collect some carapaces from the species' lesser examples. Haddock Cove -- a coastal area in the far southwest of the island -- will be map-marked now, regardless of whether players asked about a hunting ground. (Mirelurk kings and hunters don't have carapaces and won't drop any, naturally.) Those who journey to Haddock Cove will find a quaint, abandoned shantytown suspended above mirelurk-infested waters. There's about 4-5 of the crabs wandering around the waters normally, plus a few more in or hiding by the shoreline outbuildings. For those who don't want to make the trip, any island location that spawns mirelurks will suffice. Examples: Northwood Ridge Quarry (north of Brooke's Head Lighthouse) & Fringe Cove Docks (SE of Haddock Cove). Return to Mariner to turn in the quest, earning a bunch of caps and a unique harpoon gun (ignores 30% of target armor). There'll also be a post-quest chat about Mariner's future. Choosing "community should come together" is liked by Nick and nicer companions. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If one didn't tell Mariner off during her soul-baring revelation in "Hull Breach 2," she'll have special quest-closing dialogue. Nick likes picking "they should come together" and dislikes "protect your interests". Old Longfellow doesn't seem to have any reactions. HULL BREACH 3: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When turning in the quest, only three carapaces will be removed. After the quest, the carapaces decorate the Hull's wooden barricades. Mirelurk kings and hunters won't drop carapaces, simply because they don't have any. Only Far Harbor DLC 'lurks are capable of dropping the items. If Haddock Cove is cleared out pre-quest, starting Hull Breach 3 will spawn more there. However, I've encountered game crashes when fast-travelling there in these scenarios. Those who come across the same should travel to a nearby location (Rock Point Camp, Children of Atom Shrine, etc.) instead, which can sidestep the issue. Be sure to delete any corrupted data that arises! Carapaces don't appear on any Far Harbor 'lurks until this quest is taken, though they'll continue to drop them even after the quest's finished. They appear in the inventory's 'misc' tab, weigh 2 pounds each and can't be scrapped for bone, etc. They're pretty much just extra loot to sell. Completing this quest counts as a positive action among the Far Harbormen, which may bear fruit during one of the final quests. __________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ11] HUNTING THE HUNTER |==================================================== __________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Dejen [Acadia] Prereq -: Acadian Ideals (DLC) + Hunter/Hunted (main quest) Precedes: --- Optional: yes Missable: yes [irreparably break relations with Acadia] Reward -: ~478 XP Dejen, the laconic merchant on Acadia's middle tier, will have a quest for players after they complete Chase and Faraday's tasks in "Acadian Ideals," in addition to the main game's "Hunter/Hunted" quest, which introduces players to coursers. Dejen will NOT give this quest if one completed FO4's campaign in favor of the Institute, regardless of prerequisites. Completing FO4 in the Railroad or Brotherhood's favor should be fine. (On consoles, this quest may not trigger without beating the campaign, so keep the above advice in mind.) Luckily, the quest is far simpler than its setup requires. Chase's previous sojourn to the 'Wealth caught the Institute's attention, according to Dejen's contacts, so their snoopy courser needs to be eliminated. Agreeing starts the quest officially. (Players can reject the offer and still have it available, despite Dejen's smart-alecky response.) The courser's location -- SE of the colony, along a highway -- is map-marked at this time. Other than being level-scaled, it's a similar fight to that in "Hunter/Hunted" (stealth boy usage, energy weapons, enhanced armor, etc). The highway also has a small trapper encampment that will keep the courser busy; after killing them, the target remains in that area. When the deed's done, report back to Dejen to finish. He offers no tangible reward, but does give a discount at his shop. Considering two of the best unique weapons (Old Reliable, Sergeant Ash) are in his possession, and other factions give no discounts, this is a lovely prize. Just don't expect lavish praise from the grump afterwards. HUNTING THE HUNTER: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dejen doesn't offer shop services while this quest's active. This is one of the glitchiest quests in the DLC, and may not appear even if one's circumstances should allow it. There aren't any known console fixes. Additionally, Dejen's discount may not manifest either, making the quest almost entirely pointless reward-wise. __________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ12] LIVING ON THE EDGE |==================================================== __________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Captain Avery [Far Harbor] Prereq -: completed Hull battle in "Walk in the Park" Precedes: --- Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: 420 XP This quest can begin after the opening Hull battle, either through Avery's dialogue or by starting one of the related quests listed below. To finish "Living on the Edge," each NPC's task must be done to completion. CASSIE DALTON: During daylight hours, Cassie sits outside the Last Plank bar. Her troubles with the isle are chronicled in "Blood Tide," her special revenge-driven quest. THE MARINER: The harborwoman keeping the dock afloat lives next to Allen's weapons store. She requires a set of specialized tools from the island's derelict tannery as part of her "Hull Breach" quest. After completing "Walk in the Park," Avery will have a task, too. CAPTAIN AVERY: Howard Dunbar, one of the regulars, was sent out to fix the fog condensers that keep Far Harbor from becoming unlivably fog-heavy. Agreeing to help with the situation begins "Safe Passage." Completing "Blood Tide" unlocks Teddy Wright's quest. The doc will start a conversation next time one's in eyeshot. TEDDY WRIGHT: Teddy's seen the good deeds the player has done, and informs one that, even with all that, opinions may not change. However, there's a surefire way to snag respect from the crusty ol' harbormen. This is done via the "Rite of Passage" sidequest. Starting Teddy's task finishes the quest, regardless of the others' status. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When Teddy asks the player why s/he helps, Longfellow likes "mainly for the caps." Nick will dislike "I'm done helping you guys". LIVING ON THE EDGE: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I've gotten Teddy's quest to spawn after completing only "Blood Tide". When the quest ends, any active "talk to this quest-starter NPC" markers disappear and aren't reflected in the finished log. (For instance, if one hasn't talked to the Mariner, the "talk to the Mariner" part of LOTE isn't reflected any longer.) This doesn't cut players out of those particular quests, but may make it harder to start them -- out of sight, out of mind. _______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ13] RITE OF PASSAGE |======================================================= _______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Teddy Wright [Far Harbor] Prereq -: Blood Tide Precedes: The Changing Tide Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: ~360-370 XP, The Captain's Hat, The Captain's Feast After helping some named harborfolk with their problems, Teddy Wright will approach and ask about the player's motives. (If Valentine's with, he'll like the "you're good people" option and dislike "I'm planning to quit.") This leads to a chat about performing the Captain's Dance, a showy feat of prowess that hasn't been done in living memory. Hearing Teddy out will start the quest, whether one agrees or not, and ends "Living on the Edge". The "Dance" isn't really a dance at all -- it's actually chumming the waters and defeating the island's worst on its own turf. The location is by Emmet's Causeway, an unmarked highway in the western part of the island. Those who did Mariner's "Hull Breach" quest can travel to the tannery and head SW for a good spell to find it. (For those who read the Islander's Almanac in the Last Plank, it's smack dab between Rayburn Point and Echo Lake Lumber.) During the journey to the bog, make sure to get a few morsels of meat from the local wildlife, as it'll need to be dropped in the water at the marked location. If one has no food, visit the ruined house SW of the drop site to find fixed gulpers and ghouls; west is a trapper-owned house with radstag racks, too. The dropped food item should be raw -- any meat harvested from a slain creature should work, while Yum Yum Deviled Eggs and other processed types probably won't. (Even mirelurk meat taken from the first wave's victims will work!) The wave are always scripted: (1) three normal 'lurk types; it's possible for one to be legendary (2) a normal 'lurk, a hunter and a king (3) a Legendary Mirelurk Queen. The final wave comes immediately after defeating the second, so be prepared. A good weapon for this battle is Sergeant Ash, the unique leg-crippling flamer bought from Dejen at Arcadia. With the gargantuan defeated, return to Teddy in Far Harbor. As he estimated, the townsfolk are pretty happy with the tale and the mirelurk feast. To show appreciation, the doc gives "The Captain's Hat," a unique bicorne that gives 10% faster movement speed in addition to its +2 PER. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When Teddy asks the player why s/he helps, Longfellow likes "mainly for the caps." Nick will dislike "I'm done helping you guys". RITE OF PASSAGE: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Captain's Hat can't be weaved with ballistic fiber. The Captain's Feast food item (+10% XP gain for 2 hours) is only obtainable through this quest; it can also be sold for nearly 700 caps, in the right circumstances. The Mirelurk Queen always spawns in the same spot -- the deeper water a bit north of the drop site. In other words, crafty players can gamble with mines for extra damage, and hopefully the lesser 'lurks won't trip them. And, as with many quests, saving before the queen spawns allows one to change its legendary (when applicable) through reloading. Completing this quest counts as a positive action among the Far Harbormen, which may bear fruit during one of the final quests, provided one doesn't screw up "Turn Back the Fog". (See that section for details.) ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ14] SAFE PASSAGE |========================================================== ____________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Captain Avery [Far Harbor] Prereq -: Walk in the Park Precedes: --- Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: 315 XP, 200/250/300/400 caps This quest is available after reaching Acadia. If "Living on the Edge" is active, it updates to remind one to find Avery in town. Regardless of other progress in "Living on the Edge," she'll ask the player to assist with the town's fog condenser situation. Howard Dunbar, the person she sent to fix the suckers, took all the spare components and vanished. It's the player's job to root him out and repair the crucial machines. Agreeing to help starts the quest properly (there aren't any cost negotiations to do). With the quest active, a map marker appears about 90 meters south of town, in the unlivable fog-swamped portion. It's a short, enemy-free stroll most of the time. Nearing the destination reveals Howard's body and a few smaller, levelled 'lurk types, his likely executioners. Loot the fog condenser components to map-mark their nearby recipients. Unlike some quests, repairing just requires manual inspection -- no skill checks needed. There's one machine behind the house Howard died by, and another two roughly 50 and 130 meters up the southern road. Repairing the one near the water purifier's pond spawns a few more mirelurks, but otherwise, the highway stroll is rather uneventful. Return to Avery for the reward of 200 caps, which can be raised all the way up to 400 with some god-like haggling (speech checks). COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When reporting Dunbar's fate to Avery, Longfellow dislikes "he's mirelurk food," but likes "he gave his life" and the following (1st) haggle option. SAFE PASSAGE: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dunbar and the mirelurks don't spawn pre-quest. Both groups of mirelurks can spawn a legendary. Even when repaired, the fog condensers don't have drainage jugs, meaning they won't give condensed fog (crafting component) like those around the Hull. This quest's dialogue often gets buried underneath other Avery-related jobs if put off too long, though nothing game-breaking. Optional chats, especially those about her reactions to the main plot's course, will stack somewhat as well. Players'll have to sift through them all to continue. __________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ15] SEARCH AND DESTROY |==================================================== __________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Lancer Captain Kells [The Prydwen] Prereq -: started "The Way Life Should Be" Precedes: --- Optional: yes Missable: yes Reward -: ~260 XP To start this quest, one must first visit Acadia and speak with DiMA. After, visit the Prydwen at the Commonwealth's Boston Airport -- this is only doable after completing the main quest "Reunions". Once there, rat out the synth colony to Kells on the bridge. When given enough details, he says he'll run the situation by Elder Maxson. From there, progress the DLC campaign until "The Way Life Should Be" begins, by investigating the secret medical facility in the Vim factory. "Search and Destroy" automatically begins here, too. The quest really isn't that different from the Institute-specific "Forbidden Knowledge" -- which also sells out the colony -- as it has the same meeting point: the unmarked house south of Rayburn Point. A map marker will fill in the geography for those who haven't visited the western reaches. Visit Larsen for a short conversation about the upcoming attack. Agreeing to the plan immediately breaks relations with Acadia, failing any related quests (including main ones) and preventing further ones. Naturally, any NPCs in the colony are irrevocably belligerent towards players and their companions. When given the go-ahead, Larsen and his hit squad will vertibird out to the observatory. Simply follow their lead, then murder any hostiles inside the colony and on their exterior grounds. Kasumi Nakano will also be hostile and must be slain in the process, too, which starts "Close to Home". With everyone's blood spilled, return to Larsen to finish -- he'll be in the observatory's middle level, assuming no glitches are in play. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ During Larsen's quest-finishing dialogue, Nick and Longfellow like "some other way?" while hating and disliking the actual outcome, respectively. SEARCH AND DESTROY: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ It's recommended to discover the Wind Farm Maintenance building near Acadia before starting the assault, as doing so may remove the colony as a fast travel target. WFM is a mere stroll to the gates compared to other options. Players may only inform on Acadia to the Brotherhood or Institute, but not both -- telling one removes the option for the other. Players may tell the Railroad regardless, but that action spawns no quests later, so it doesn't matter much (other than potentially getting Boxer slain in the crossfire). It's possible to reconcile Kasumi's life with Acadia's demise, simply by making her leave (in "Close to Home") first. This quest has no expiry. Larsen and his comrades occasionally run off from the rendezvous site due to the vertibird spotting an enemy and tipping them off. Make the quest the active one to get a fix on his position. (They may even be in eyeshot, as they rarely run that far; the cliffs and rubble just make it harder to find 'em manually.) The vertibird meant to carry Larsen to Acadia sometimes glitches out a bit, and never takes off from the Rayburn Point area, or does but drops the Bro'hood members in the process, forcing them to walk all the way there. It's very common for one to arrive at Acadia and have no support because of this. Players who experience it will also have to track down Larsen's crew out in the wilds afterwards, since their trek often causes them to fight any baddies in the process. After the quest, the Brotherhood will have a small presence on the island, particularily around the Rayburn Point rendezvous zone. ___________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ16] SHIPBREAKER |=========================================================== ___________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: n/a Prereq -: n/a Precedes: n/a Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: 150 XP, Skipper's Last Stand There are two ways to begin this quest: 1) If one makes a settlement on the island, inhabitants may bring up the subject of Shipbreaker on their own. Choosing "point me to her" begins the quest officially. Note that all DLC settlements only unlock after certain tasks have been completed. 2) Far less reliably, players may encounter Shipbreaker's telltale radio signal on their own, which automatically begins the quest. Though this can happen anywhere, some say it's easier to stumble onto around Echo Lake Lumber Mill, Dalton Farm and/or Atom's Spring. Shipbreaker is actually the isle's meanest fog crawler, Longfellow's quarry for years. While the quest's active and the beast lives, players can talk to the old hunter. He mostly reiterates what's known: Shipbreaker's so ancient, it somehow interferes with radios. When this hunt is made the active quest, follow the marker to Shipbreaker's latest habitat. First-timers can pick up the signal there; the Pip-Boy will capture the signal, storing it for later. This is important because, if one doesn't pursue the quest in a timely fashion, Shipbreaker disappears, forcing one to pick up the task at a later date. (Some say it's several in-game weeks before 'Breaker reappears.) In any case, once the signal is tuned into and followed, it should lead right to the threat. Be warned: not only is Shipbreaker a legendary fog crawler, but it has enormous defense (4000+ armor at Lv75) and will be of a higher level than one's own. As with all fog crawlers, using obstructions and height advantage to play off their lack of projectiles is extraordinarily helpful. Even better would be crippling its legs, preventing it from dealing any staggering tackles. Dejen in Arcadia sells Sergeant Ash, a unique flamer that can cripple targets. It's particularily useful as each individual "round" of flame carries the chance. Forewarning: Shipbreaker may recover from crippling after awhile, and can still melee players if they stray too close. Upon death, Shipbreaker gives a randomized legendary and some meat. Talk with Longfellow to finish. SHIPBREAKER: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This quest is known to be glitchy. Notable accounts include the quest just not spawning at all; failing to respawn after the signal's lost; Shipbreaker vanishing or clipping through the landscape; and preventing Ship from being found even at 99% signal strength. Skipper's Last Stand is a unique harpoon gun giving +150 damage resistance when reloading. Since harpoon guns are all single-shot and have lengthy reload times, this is one of the top-tier effects to have. ________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ17] SUPER MUTANTS IN THE FOG |============================================== ________________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: settlers Prereq -: formed an Island settlement Precedes: --- Optional: yes Missable: yes [time expires] Reward -: 210 XP, ~100 caps This is a radiant quest given by NPCs (written as "________: Super Mutants in the Fog") at any of the Island's settlements. As expected, a representative wants the player to help kill super mutants who've been harassing the group lately. Offering to assist, or asking where the hideout is, starts the quest. Like many of the DLC settler quests, the quest-giver NPC will offer to tag along as an extra gun, as well as guiding players to the hideout (only useful if not a fast-travel destination). The island has few mutant hangouts, making most options a choice between Vim Pop Factory and Harbor Grand Hotel. Each of those locations has mutants inside and out; the place won't be marked clear until all are slain. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Longfellow likes accepting the quest and dislikes refusing to help. SUPER MUTANTS IN THE FOG: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In some cases, players may have already cleared out the dungeon the NPC was about to ask one to neutralize. In those cases, one can simply report those findings to get the caps reward. Note that this doesn't actually start the quest, though, so no XP is gained. One of the mutants will be icon-marked as a boss. Killing him completes the "clear the area" objective, regardless of who else's left alive. ___________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ18] THE ARRIVAL |=========================================================== ___________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Chase [Acadia] Prereq -: Started "Acadian Ideals" Precedes: --- Optional: yes Missable: yes [irreparably break relations with Acadia] Reward -: 400 XP, 200/250/300/400 caps, Hitman's Institute Pistol After reaching Acadia, players can soon talk to Chase, the scientist helping recruit synths, then saving 'em from the island's numerous dangers. Offering to assist reveals her current quandary: a synth was supposed to be coming up the mountain earlier, but has vanished off the earth's face. Agreeing to find that bugger starts the quest officially. The first stop is talking with Brooks in Far Harbor -- he runs the Bait Shop general store. He'll only play ball after blabbing his synth designation, as expected. It turns out the skittish synth (Derrick) showed up early, then bolted down the fog-claimed south highway. Pursue the new map marker to find an abandoned storefront. Inside, inspect the blood trail, then follow the remaining markers down the SE highway to a trapper dwelling. (For a change, they won't try murdering on sight!) Those who pass the scripted convo's speech check get the "Missing Synth's Head" for free; those who don't have to claim it from the talkative trapper's dead hands. Longfellow likes the diplomatic approach. Bring the gory trinket back to Chase to finish up. The default reward is 200 caps, although players can get it up to 250, 300 or 400. Players must haggle immediately if they want higher moolah; discussing other options locks it in. Chase is a frugal bastard. THE ARRIVAL: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ After finding Derrick, there's no follow-up dialogue with Brooks. The reward weapon's parts can change via reloading (weapon itself won't). The trappers in the dilapidated building don't appear until this quest. In other circumstances, it would be a respawning ghoul nest. Repeat players can shortcut the quest by simply heading to the trappers' house, even without dealing with Brooks and the blood trail. The quest just continues as normal. _________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ19] THE CHANGING TIDE |===================================================== _________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: --- Prereq -: Rite of Passage Precedes: --- Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: ~525 XP, Rescue Diver Suit This quest begins after helping Teddy change opinions in "Rite of Passage," and continues the quest series of helping Far Harbor's folk. Like "Living on the Edge," this overarching quest completes when all the NPCs' personal tasks are completed. There's two to start, or three, if one completed the Mariner's first quest in her favor: MITCH: Mitch, the barkeep at the Last Plank, wants the player to collect the last-living settler outside of town. This is detailed in his personal quest "The Hold Out". SMALL BERTHA: This girl who hangs out north of the Last Plank finally decides to give players the time of day. Her useful quest for helping the harbor dregs occurs in "Turn Back the Fog". THE MARINER: Like before, Mariner needs more fortifications for the Hull, and found a new target. All that's required is rooting out its current, gun-toting occupants. Agreeing to help starts "Hull Breach 2." Completing Mariner's second task will unlock her third one, after reentering the cell. THE MARINER: Her final fortification mission, "Hull Breach 3," requires one to find some special mirelurk-only materials. And yet again, after completing Mariner's third task, another final appears. THE MARINER: She wants one last hurrah, culminating in "The Great Hunt." When Mitch and Bertha's quests are done (or 3 out of the 4, if Mariner still gave quests), one can turn the mission into Captain Avery. The reward is a Rescue Diver Suit, a unique full-clothed outfit that gives 250 rad protection and permanent underwater breathing (10 Energy/Ballistic armor, too). COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When doing Avery's quest-closing dialogue, Nick likes the "helping friends" option, while Longfellow likes "pay was good." THE CHANGING TIDE: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Rescue Diver Suit can't be woven with ballistic fiber, alas. "The Changing Tide" can be turned in for a reward without doing all of its subquests. If this occurs, those undone subquests aren't permanently lost; they just don't have any quest markers pointing 'em out anymore. This is mostly relevant for Mariner's quests. If the first "Hull Breach" or "Safe Passage" weren't done in "Living on the Edge," they'll be piggybacked onto this one as well. ______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ20] THE GREAT HUNT |======================================================== ______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: The Mariner [Far Harbor] Prereq -: Hull Breach 3 Precedes: --- Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: 315 XP This quest will only occur after finishing all Mariner's fortification jobs, then refreshing the cell. The Mariner has one last, crazy job: taking on the mythical Red Death, an underwater creature that's frightened sailors for generations. The quest begins when one agrees to help out. (Refusing doesn't fail the quest; it can be picked up later.) Mariner's sage advice is to pick up tons of munitions for the journey, but that won't be necessary -- it'll be obvious why in a moment. To undertake the journey, use the Nakanos' boat at Far Harbor's docks to automatically visit Red Death's unmarked island (in the far SW waters, off Haddock Cove). There'll be a mandatory talk with Avery about the mission's foolhardiness first, though. Any reply here is fine. After making landfall, talk with Mariner about the comic situation. Choose a game plan (lie to townsfolk, tell truth, pretend it wasn't found) and receive a gift: the unique fisherman's outfit "Legend of the Harbor," which takes 15% less damage from mirelurks/bugs. Eliminate the Red Death before its murderous rampage claims even more lives, then use the boat controls to revisit Far Harbor. Avery'll have a welcoming committee ready to hear about the journey. How it plays out depends whether one told Mariner to lie or embellish. In the final conversation, advising to "leave a legacy" will be liked by Nick and nicer companions. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In Mariner's quest-opening chat, Longfellow likes "play it safe" and Nick likes "rely on logic". During Mariner's conversation at Red Death Island, Longfellow likes being honest with the townsfolk ("don't lie") and dislikes the others ("make it a legend" and "say we didn't find it"). After reporting to the townsfolk, if one has been getting special chats with Mariner up 'til now, there's one final one. Nick likes "help others," Longfellow likes "be selfish," and both like "leave a legacy." THE GREAT HUNT: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Legend of the Harbor can be weaved with ballistic fiber. Red Death doesn't spawn pre-quest, but the island and its loot do. Red Death's body (if taken with) vanishes when returning to town via boat. Rarely, after taking the boat from Far Harbor, players will respawn out at sea after the cutscene. Their vessel won't appear at the destination either. Though odd, it shouldn't break the quest. For those wanting extra loot, a bit NE of Red Death's isle is a shipwreck containing several boxes of explosives, plus (in the submerged lower cabin) a window skeleton holding a fusion core. The other trading vessel, which is mostly intact, has little to nothing of worth. The murky waters can be hard to see in, even with a Pip-Boy light, so try searching in the afternoon. ___________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ21] THE HERETIC |=========================================================== ___________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Grand Zealot Richter [The Nucleus] Prereq -: Visions in the Fog Precedes: --- Optional: yes Missable: yes [irreparably break relations with the Children of Atom] Reward -: 300 XP, Atom's Judgement Once players join the Children of Atom officially, Richter will relocate to the interior shantytown, guarding the ramp to the submarine. After Tektus' speech, he elaborates on the job mentioned earlier: hunting down an apostate named Gwyneth. No dialogue options decline and delay the quest. In any case, Zealot Thiel was in charge of her failed pursuit. Find her near the shack structures by the submarine's nose. Interrogate her in any fashion to get a clue: searching the profaned holy sites. Both -- the Glowing Grove and Radiant Crest Shrine -- are in the vicinity of Atom's Spring, and become map-marked upon reaching this quest stage. Each has a banner to inspect; finding both unlocks a 3rd map point at Waketak Station. This is SW of Radiant Crest Shrine and would otherwise be unmarked. Visit that neglected campground's specified cabin to uncover Gwyneth's diary in holotape form. Hearing it will map-mark the Lonely Church location, a bit SE of Waketak. The cabin here has a free radium rifle, useful since entering the area spawns a wolfpack encounter. Travel to the chapel ruins to confront Gwyneth. There are 3 available paths: Kill Gwyneth then and there (disliked by Nick) Convince her to leave the island forever (speech option; liked by Nick) Convince her to return to the Nucleus for punishment (speech option) Regardless of the chosen option, one must return to Richter for the reward. Don't forget to loot the church's 2F office before leaving. In addition to a safe (advanced lock), the steeple stairway leads up to a free sniper rifle and ammo duffel. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ During Richter's opening conversation, Nick will like the "talk it out" and "won't do it" options, and hates "I'll find her." Longfellow's feelings are literally the opposite of Nick's. Companions will react differently to Gwyneth's options. Nick will dislike killing her on the spot, but likes convincing her to amscray. Longfellow will dislike sending her back to the Nucleus, but likes convincing Gwyneth to leave permanently or any option that causes her immediate death. After dealing with Gwyneth, returning to Richter has one last conversation. Longfellow likes the sarcastic reply, but hates "Glory to Atom!". Nick has no feelings here. THE HERETIC: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There's little shortcutting in this mission. Gwyneth won't spawn pre-quest, only after obtaining the holotape, which itself won't spawn without seeing the completed banner. Listening to the holotape is optional, technically. The radium rifle spawn will always be there, though. Atom's Judgement is a unique super sledge that, in addition to any upgrades it can have, also does 100 radiation damage. The hammer's head is coated in glowing radioactive goo as well, giving it extra points for flavor. ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ22] THE HOLD OUT |========================================================== ____________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Mitch [Far Harbor] Prereq -: started "The Changing Tide" Precedes: --- Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: 315 XP, 610 caps, Fire Belly recipe Mitch can always be found at Far Harbor's Last Plank bar. He always gives a free booze on the first meeting, although it'll be slightly better if said meeting is after the Captain's Dance (relatively, anyway). Though he's prideful, he manages to spill the beans: his uncle Ken won't come live in town and there's fear he'll be gobbled up by god-knows-what out in the wilds. The old-timer was sent fog condensers, so he's been able to live at the National Park Visitor's Center. Passing the hard speech check earns some supplies (2 Radaway, 3 Stimpak) for the journey. Uncle Ken's abode is west of Far Harbor, a bit NW of the Cliff's Edge Hotel; if it wasn't map-marked previously, it will be now. Use the V.A.T.S. button to survey the environs, because Mitch's tip about traps is spot-on -- mines and bear traps dot the main walkways. Speak to Ken briefly, only to learn there's a gang of trappers priming for an attack. Players can now use the workbench to craft defenses, though which ones will depend on players. Want to help with the raiders? Turrets. Want to bottleneck the numbers? Wall up the entrances. In fact, doing both to make it easier for turrets is a good idea. The workbench comes with its own component supply, so all these options are available. Expect to kill 10-15 levelled trapper types raiding from different directions. There's usually at least one legendary in the hunting party. Know that the brief building lull (when one can use the workshop without being attacked) sometimes disappears, and trappers spawn in the visitor's center itself. It's still possible to build during an attack, but the weapon/item shortcut menu isn't available, so it's not recommended. Afterwards, it's time to convince Ken about Mitch's plan. The curmudgeon'll only relocate by passing two consecutive speech checks: one average one and then an average (or difficult, threatening) one. Regardless of the outcome, return to Mitch for the reward -- it's the same whether Ken comes or stays. However, if Ken did take his "vacation" to Far Harbor, he'll hang around the Last Plank and add cranky dialogue to the bar. Hooray...? COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In Mitch's quest-giving opener, Nick will like the "anything for family" reply. Longfellow likes "pride is going to kill you". When convincing Ken to leave his land, Nick likes "consider it a vacation." Longfellow will dislike "convince him to come" and the forceful "I'm taking you back." THE HOLD OUT: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Occasionally in the heat of battle, wild animals will attack, leading the trappers away. If the event doesn't seem to end, give the perimeter a once-over to check, since distracted foes may not appear as hostiles in the compass HUD. The visitors' center can be used as a settlement, even if one can't make Ken move to Far Harbor. When one informs Mitch his relative'll stick it out on his own, he mentions seeing if some other locals'll lend their guns to help. This translates to several more settlers spawning at Ken's area. An issue of Islander's Almanac can be found inside the visitor's center, on a counter in the old gift shop. Using it unlocks sludge-based recipes at cooking stations. Making any sludge recipe also unlocks the "Just Add Saltwater" trophy, though there are easier ways to trigger it. Completing this quest counts as a positive action among the Far Harbormen, causing Mitch to side with the player in one of the final missions. ___________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ23] THE PRICE OF MEMORY |=================================================== ___________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Cog [Acadia] Prereq -: Data Recovery Precedes: --- Optional: yes Missable: yes [irreparably break relations with Acadia] Reward -: XP, Crippling Sledgehammer This quest can begin some time (24 hours works) after completing Faraday's "Data Recovery" quest. Approach Cog, the other mid-level vendor, and he'll want the player to accompany him in talking to Jule, the headache-prone NPC hanging around the mid/basement level. Finding her starts the quest. Jule recounts a dream she's had about a fiery shipwreck (ring any bells?) and gives the player "Victoria's Key" afterwards. Speak to Cog to learn that the obvious: the key and the weird trunk in the "Data Recovery" shipwreck have a connection. Other replies to Cog here don't matter, as the quest advances anyway. Return to the Southwest Harbor wreck and unlock the strange trunk, obtaining "Victoria's Note" amongst the meager loot. Said paper mentions Faraday had a strange terminal that Victoria wasn't allowed to look at -- it's in Acadia's basement, the end opposite where Kasumi works. The room and indicated PC are both unlocked. Read through file 009 in the past projects folder to learn how Jule and the mysterious Victoria relate. Players can then choose how the quest resolves. Simply don't tell Jule anything. This requires giving Cog the found note. A Crippling Sledgehammer is given as a reward, and further dialogue about it to Jule is removed. This option is disliked by both Longfellow and Nick. Inform Jule about the connection. Furious, she'll leave Acadia for good. Before going, she gives "Jule's Key," which opens her special lockbox on a basement shelf (between stairwell and computer room). It contains a few pieces of meager loot, including a legendary Synth Chestpiece with a random effect. Nick/Longfellow like being forthright with Jule. Picking a route ends the quest. THE PRICE OF MEMORY: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Victoria's Key is only obtained through dialogue in this quest. It can't be found elsewhere or pickpocketed. Jule's Key has the same circumstances. If Jule leaves Acadia, she doesn't despawn -- she hangs out in/by the shack on the observator's western perimeter. She may stop speaking to the player as well (likely a glitch). __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ24] THE TRIAL OF BROTHER DEVIN |============================================ __________________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Zealot Ware [The Nucleus] Prereq -: Visions in the Fog Precedes: --- Optional: yes Missable: yes [irreparably break relations with the Children of Atom] Reward -: XP, Ware's Brew (4), Ware's Brew Recipe Zealot Ware stands guard on the Nucleus' main walkway, near the tail of the submarine. A short conversation reveals he's worried about Brother Devin, an NPC who's fasting with irradiated water, waiting for one of Atom's signs. If one agrees to help Devin end his fast, the quest starts officially. Devin is near the Nucleus' bay entrance, praying on the right-hand side. The quest can end in a few ways: TRICK DEVIN THROUGH DIALOGUE: This is the simplest method. Simply pass the hard speech check ("I am Atom's messenger!") to confuse Devin's irradiated brain. TRICK DEVIN VIA A COSTUME: If the speech check isn't attempted/passed, one can return to Ware. He'll hit upon an idea -- since only the player knows what the Mother of the Fog looks like, dressing up as her messenger should hopefully fool Devin. Ware will give his spare set of rags and a sack hood for the costume. Next, irradiate oneself heavily (75% or above) to complete the last step. Places like the submarine bay's lower pool or the sub's silos are great ways to make the Geiger counter flip; going to Atom's Spring as Zealot Ware suggests isn't necessary. With a holy glow, return to Devin and remove his imaginary shackles through dialogue. He can be shook down for a meager amount of caps (~30) in the process, too. Ending the fast earns Ware's reward, as promised: his rad-scouring brew and the recipe for it. Players can also periodically return to Ware for samples from his latest batch. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ During Ware's opening conversation, Nick will like "his choice" and "that's nuts," plus accepting the quest; "very admirable" and "Devin should encouraged" are disliked. Longfellow only likes "that's nuts" and "not my problem"; he dislikes "his choice," "very admirable" and "Devin should be encouraged". In Devin's first thorough conversation, Nick will like convincing him to end the fast through the hard speech check. Meanwhile, Longfellow likes it when Atom's blasphemed ("Atom's not real"). When doing Ware's second conversation -- if convincing Devin failed -- the "sounds like blasphemy" When doing Devin's last converation (while disguised), extorting caps from him will be liked and disliked by Longfellow and Nick, respectively. Nick also likes options that end his fast, including the "Atom's wrath" pick. THE TRIAL OF BROTHER DEVIN: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Devin won't hold any long conversations until the quest is accepted. When tricking Devin via a costume, any type of Child of Atom Rags'll work, including the "Robes of Atom's Devoted" one received earlier. The High Confessor's Robes are too unique to count, though. It's almost impossible to walk around the Nucleus without NPCs commenting on Devin and Ware. Overhearing that advice adds a "help Zealot Ware" task to "What Atom Requires". Ware's Brew requires 3 raw sap ingredients to create, and unlike normal alcohol, doesn't decrease INT when drank. (It refills health and removes rads only.) Those wanting to make some of their own should look for trees with buckets hanging off them -- Brooke's Head Lighthouse and Pinecrest Cavern are known for having several. ______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ25] TRAPPER ATTACK |======================================================== ______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: settlers Prereq -: formed an island settlement Precedes: --- Optional: yes Missable: yes [time expires] Reward -: ~75 XP, 100 caps This is another quest (in the form of "Trapper Attack at _____") unique to DLC settlements. Inhabitants may approach and ask for help in repelling an incipient trapper attack. Agreeing begins the quest officially, and there'll usually be a lull before the small hit squad approaches. Use this time to build defenses or actively seek the group out, as they'll often spawn right after accepting and approach through normal methods (like along highways). When the trappers are slain, return to the quest-giver NPC to get a monetary reward and learn where the attackers' main base is. Said NPC will also offer to lead players to the base and help in the fight, though one may decline. After wiping out the listed dungeon's inhabitants, return to finish. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Longfellow likes accepting the quest and dislikes leaving them to fend for themselves. TRAPPER ATTACK: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The trappers' base seems to be selected from trapper hideouts that aren't currently cleared. In other words, the force attacking the town could be nonsensically staged from halfway across the island (like Dalton Farm being hit by Pine Crest Cavern folk). Also, killing the trappers' icon-marked boss will complete the attack, regardless of whoever's left. _________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ26] TURN BACK THE FOG |===================================================== _________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Small Bertha [Far Harbor] Prereq -: started "The Changing Tide" Precedes: --- Optional: yes Missable: yes [irreparably break relations with Far Harbor] Reward -: 315 XP, 410 caps Bertha, the bratty girl who hangs out north of Far Harbor's Last Plank bar, finally needs a favor -- "a surprisingly grown-up one," as it's put. Turns out her fellow dregs are too prideful to ask for favors, so it's up to her to figure out their future. She wants one to clear Echo Lake Lumber Mill as a new settlement. The lumber mill is in the western part of the island, along a highway SW of Eagle's Cove Tannery. Like usual, it'll be map-marked if not previously uncovered. It's composed of a singular outdoor zone infested with ghouls. There's about 12-13 to kill in all; a few are on 3F and 4F, behind an advanced-lock door. (The walls have holes in 'em, though, so they can be killed without picking it.) After slaying the last, an NPC named Malcolm will approach. This dialogue with the fog-crazed trapper sets up a few scenarios: TAKE MILL BY FORCE: If one doesn't agree to sacrificing the harbormen, Malcolm turns hostile and must be put down. Turning him aggro in other fashions (like failed pickpocketing) fall into this category, too. Return to Bertha and inform her the place is sanitized. DON'T TAKE MILL: Choosing the "I'll leave" option lets one return to the li'l client for a powwow. If one tells Bertha that there's a trapper there and he has a right to his claim, the quest will end on a rather sour note. Bertha even tells one to "sleep with one eye open... BETRAY HARBORMEN: As a fog-crazed cannibal trapper, Malcolm soon proposes an offer: send Far Harbor's dregs his way and he'll make good use of their gear and...meat. Agreeing earns a reward from him (615 caps), though the nicer companions will hate this idea. To complete the betrayal, return to Bertha and inform her the place is "all clear". (One can also pick the other non-betrayal options if minds change.) In all options except "don't take the mill," Bertha will give her 14-cap reward and go to the Bait Shop for a scripted scene with Avery and Teddy. The latter is the one who gives the final reward. If the mill was given to the harbormen, it will be usable as a settlement at the completion of the quest. Echoing Malcolm's claim in either of the other two options will finish the quest, but ensures the mill will forever remain unlivable (which is a waste, since Malcolm despawns anyway). NOTE: Choosing to uphold Malcolm's claim in the weak-ass "don't take mill" option fails the overarching "The Changing Tide" quest. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When talking with Bertha at the quest's beginning, Nick likes helping for free or calling her remarkable, and dislikes the "blow her off" option. Old Longfellow dislikes helping for free and blowing her off. When talking with Malcolm, agreeing to betray the Harbormen is disliked by Longfellow. Nick hates this action. After returning from the mill, telling Bertha to run Malcolm off his land or kill him is liked and disliked by Longfellow, respectively. TURN BACK THE FOG: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If the lumber mill is cleared out pre-quest, talking to Smalls again will advance the quest, automatically ignoring any dealings with Malcolm. He won't even spawn, in fact. Malcolm's 600+ caps of blood money can only be obtained through dialogue, unlike Machete Mike's stash. Echo Lake Lumber Mill's attic contains a red steamer chest with the unique ripper "The Harvester" inside -- it staggers more often. This weapon spawns pre-quest, though, like all the DLC's settlements, the location can't be settled pre-quest. Finishing this quest will count as a positive act for the player during one of the final missions, but only if the community thrives. The scrutiny is due to the dregs moving on the player's say-so. Having the settlement go belly up counts (for any reason) can be so crucial a misstep, that if one wants peace between the island factions, this single act can screw it all up. See "The Way Life Should Be" for more details. __________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ27] VISIONS IN THE FOG |==================================================== __________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: High Zealot Richter [The Nucleus] Prereq -: --- Precedes: What Atom Requires Optional: yes Missable: yes [irreparably break relations with the Nucleus] Reward -: 400 XP, Robes of Atom's Devoted This quest can be undertaken after finding the Nucleus, the Children of Atom's submarine base (SE of Echo Lake Lumber, NW of Southwest Harbor). It's marked on the map in several ways, not the least of which is completing "Where You Belong" or speaking to Sister Harriet during "Walk in the Park". Upon arrival, find Grand Zealot Richter, the bearded rogue in charge. Agreeing to take his test to join the Children will open this quest up officially. The ritual: drink from Atom's Spring and see if He deems one worthy of joining. The water source is located a bit south of Echo Lake Lumber, along the coast. Once there, drink from the radioactive runoff -- its powerful effect warps the POV in eerie green light. Soon, players will see a shadowy figure beckon them forward. Follow, knowing the route only has radioactive obstacles, not anything to battle. (The creatures encountered are scripted to be docile.) The trek eventually ends at the Children of Atom Shrine, a ghoul hangout with the usual radioactive nuisances around the property. The closest landmark is Haddock Cove, to the south. At the guide's request, cleanse the area of its foul shamblers, then enter the shrine itself. (If the environment was wiped of ghouls earlier, they may not have respawned, making this portion easier.) Inside is a locked-up security chamber and little else, other than a caps stash beneath a shelf. To enter and claim the "Mother Icon," observe the info scrawled on the shelf's side, near the periodic table poster. This gives one the password to the monitor. For those interested, a nearby document hints at using the chart. Bring the statuette back to Richter to finish properly and gain access to Nucleus legitimately. The otherworldly "ghost world" effect will have ended by this time, thankfully. (Those who decline joining at the last minute can change their minds later. The quest doesn't finish until that occurs.) COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Joining the Children at quest's end is disliked or hated by Longfellow, depending on the option chosen. Declining to join, which only temporarily delays finishing, will be liked. Players can learn exactly why Longfellow despises the cult by getting max approval from him. VISIONS IN THE FOG: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If one drinks from Atom's Spring pre-quest, the radioactive mist effect still occurs, but nothing else. The mysterious, shadowy guide can't be targeted in VATS. The same goes for the otherwordly creatures encountered during the run. The robes obtained as a quest reward offer 25 rad damage resistance and 20 rad resistance. Though they're similar to normal CoA rags (trading 2 END for the rad-resisting effect), this is the only place to get 'em. They can be reinforced with ballistic weave. The statuette can't be obtained pre-quest, since the poster hint is needed to unlock the otherwise inaccessible terminal. __________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ28] WHAT ATOM REQUIRES |==================================================== __________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: Grand Zealot Richter [The Nucleus] Prereq -: Visions in the Fog Precedes: --- Optional: yes Missable: yes [irreparably damage relations with the Nucleus] Reward -: ~225 XP This is another "help out a bunch of NPCs in the faction" overarching quest, automatically starting after joining the Children legitimately. HIGH CONFESSOR TEKTUS: He will be found giving a sermon on the submarine's topside during the entrance scene before relocating inside to his chamber. Asking if he has any jobs will allow one to undertake "Witch Hunt." RICHTER: After joining the brotherhood, and hearing Tektus' speech, Grand Zealot will offer a job: hunting down Sister Gwyneth, an apostate who's been profaning holy sites. See "The Heretic" quest for details. (In terms of what Nick likes, picking "talk it out" or "won't do it" are liked; "I'll find her" is the opposite.) Other jobs can be uncovered by asking around. SISTER MAI: She runs the local weapon shop, and when asked about missions, reveals her secret project: fixing the decontamination arch. Agreeing to help her begins "Ablutions". ZEALOT WARE: He guards the main walkway alongside the submarine, and is worried about his fasting friend's health. Agreeing to help begins "The Trial of Brother Devin." "What Atom Requires" ends when the above duties are complete. WHAT ATOM REQUIRES: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ During Tektus' opening conversation, players will be asked about being let into the fold. Longfellow dislikes "It's an honor" and "too many rads," and likes "surrounded by fanatics." In Tektus' second conversation, he asks players about the Far Harbor feud. Saying to blow it up or make peace will be liked and disliked, respectively, by Nick. The same goes for Longfellow, only he hates the idea of his town being razed. Occasionally, the quest won't end unless the "show Tektus the mother icon" task, which should be optional, is done. Leaving that task for last may be the possible reason why. __________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| [SQ29] WITCH HUNT |============================================================ __________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Client -: High Confessor Tektus [The Nucleus] Prereq -: Visions in the Fog Precedes: --- Optional: yes Missable: yes [irreparably break relations with the Nucleus] Reward -: XP, Inquisitor's Cowl This quest can begin after gaining free access to The Nucleus, the Children of Atom's stronghold. Outside of Tektus' scripted speech atop the submarine's conning tower, he will appear inside the vessel itself, somewhere around his living quarters. Asking Tektus about helping out earns a potential task: uncovering a traitor who may be plotting against him, Atom or the other Children. Agreeing starts the quest and earns a slip of paper (High Confessor's Note) naming Aubert as the likely perpetrator. Aubert takes care of the submarine's crypt down below. Speaking to her is wholly optional, although she has a speech check that reveals her dislike of Tektus. Be careful when interrogating her in radioactive parts of the ship, as the rad damage will stack up even then. Next, search Aubert's bunk in the sub's lowest central chamber. Sticking underneath the mattress is "Edgar's Note," referencing a footlocker in the storage room used for clandestine messages. The spare key is behind a bench in the Nucleus' entryway locker room. Once the key's in hand, the storage room locker (inside the sub) will be map-marked as well. Take and read Aubert's Note to find out her true thoughts on things. All that's left is returning to Tektus. Optionally, one can confront the seditious sister before going to Tektus. The nicer options are trading the note or telling her to flee. Extorting a meager sum (~90-100 caps) from her is possible. Players may show the note incriminating Aubert or lie (requires speech check) to convince the paranoid leader of her innocence. The speech check appears regardless of whether Aubert was tipped off, the note was given to her, or she fled. If the note was given to Aubert, there'll be a second, generic lie option as a fallback. Completing the quest, either by incriminating Aubert or lying via the speech check, earns the unique Inquisitor's Helm. Passing the quest via the generic lie option earns only XP and one of Tektus' frowns. COMPANION REACTIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ During Tektus' opening conversation, players will be asked about being let into the fold. Longfellow dislikes "It's an honor" and "too many rads," and likes "surrounded by fanatics." In Tektus' second conversation, he asks players about the Far Harbor feud. Saying to blow it up or make peace will be liked and disliked, respectively, by Nick. The same goes for Longfellow, only he hates the idea of his town being razed. Accepting the quest is a disliked action by Nick; refusing is the opposite. Longfellow doesn't react either way. When confronting Aubert about her note, Nick dislikes extortion caps from her; trading the note and telling her to run are loved and liked options, respectively. Longfellow only likes taking her caps (apx. 90). Finishing the quest by lying on Aubert's behalf is liked by Nick, while Longfellow likes the turn-her-into-Tektus route. WITCH HUNT: OTHER NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The footlocker note and its required key spawn prequest. Reading the paper before Tektus asks is an alternate way to start the mission. Also, if one reads the note before talking to Aubert the first time, it fast-forwards to the "I found the note you penned" dialogue. Showing Tektus the mother icon from "Visions in the Fog" is an optional task, but has no purpose outside of an extra conversation. The Inquisitor's Helm gives 2 armor and gives an INT bonus dependent on one's radiation damage (+4 maximum). The fact that it looks like a Tusken raider helmet with weird exhaust pipes is icing on the cake. After the quest, speaking to Aubert will earn ~100 caps from her. This only occurs if one lies to the Confessor (speech check) without informing her about the note's recovery. Giving her the note, refraining from extorting her, then finishing via the speech check doesn't work. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ WEAPONS [WPNS] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This section will give a rundown on Far Harbor's new weapon types. DMG: Damage (normal, not radiation/energy/etc.) ROF: Rate of Fire RNG: Range ACC: Accuracy WGT: Weight gains/losses Here's an example: ____________ ___________ _______________ _____________ ____________________ | EXAMPLE | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Test Gun | DMG: +999 | ×1 Adhesive | -- -- -- -- | Perk: Gun Nut 4 | | | ROF: +999 | ×2 Gear | -- 01 -- -- | Ammo: mini nuke | | | RNG: +999 | ×2 Silver | -- -- -- 01 | | | | ACC: +999 | ×2 Nuclear M. | -- -- 01 01 | Fires 9 mini nukes | | | WGT: +9.9 | ×4 Aluminum | -- 01 -- -- | | |____________|___________|_______________|_____________|____________________| The S0/1/2/3 column tells how much scrap gains are got from the component on its right per each Scrapper level (s0 being no levels, s3 being all). If there's more than one number in a S0/1/2/3 row, those are added together as Scrapper ranks are gained. For instance, the above example will give 1 Nuclear Material at rank 3 and 2 at max rank. Note that, because the game currently doesn't tell scrap gains from default modifications, the scrapper columns should be read in conjunction with each section's "DfltScrap" info. This will tell what is gained by scrapping the weapon with its default mods, plus any gains obtained from Scrapper (latter is represented with 1/2/3 superscripts). In some cases -- particularly items with few mod slots -- I can manage to figure out default mods' gains, giving a rounder picture. Any reader who can send in accurate scrapper info for my tables (or any other correction) will be credited appropriately. Just know I can't take guesswork and conjecture, in order to keep the tables somewhat correct. HEAVY: HARPOON GUN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ammo Type: Harpoon Damage --: 150 Fire Rate: 2 Range ---: 143 Accuracy : 63 Weight --: 16.3 Mod Slots: 2 DfltScrap: ×4 Steel The harpoon gun is a large cannon that, unsurprisingly, fires harpoons, a unique ammo to Far Harbor's island. It's a single shot weapon, capable of doing devastating damage...assuming it hits. The reload time is quite long. Trappers on the island will occasionally carry these. Unique variants: Admiral's Friend (deals double damage to full-health targets) Skipper's Last Stand (+150 damage resistance while reloading) ____________ ___________ _______________ _____________ ____________________ | AMMO VAR. | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Harpoon | DMG: ---- | ×1 Gear | -- -- -- -- | Perk: n/a | | | ROF: ---- | ×2 Oil | -- -- -- -- | Ammo: harpoon | | | RNG: ---- | ×2 Screw | -- -- -- 01 | | | | ACC: ---- | ×2 Spring | -- -- -- 01 | Fires single lance | | | WGT: ---- | ×4 Steel | -- -- -- -- | | |------------+-----------+---------------+-------------+--------------------| | Flechettes | DMG: ---- | ×2 Gear | -- -- -- 01 | Perk: Gun Nut 1 | | | ROF: ---- | ×3 Oil | -- -- -- -- | Ammo: flechettes | | | RNG: -048 | ×3 Screw | -- -- -- 01 | | | | ACC: ---- | ×4 Adhesive | -- -- -- -- | Shotgun blast of | | | WGT: ---- | ×5 Steel | -- -- -- -- | multiple lances | |------------+-----------+---------------+-------------+--------------------| | Barbed | DMG: ---- | ×4 Gear | -- 01 -- 01 | Perk: Gun Nut 3 | | Harpoon | ROF: ---- | ×5 Oil | -- -- -- -- | Ammo: harpoon | | | RNG: ---- | ×6 Adhesive | -- -- -- -- | | | | ACC: -024 | ×6 Screw | -- 01 -- 02 | Fires one lance, | | | WGT: ---- | ×8 Aluminum | -- 02 -- 02 | dealing bleed DMG | |____________|___________|_______________|_____________|____________________| ____________ ___________ _______________ _____________ ____________________ | SIGHTS | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Standard | DMG: ---- | ×1 Adhesive | -- -- -- -- | Perk: n/a | | | ROF: ---- | ×1 Steel | -- -- -- -- | Scope: n/a | | | RNG: ---- | | | | | | ACC: ---- | | | | | | WGT: ---- | | | | |------------+-----------+---------------+-------------+--------------------| | Sight | DMG: ---- | ×1 Adhesive | -- -- -- -- | Perk: n/a | | | ROF: ---- | ×2 Glass | -- -- -- 01 | Scope: iron sight | | | RNG: ---- | ×2 Screw | -- 01 -- -- | | | | ACC: +007 | ×2 Steel | -- -- -- -- | | | | WGT: +1.3 | | | | |------------+-----------+---------------+-------------+--------------------| | Short | DMG: ---- | ×2 Nuclear M. | -- -- -- -- | Perk: Gun Nut 2 | | Scope | ROF: ---- | ×2 Silver | -- -- -- -- | Scope: short-range | | | RNG: ---- | ×3 Adhesive | -- -- -- -- | | | | ACC: +016 | ×3 Aluminum | -- -- -- 01 | | | | WGT: +2.9 | ×3 Glass | -- -- -- 01 | | | | | ×3 Screw | -- 01 -- -- | | |____________|___________|_______________|_____________|____________________| MELEE: MEAT HOOK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ammo Type: n/a Damage --: 50 Speed ---: Medium Range ---: Melee Accuracy : n/a Weight --: 2.0 Mod Slots: 1 DfltScrap: ×1 Steel Meat hooks are small, single-toothed claws previously used for the butcher industry, and now used in the "let's kill folk" industry. Its only upgrade adds two "digits," making the item resemble a deathclaw gauntlet. Like many of the island weapons, these are most commonly found in the wild as trapper loot. Many vendors can sell them, too. The only unique variant is sold by Erickson at the Horizon Flight 1207 crash. Butcher's Hook (refills all action points on critical hit) ____________ ___________ _______________ _____________ ____________________ | MOD | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Extra | DMG: +012 | ×1 Adhesive | -- -- -- -- | Perk: n/a | | Hooks | SPD: Med. | ×3 Steel | 01 -- -- -- | | | | WGT: +0.4 | | | Disarm chance+ | |____________|___________|_______________|_____________|____________________| MELEE: POLE HOOK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ammo Type: n/a Damage --: 63 Speed ---: Slow Range ---: Melee Accuracy : n/a Weight --: 7.0 Mod Slots: 1 DfltScrap: ×1 Steel (no upgrade) The name is self-explanitory -- a lengthy pole with a large fisherman's hook at the end. These are uncommonly used by island trappers, and can also be purchased from some vendors, like Allen Lee and Brooks in Far Harbor. The weapon's only upgrade adds 3 more hooks, making it resemble a stereotypical grappling iron. Unique variants: The Fish Catcher (40% less AP cost) Bloodletter (deals additional 25 bleeding damage) ____________ ___________ _______________ _____________ ____________________ | RECEIVER | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Puncturing | DMG: +036 | ×1 Oil | -- -- -- -- | Perk: Blacksmith 2 | | | WGT: +2.8 | ×3 Steel | 02 -- -- -- | | | | | ×4 Adhesive | -- -- -- -- | Armor piercing+ | | | | ×8 Aluminum | -- 02 -- 02 | | |____________|___________|_______________|_____________|____________________| RIFLE: LEVER-ACTION RIFLE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ammo Type: .45-70 (5 rounds/clip) Damage --: 35 Fire Rate: 5 Range ---: 122 Accuracy : 72 Weight --: 9 Mod Slots: 6 DfltScrap: ×2 Wood, ×5 Steel, ×2 Screw¹ (×5 Screw³) Author Note: DfltScrap gains for Wood already factored into tables. ____________ ___________ _______________ _____________ ____________________ | RECEIVER | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Standard | DMG: ---- | ×1 Gear | -- -- -- -- | Perk: n/a | | | ROF: ---- | ×1 Oil | -- -- -- -- | | | | RNG: ---- | ×2 Screw | -- -- -- -- | Standard receiver | | | ACC: ---- | ×2 Spring | -- -- -- 01 | | | | WGT: ---- | ×4 Steel | -- -- -- -- | | |------------+-----------+---------------+-------------+--------------------| | Light | DMG: -003 | ×1 Adhesive | -- -- -- -- | Perk: n/a | | Frame | ROF: ---- | ×1 Gear | -- -- -- -- | | | | RNG: ---- | ×2 Oil | -- -- -- -- | Lower weight/DMG | | | ACC: ---- | ×2 Screw | -- -- -- -- | | | | WGT: -3.2 | ×3 Aluminum | -- -- -- 01 | | |------------+-----------+---------------+-------------+--------------------| | Heavy | DMG: +003 | ×1 Adhesive | -- -- -- -- | Perk: n/a | | Frame | ROF: ---- | ×1 Gear | -- -- -- -- | | | | RNG: ---- | ×1 Oil | -- -- -- -- | Higher weight/DMG | | | ACC: ---- | ×2 Screw | -- -- -- -- | | | | WGT: +2.8 | ×6 Steel | 01 -- -- -- | | |------------+-----------+---------------+-------------+--------------------| | Tuned | DMG: ---- | ×2 Screw | -- -- -- -- | Perk: n/a | | | ROF: +001 | ×3 Adhesive | -- -- -- -- | | | | RNG: ---- | ×4 Oil | -- -- -- -- | Rate of fire+ | | | ACC: ---- | ×5 Steel | 01 -- -- -- | | | | WGT: +0.1 | | | | |------------+-----------+---------------+-------------+--------------------| | Calibrated | DMG: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | | ROF: ---- | ×3 Oil | -- -- -- -- | | | | RNG: ---- | ×3 Screw | -- -- -- -- | Critical shot DMG+ | | | ACC: +001 | ×4 Gear | -- 01 -- 01 | | | | WGT: +0.4 | ×6 Steel | 01 -- -- -- | | |------------+-----------+---------------+-------------+--------------------| | Hardened | DMG: +007 | ×2 Gear | -- -- -- 01 | Perk: Gun Nut 1 | | | ROF: ---- | ×3 Oil | -- -- -- -- | | | | RNG: ---- | ×3 Screw | -- -- -- -- | Damage+ | | | ACC: ---- | ×4 Adhesive | -- -- -- -- | | | | WGT: +0.7 | ×5 Steel | 01 -- -- -- | | |------------+-----------+---------------+-------------+--------------------| | Powerful | DMG: +026 | ×4 Gear | -- 01 -- 01 | Perk: Gun Nut 3 | | | ROF: ---- | ×5 Oil | -- -- -- -- | | | | RNG: ---- | ×6 Adhesive | -- -- -- -- | Damage++ | | | ACC: ---- | ×6 Screw | -- 01 -- 01 | | | | WGT: +1.3 | ×8 Aluminum | -- 02 -- 02 | | |------------+-----------+---------------+-------------+--------------------| | Calibrated | DMG: +026 | ×5 Gear | -- 01 -- 01 | Perk: Gun Nut 4 | | Powerful | ROF: ---- | ×6 Oil | -- -- -- -- | | | | RNG: ---- | ×7 Adhesive | -- -- -- -- | DMG++ | | | ACC: +001 | ×8 Screw | -- 02 -- 02 | Critical shot DMG+ | | | WGT: +1.9 | ×9 Aluminum | -- 02 -- 02 | | |------------+-----------+---------------+-------------+--------------------| | Advanced | DMG: +043 | ×7 Gear | -- 01 -- 02 | Perk: Gun Nut 4 | | | ROF: +001 | ×7 Oil | -- -- -- -- | | | | RNG: ---- | ×8 Adhesive | -- -- -- -- | DMG+++ | | | ACC: ---- | ×8 Screw | -- 02 -- 02 | Rate of fire+ | | | WGT: +2.5 | ×10 Aluminum | -- 02 -- 03 | | |____________|___________|_______________|_____________|____________________| ____________ ___________ _______________ _____________ ____________________ | BARREL | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Short | RNG: ---- | ×1 Adhesive | -- -- -- -- | Perk: n/a | | Barrel | ACC: ---- | ×3 Screw | -- -- -- -- | | | | WGT: ---- | ×3 Steel | -- -- -- -- | | |------------+-----------+---------------+-------------+--------------------| | Long | DMG: ---- | ×3 Adhesive | -- -- -- -- | Perk: n/a | | Barrel | ROF: ---- | ×6 Screw | -- 01 -- -- | | | | RNG: +084 | ×6 Steel | 02 -- -- -- | Hipfire ACC- | | | ACC: +002 | | | Sighted ACC+ | | | WGT: +1.5 | | | Range/Recoil+ | |------------+-----------+---------------+-------------+--------------------| | Short | RNG: ---- | ×3 Adhesive | -- -- -- -- | Perk: Gun Nut 2 | | Ported | ACC: ---- | ×4 Aluminum | -- 01 -- 01 | | | | WGT: ---- | ×6 Screw | -- 01 -- -- | Recoil+ | |------------+-----------+---------------+-------------+--------------------| | Long | DMG: ---- | ×5 Adhesive | -- -- -- -- | Perk: Gun Nut 3 | | Ported | ROF: ---- | ×6 Screw | -- 01 -- -- | | | | RNG: +084 | ×7 Aluminum | -- 01 -- 02 | Hipfire ACC- | | | ACC: +002 | | | Sighted ACC+ | | | WGT: +1.5 | | | Range/Recoil+ | |____________|___________|_______________|_____________|____________________| ____________ ___________ _______________ _____________ ____________________ | GRIP/STOCK | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Short | DMG: ---- | ×2 Adhesive | -- -- -- -- | Perk: n/a | | Stock | ROF: ---- | ×5 Screw | -- -- -- -- | | | | RNG: ---- | ×5 Wood | 02 -- -- -- | Bash DMG+ | | | ACC: ---- | | | Sighted accuracy+ | | | WGT: ---- | | | Recoil/Scoped Aim+ | |------------+-----------+---------------+-------------+--------------------| | Full Stock | DMG: ---- | ×3 Adhesive | -- -- -- -- | Perk: Gun Nut 2 | | | ROF: ---- | ×6 Screw | -- -- -- -- | | | | RNG: ---- | ×6 Wood | 03 -- -- -- | Bash DMG+ | | | ACC: ---- | | | Sighted accuracy+ | | | WGT: +0.6 | | | Recoil/Scoped Aim+ | |------------+-----------+---------------+-------------+--------------------| | Marksman's | DMG: ---- | ×2 Rubber | 01 -- -- -- | Perk: Gun Nut 3 | | Stock | ROF: ---- | ×3 Spring | -- 01 -- 01 | | | | RNG: ---- | ×4 Adhesive | -- -- -- -- | Bash DMG+ | | | ACC: ---- | ×5 Aluminum | -- 01 -- 01 | Sighted accuracy+ | | | WGT: +1.2 | ×6 Screw | -- -- -- -- | Recoil/Scoped Aim+ | |____________|___________|_______________|_____________|____________________| ____________ ___________ _______________ _____________ ____________________ | SIGHT | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Standard | ACC: ---- | ×1 Adhesive | -- -- -- -- | Perk: n/a | | | WGT: ---- | ×2 Steel | -- -- -- -- | Type: iron sights | |------------+-----------+---------------+-------------+--------------------| | Glow | DMG: ---- | ×2 Adhesive | -- -- -- -- | Perk: n/a | | Sights | ROF: ---- | ×2 Nuclear M. | -- -- -- -- | Type: glow | | | RNG: ---- | ×2 Steel | -- -- -- -- | | | | ACC: +001 | | | Focus+ | | | WGT: ---- | | | Sighted accuracy+ | |------------+-----------+---------------+-------------+--------------------| | Short | DMG: ---- | ×2 Adhesive | -- -- -- -- | Perk: n/a | | Scope | ROF: ---- | ×2 Glass | -- -- -- ?? | | | | RNG: ---- | ×2 Screw | -- 01 -- ?? | Magnification+ | | | ACC: +016 | ×2 Steel | -- -- -- ?? | Sighted accuracy+ | | | WGT: +1.0 | | | | |------------+-----------+---------------+-------------+--------------------| | Reflex | DMG: ---- | ×2 Nuclear M. | -- -- -- -- | Perk: n/a | | (Circle) | ROF: ---- | ×2 Silver | -- -- -- -- | Type: reflex | | | RNG: ---- | ×3 Adhesive | -- -- -- -- | | | | ACC: +007 | ×3 Aluminum | -- -- -- -- | Focus+ | | | WGT: +0.4 | ×3 Glass | -- -- -- 01 | Sighted accuracy+ | | | | ×3 Screw | -- 01 -- -- | | |------------+-----------+---------------+-------------+--------------------| | Reflex | DMG: ---- | ×2 Nuclear M. | -- -- -- -- | Perk: n/a | | (Dot) | ROF: ---- | ×2 Silver | -- -- -- -- | Type: reflex | | | RNG: ---- | ×3 Adhesive | -- -- -- -- | | | | ACC: +007 | ×3 Aluminum | -- -- -- 01 | Focus+ | | | WGT: +0.4 | ×3 Glass | -- -- -- 01 | Sighted accuracy+ | | | | ×3 Screw | -- 01 -- -- | | |------------+-----------+---------------+-------------+--------------------| | Medium | DMG: ---- | ×3 Adhesive | -- -- -- -- | Perk: Gun Nut 2 | | Scope | ROF: ---- | ×3 Screw | -- 01 -- -- | Type: medium-range | | | RNG: ---- | ×3 Steel | 01 -- -- -- | | | | ACC: +023 | ×4 Glass | -- 01 -- 01 | Magnification+ | | | WGT: +1.3 | | | Sighted accuracy+ | |------------+-----------+---------------+-------------+--------------------| | Long Scope | DMG: ---- | ×3 Glass | -- 01 -- 01 | Perk: Gun Nut 2 | | | ROF: ---- | ×3 Screw | -- 01 -- -- | Type: long-range | | | RNG: ---- | ×4 Adhesive | -- -- -- -- | | | | ACC: +036 | ×5 Aluminum | -- 01 -- 01 | Magnification+ | | | WGT: +1.6 | | | Sighted accuracy+ | |------------+-----------+---------------+-------------+--------------------| | Short | DMG: ---- | ×3 Circuitry | -- -- -- -- | Perk: Gun Nut 2 | | Night | ROF: ---- | ×3 Fiber Opt. | -- -- -- -- | Perk: Science! 1 | | Vision | RNG: ---- | ×3 Nuclear M. | -- -- -- -- | Type: short-range | | Scope | ACC: +016 | ×3 Silver | -- -- -- -- | | | | WGT: +1.0 | ×4 Adhesive | -- -- -- -- | Night vision | | | | ×4 Screw | -- 01 -- 01 | Magnification+ | | | | ×5 Glass | -- 01 -- 01 | Sighted accuracy+ | | | | ×6 Aluminum | -- 01 -- 02 | | |------------+-----------+---------------+-------------+--------------------| | Medium | DMG: ---- | ×3 Circuitry | -- -- -- -- | Perk: Gun Nut 3 | | Night | ROF: ---- | ×3 Nuclear M. | -- -- -- -- | Perk: Science! 1 | | Vision | RNG: ---- | ×3 Silver | -- -- -- -- | Type: medium-range | | Scope | ACC: +023 | ×4 Fiber Opt. | -- -- 01 -- | | | | WGT: +1.3 | ×4 Screw | -- 01 -- 01 | Night vision | | | | ×5 Adhesive | -- -- -- -- | Magnification+ | | | | ×6 Glass | -- 01 -- 02 | Sighted accuracy+ | | | | ×7 Aluminum | -- 01 -- 02 | | |------------+-----------+---------------+-------------+--------------------| | Long Night | DMG: ---- | ×3 Silver | -- -- -- -- | Perk: Gun Nut 3 | | Vision | ROF: ---- | ×4 Circuitry | -- -- 01 -- | Perk: Science! 1 | | Scope | RNG: ---- | ×4 Fiber Opt. | -- -- 01 -- | Type: long-range | | | ACC: +036 | ×4 Nuclear M. | -- -- 01 -- | | | | WGT: +1.6 | ×5 Screw | -- 01 -- 01 | Night vision | | | | ×6 Adhesive | -- -- -- -- | Magnification+ | | | | ×6 Glass | -- 01 -- 02 | Sighted accuracy+ | | | | ×8 Aluminum | -- 02 -- 02 | | |____________|___________|_______________|_____________|____________________| _____________ ___________ _______________ _____________ ___________________ | MUZZLE | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Compensator | DMG: ---- | ×3 Adhesive | -- -- -- -- | Perk: Gun Nut 2 | | | ROF: ---- | ×3 Aluminum | -- -- -- 01 | | | | RNG: -012 | | | Per-shot recoil- | | | ACC: ---- | | | Recoil control+ | | | WGT: +1.1 | | | | |-------------+-----------+---------------+-------------+-------------------| | Suppressor | DMG: ---- | ×2 Screw | -- 01 -- -- | Perk: Gun Nut 3 | | | ROF: ---- | ×4 Adhesive | -- -- -- -- | | | | RNG: -030 | ×4 Plastic | 01 -- -- -- | Silences weapon | | | ACC: ---- | ×6 Aluminum | -- 01 -- 02 | Recoil control+ | | | WGT: +1.5 | | | Per-shot recoil- | |_____________|___________|_______________|_____________|___________________| RIFLE: RADIUM RIFLE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ammo Type: .45 Rounds Damage --: 27 + 50 radiation Fire Rate: 40 Range ---: 119 Accuracy : 69 Weight --: 11.1 Mod Slots: 6 DfltScrap: ×2 Wood, ×8 Steel, 1 Spring¹ (2³), 3 Screw¹ (6³), ×1 Gear³ Radium Rifles are new automatic weapons associated with the Children of Atom, doing two types of damage. (Radiation damage can't be boosted by upgrading receivers, but the Nuclear Physicist perk will.) Author note: the following DfltScrap tallies are factored into tables below: All Wood gains All Spring gains Steel gains (Receivers) ____________ ___________ _______________ _____________ ____________________ | RECEIVER | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Standard | DMG: ---- | ×1 Adhesive | -- -- -- -- | Perk: n/a | | | ROF: ---- | ×1 Circuitry | -- -- -- -- |____________________| | | RNG: ---- | ×1 Nuclear M. | -- -- -- -- | | | ACC: ---- | ×2 Gear | -- -- -- -- | | | WGT: ---- | ×2 Screw | -- -- -- -- | | | | ×2 Spring | 01 -- -- -- | | | | ×3 Oil | -- -- -- -- | | | | ×4 Steel | 02 -- -- -- | |------------+-----------+---------------+-------------+--------------------. | Light | DMG: -002 | ×1 Adhesive | -- -- -- -- | Perk: n/a | | Frame | ROF: ---- | ×1 Circuitry | -- -- -- -- | Weight/Damage- | | | RNG: ---- | ×1 Nuclear M. | -- -- -- -- |____________________| | | ACC: ---- | ×2 Gear | -- -- -- -- | | | WGT: -3.6 | ×2 Oil | -- -- -- -- | | | | ×2 Screw | -- -- -- -- | | | | ×4 Aluminum | -- 01 -- 01 | |------------+-----------+---------------+-------------+--------------------. | Heavy | DMG: +002 | ×1 Adhesive | -- -- -- -- | Perk: n/a | | Frame | ROF: ---- | ×1 Circuitry | -- -- -- -- |____________________| | | RNG: ---- | ×1 Nuclear M. | -- -- -- -- | | | ACC: ---- | ×2 Gear | -- -- -- -- | | | WGT: +3.4 | ×2 Oil | -- -- -- -- | | | | ×2 Screw | -- -- -- -- | | | | ×6 Steel | 03 -- -- -- | |------------+-----------+---------------+-------------+--------------------. | Calibrated | DMG: ---- | ×1 Circuitry | -- -- -- -- | Perk: n/a | | | ROF: ---- | ×2 Adhesive | -- -- -- -- | Critical shot DMG+ | | | RNG: ---- | ×2 Nuclear M. | -- -- -- -- |____________________| | | ACC: ---- | ×3 Gear | -- -- -- -- | | | WGT: +0.6 | ×3 Oil | -- -- -- -- | | | | ×3 Screw | -- -- -- 01 | | | | ×6 Steel | 03 -- -- -- | |------------+-----------+---------------+-------------+--------------------. | Hardened | DMG: +007 | ×2 Circuitry | -- -- -- -- | Perk: n/a | | | ROF: ---- | ×2 Nuclear M. | -- -- -- -- |____________________| | | RNG: ---- | ×2 Oil | -- -- -- -- | | | ACC: ---- | ×3 Adhesive | -- -- -- -- | | | WGT: +0.9 | ×3 Gear | -- -- -- -- | | | | ×4 Screw | -- -- -- 01 | | | | ×8 Steel | 04 -- -- -- | |------------+-----------+---------------+-------------+--------------------. | Automatic | DMG: -007 | ×1 Circuitry | -- -- -- -- | Perk: Gun Nut 1 | | | ROF: +260 | ×2 Nuclear M. | -- -- -- -- | Perk: Science! 1 | | | RNG: -012 | ×3 Adhesive | -- -- -- -- |____________________| | | ACC: -017 | ×4 Gear | -- 01 -- 01 | | | WGT: +1.3 | ×4 Oil | -- -- -- -- | | | | ×4 Screw | -- -- -- 01 | | | | ×9 Steel | 04 -- -- -- | |------------+-----------+---------------+-------------+--------------------. | Armor | DMG: -007 | ×1 Circuitry | -- -- -- -- | Perk: Gun Nut 1 | | Piercing | ROF: +260 | ×2 Nuclear M. | -- -- -- -- | Perk: Science! 2 | | Automatic | RNG: -010 | ×3 Adhesive | -- -- -- -- | Armor penetration+ | | | ACC: -017 | ×3 Oil | -- -- -- -- |____________________| | | WGT: +1.6 | ×4 Gear | -- 01 -- 01 | | | | ×5 Screw | -- 01 -- 01 | | | | ×8 Aluminum | -- 02 -- 02 | |------------+-----------+---------------+-------------+--------------------. | Hair | DMG: ---- | ×1 Circuitry | -- -- -- -- | Perk: Gun Nut 1 | | Trigger | ROF: +019 | ×1 Nuclear M. | -- -- -- -- | Perk: Science! 2 | | | RNG: ---- | ×4 Gear | -- 01 -- 01 | Trigger sensitiv.+ | | | ACC: -002 | ×4 Oil | -- -- -- -- |____________________| | | WGT: +0.2 | ×5 Adhesive | -- -- -- -- | | | | ×5 Screw | -- 01 -- 01 | | | | ×9 Aluminum | -- 02 -- 02 | |------------+-----------+---------------+-------------+--------------------. | Powerful | DMG: +020 | ×3 Nuclear M. | -- -- 01 -- | Perk: Gun Nut 1 | | | ROF: ---- | ×3 Oil | -- -- -- -- | Perk: Science! 2 | | | RNG: ---- | ×4 Gear | -- 01 -- 01 |____________________| | | ACC: ---- | ×5 Adhesive | -- -- -- -- | | | WGT: +1.6 | ×5 Screw | -- 01 -- 01 | | | | ×9 Aluminum | -- 02 -- 02 | |------------+-----------+---------------+-------------+--------------------. | Hardened | DMG: -003 | ×2 Circuitry | -- -- -- -- | Perk: Gun Nut 2 | | Automatic | ROF: +260 | ×3 Nuclear M. | -- -- 01 -- | Perk: Science! 3 | | | RNG: -012 | ×3 Oil | -- -- -- -- |____________________| | | ACC: -017 | ×4 Adhesive | -- -- -- -- | | | WGT: +2.0 | ×4 Gear | -- 01 -- 01 | | | | ×6 Screw | -- 01 -- 01 | | | | ×9 Aluminum | -- 02 -- 02 | |------------+-----------+---------------+-------------+--------------------. | Rapid | DMG: -007 | ×1 Circuitry | -- -- -- -- | Perk: Gun Nut 2 | | Automatic | ROF: +334 | ×3 Nuclear M. | -- -- 01 -- | Perk: Science! 3 | | | RNG: -012 | ×4 Oil | -- -- -- -- |____________________| | | ACC: -017 | ×5 Adhesive | -- -- -- -- | | | WGT: +2.0 | ×5 Gear | -- 01 -- 01 | | | | ×6 Screw | -- 01 -- 01 | | | | ×9 Aluminum | -- 02 -- 02 | |------------+-----------+---------------+-------------+--------------------. | Calibrated | DMG: +020 | ×3 Circuitry | -- -- -- -- | Perk: Gun Nut 2 | | Powerful | ROF: ---- | ×3 Nuclear M. | -- -- 01 -- | Perk: Science! 3 | | | RNG: ---- | ×3 Oil | -- -- -- -- | Critical shot DMG+ | | | ACC: +001 | ×5 Adhesive | -- -- -- -- |____________________| | | WGT: +2.3 | ×5 Gear | -- 01 -- 01 | | | | ×6 Screw | -- 01 -- 01 | | | | ×10 Aluminum | -- 02 -- 03 | |------------+-----------+---------------+-------------+--------------------. | Hardened | DMG: -003 | ×2 Circuitry | -- -- -- -- | Perk: Gun Nut 2 | | Piercing | ROF: +260 | ×2 Oil | -- -- -- -- | Perk: Science! 3 | | Auto | RNG: -010 | ×4 Nuclear M. | -- -- 01 -- | Armor penetration+ | | | ACC: -017 | ×6 Adhesive | -- -- -- -- |____________________| | | WGT: +2.7 | ×6 Gear | -- 01 -- 02 | | | | ×7 Screw | -- 01 -- 02 | | | | ×11 Aluminum | -- 02 -- 03 | |------------+-----------+---------------+-------------+--------------------. | Advanced | DMG: +033 | ×2 Oil | -- -- -- -- | Perk: Gun Nut 3 | | | ROF: ---- | ×4 Circuitry | -- -- 01 -- | Perk: Science! 4 | | | RNG: ---- | ×5 Nuclear M. | -- -- 01 -- |____________________| | | ACC: ---- | ×6 Gear | -- 01 -- 02 | | | WGT: +3.0 | ×7 Adhesive | -- -- -- -- | | | | ×8 Screw | -- 01 -- 02 | | | | ×12 Aluminum | -- 03 -- 03 | |------------+-----------+---------------+-------------+--------------------. | Powerful | DMG: +006 | ×3 Circuitry | -- -- -- -- | Perk: Gun Nut 3 | | Automatic | ROF: +260 | ×3 Oil | -- -- -- -- | Perk: Science! 4 | | | RNG: -012 | ×4 Nuclear M. | -- -- 01 -- |____________________| | | ACC: -017 | ×6 Gear | -- 01 -- 02 | | | WGT: +3.4 | ×8 Adhesive | -- -- -- -- | | | | ×8 Screw | -- 01 -- 02 | | | | ×13 Aluminum | -- 03 -- 03 | |____________|___________|_______________|_____________| ____________ ___________ _______________ _____________ ____________________ | BARREL | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Standard | RNG: ---- | ×1 Adhesive | -- -- -- -- | Perk: n/a | | | ACC: ---- | ×3 Screw | -- -- -- -- | | | | WGT: ---- | ×3 Steel | -- -- -- -- | | |------------+-----------+---------------+-------------+--------------------| | Long | DMG: ---- | ×2 Adhesive | -- -- -- -- | Perk: Science! 1 | | | ROF: ---- | ×3 Copper | -- -- -- 01 | | | | RNG: +084 | ×3 Screw | -- -- -- -- | Hipfire ACC- | | | ACC: +002 | ×3 Steel | 01 -- -- -- | Sighted ACC+ | | | WGT: +1.8 | | | Range/Recoil+ | |------------+-----------+---------------+-------------+--------------------| | Long | DMG: ---- | ×4 Screw | -- -- -- 01 | Perk: Gun Nut 1 | | Ported | ROF: ---- | ×4 Silver | -- -- 01 -- | Perk: Science! 3 | | | RNG: +084 | ×6 Adhesive | -- -- -- -- | Hipfire ACC- | | | ACC: +003 | ×8 Aluminum | -- 02 -- 02 | Sighted ACC+ | | | WGT: +1.8 | | | Range/Recoil+ | |____________|___________|_______________|_____________|____________________| ______________ ___________ _____________ _____________ ____________________ | GRIP | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Short Stock | WGT: ---- | ×2 Adhesive | -- -- -- -- | Perk: n/a | | | | ×5 Screw | -- -- -- -- | Bash DMG+ | | | | ×5 Wood | 02 -- -- -- | Sighted accuracy+ | | | | | | Recoil/Scoped Aim+ | |--------------+-----------+-------------+-------------+--------------------| | Full Stock | DMG: ---- | ×4 Adhesive | -- -- -- -- | Perk: Gun Nut 1 | | | ROF: ---- | ×6 Screw | -- -- -- 01 | Perk: Science! 3 | | | RNG: ---- | ×7 Wood | 03 -- -- -- | Bash DMG+ | | | ACC: ---- | | | Sighted accuracy+ | | | WGT: +0.8 | | | Recoil/Scoped Aim+ | |--------------+-----------+-------------+-------------+--------------------| | Marksman's | DMG: ---- | ×2 Rubber | 01 -- -- -- | Perk: Gun Nut 1 | | Stock | ROF: ---- | ×3 Spring | -- 01 -- 01 | Perk: Science! 3 | | | RNG: ---- | ×5 Adhesive | -- -- -- -- | Bash DMG+ | | | ACC: ---- | ×6 Aluminum | -- 01 -- 02 | Sighted accuracy+ | | | WGT: +1.5 | ×6 Screw | -- -- -- 01 | Recoil/Scoped Aim+ | |--------------+-----------+-------------+-------------+--------------------| | Recoil | DMG: ---- | ×3 Rubber | 01 -- -- -- | Perk: Gun Nut 1 | | Compensating | ROF: ---- | ×6 Adhesive | -- -- -- -- | Perk: Science! 3 | | Stock | RNG: ---- | ×6 Spring | -- -- -- 03 | Bash DMG+ | | | ACC: ---- | ×7 Aluminum | -- 01 -- 02 | Sighted accuracy+ | | | WGT: +1.8 | ×8 Screw | -- 01 -- 01 | Recoil/Scoped Aim+ | |______________|___________|_____________|_____________|____________________| ____________ ___________ _______________ _____________ ____________________ | MAGAZINE | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Standard | DMG: ---- | ×1 Nuclear M. | -- -- -- -- | Perk: n/a | | | ROF: ---- | ×3 Screw | -- -- -- -- | Clip: 20 | | | RNG: ---- | ×3 Spring | 01 -- -- -- | | | | ACC: ---- | ×4 Adhesive | -- -- -- -- | | | | WGT: ---- | ×5 Steel | -- -- -- -- | | |------------+-----------+---------------+-------------+--------------------| | Large | DMG: ---- | ×2 Nuclear M. | -- -- -- -- | Perk: Science! 2 | | | ROF: ---- | ×4 Screw | -- -- -- 01 | Clip: 40 | | | RNG: ---- | ×5 Spring | 01 -- -- -- | | | | ACC: ---- | ×5 Adhesive | -- -- -- -- | Reload speed- | | | WGT: +0.7 | ×6 Steel | -- -- -- -- | | |------------+-----------+---------------+-------------+--------------------| | Quick | DMG: ---- | ×1 Nuclear M. | -- -- -- -- | Perk: Gun Nut 1 | | Eject | ROF: ---- | ×3 Aluminum | -- -- -- 01 | Perk: Science! 3 | | | RNG: ---- | ×3 Oil | -- -- -- -- | Clip: 20 | | | ACC: ---- | ×3 Screw | -- -- -- -- | | | | WGT: +0.4 | ×6 Adhesive | -- -- -- -- | Reload speed+ | | | | ×6 Spring | 01 01 -- 01 | | |------------+-----------+---------------+-------------+--------------------| | Large | DMG: ---- | ×2 Nuclear M. | -- -- -- -- | Perk: Gun Nut 2 | | Quick | ROF: ---- | ×4 Screw | -- -- -- 01 | Perk: Science! 4 | | Eject | RNG: ---- | ×5 Oil | -- -- -- -- | Clip: 40 | | | ACC: ---- | ×7 Adhesive | -- -- -- -- | | | | WGT: +1.1 | ×8 Spring | 01 01 -- 02 | Reload speed+ | | | | ×10 Aluminum | -- 02 -- 03 | | |____________|___________|_______________|_____________|____________________| ____________ ___________ _______________ _____________ ____________________ | SIGHT | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Standard | ACC: ---- | ×1 Adhesive | -- -- -- -- | Perk: n/a | | | WGT: ---- | ×2 Steel | -- -- -- -- | Type: bead sight | |------------+-----------+---------------+-------------+--------------------| | Glow | DMG: ---- | ×2 Adhesive | -- -- -- -- | Perk: n/a | | Sights | ROF: ---- | ×2 Nuclear M. | -- -- 01 -- | Type: bead (glow) | | | RNG: ---- | ×2 Steel | -- -- -- -- | | | | ACC: +001 | | | Focus+ | | | WGT: ---- | | | Sighted accuracy+ | |------------+-----------+---------------+-------------+--------------------| | Short | ACC: +016 | ×1 Glass | -- -- -- -- | Perk: n/a | | Scope | WGT: +1.3 | ×2 Adhesive | -- -- -- -- | Type: short-range | | | | ×2 Screw | -- -- -- 01 | Magnification+ | | | | ×2 Steel | -- -- -- -- | Sighted accuracy+ | |------------+-----------+---------------+-------------+--------------------| | Reflex | DMG: ---- | ×1 Glass | -- -- -- -- | Perk: n/a | | Sight | ROF: ---- | ×1 Silver | -- -- -- -- | Type: reflex | | | RNG: ---- | ×2 Adhesive | -- -- -- -- | | | | ACC: +007 | ×2 Aluminum | -- -- -- 01 | Focus+ | | | WGT: +0.6 | ×2 Nuclear M. | -- -- 01 -- | Sighted accuracy+ | | | | ×2 Screw | -- -- -- 01 | | |------------+-----------+---------------+-------------+--------------------| | Medium | DMG: ---- | ×2 Glass | -- -- -- -- | Perk: Gun Nut 1 | | Scope | ROF: ---- | ×2 Screw | -- -- -- 01 | Perk: Science! 3 | | | RNG: ---- | ×3 Adhesive | -- -- -- -- | Type: medium-range | | | ACC: +023 | ×3 Steel | -- -- -- -- | Magnification+ | | | WGT: +1.6 | | | Sighted accuracy+ | |------------+-----------+---------------+-------------+--------------------| | Long Scope | DMG: ---- | ×2 Screw | -- -- -- 01 | Perk: Gun Nut 1 | | | ROF: ---- | ×4 Adhesive | -- -- -- -- | Perk: Science! 3 | | | RNG: ---- | ×4 Glass | -- 01 -- 01 | Type: long-range | | | ACC: +036 | ×4 Steel | 01 -- -- -- | Magnification+ | | | WGT: +2.0 | | | Sighted accuracy+ | |------------+-----------+---------------+-------------+--------------------| | Short | DMG: ---- | ×1 Circuitry | -- -- -- -- | Perk: Gun Nut 2 | | Night | ROF: ---- | ×1 Fiber Opt. | -- -- -- -- | Perk: Science! 3 | | Vision | RNG: ---- | ×2 Glass | -- -- -- 01 | Type: short-range | | Scope | ACC: +016 | ×2 Nuclear M. | -- -- 01 -- | | | | WGT: +1.3 | ×2 Screw | -- -- -- 01 | Night vision | | | | ×2 Silver | -- -- -- -- | Magnification+ | | | | ×4 Adhesive | -- -- -- -- | Sighted accuracy+ | | | | ×4 Aluminum | -- 01 -- 01 | | |------------+-----------+---------------+-------------+--------------------| | Medium | DMG: ---- | ×1 Fiber Opt. | -- -- -- -- | Perk: Gun Nut 2 | | Night | ROF: ---- | ×2 Circuitry | -- -- -- -- | Perk: Science! 3 | | Vision | RNG: ---- | ×2 Screw | -- -- -- -- | Type: medium-range | | Scope | ACC: +023 | ×2 Silver | -- -- -- -- | | | | WGT: +1.6 | ×4 Adhesive | -- -- -- -- | Night vision | | | | ×4 Glass | -- 01 -- 01 | Magnification+ | | | | ×4 Nuclear M. | -- -- 01 -- | Sighted accuracy+ | | | | ×5 Aluminum | -- 01 -- 01 | | |------------+-----------+---------------+-------------+--------------------| | Long Night | DMG: ---- | ×2 Circuitry | -- -- -- -- | Perk: Gun Nut 2 | | Vision | ROF: ---- | ×2 Fiber Opt. | -- -- -- -- | Perk: Science! 4 | | Scope | RNG: ---- | ×2 Screw | -- -- -- 01 | Type: long-range | | | ACC: +036 | ×5 Adhesive | -- -- -- -- | | | | WGT: +2.0 | ×5 Glass | -- 01 -- 01 | Night vision | | | | ×6 Aluminum | -- 01 -- 02 | Magnification+ | | | | ×6 Nuclear M. | -- -- 02 -- | Sighted accuracy+ | |____________|___________|_______________|_____________|____________________| _____________ ___________ _______________ _____________ ___________________ | MUZZLE | STATS | COMPONENTS | S0 S1 S2 S3 | OTHER INFO | |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Compensator | DMG: ---- | ×1 Nuclear M. | -- -- -- -- | Perk: Gun Nut 1 | | | ROF: ---- | ×3 Adhesive | -- -- -- -- | Perk: Science! 3 | | | RNG: -012 | ×4 Aluminum | -- 01 -- 01 | | | | ACC: +002 | | | Recoil control+ | | | WGT: +1.4 | | | Per-shot recoil+ | |-------------+-----------+---------------+-------------+-------------------| | Muzzle | DMG: ---- | ×1 Nuclear M. | -- -- -- -- | Perk: Gun Nut 1 | | Brake | ROF: ---- | ×4 Adhesive | -- -- -- -- | Perk: Science! 3 | | | RNG: -018 | ×5 Aluminum | -- 01 -- 01 | | | | ACC: +002 | | | Recoil control+ | | | WGT: +1.4 | | | Per-shot recoil+ | |-------------+-----------+---------------+-------------+-------------------| | Suppressor | DMG: ---- | ×1 Nuclear M. | -- -- -- -- | Perk: Gun Nut 1 | | | ROF: ---- | ×3 Screw | -- 01 -- 01 | Perk: Science! 4 | | | RNG: -030 | ×4 Plastic | 01 -- -- -- | Silences weapon | | | ACC: +002 | ×5 Adhesive | -- -- -- -- | Recoil control+ | | | WGT: +1.8 | ×7 Aluminum | -- 01 -- 02 | Per-shot recoil- | |_____________|___________|_______________|_____________|___________________| _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Q] - How do I get rid of the fog? [A] - It's a natural occurence -- it can't be eradicated permanently. There aren't any "destroy the fog"-related quests either. [Q] - Should I play through with a companion? [A] - Nick Valentine and Old Longfellow each have uniquely different reactions to the plot. [Q] - Be honest: is the DLC worth purchasing? [A] - Out of all the DLC so far, this is easily the most substantial, although I don't agree with its $25 price point. Nuka-World may give it a run for its money when it's released at the end of August. [Q] - How should I complete the main questline? Make peace or war? [A] - It's the player's choice, although I should warn players to think their bloodlust through carefully. Any option besides peaceful resolution can lead to many quests being permanently unavailable/failed, as well as loss of crucial merchants (there's only a handful on the island). [Q] - Can I get DLC weapons as legendary drops? [A] - Yes, and they're added to the loot tables even before entering the DLC. In other words, you could find a kickass lever-action rifle without ever stepping foot on the island! (...although that's a bad thing in this case, since only island vendors sell .45-70 ammo at this date...) [Q] - I killed an enemy but their body is unlootable! [A] - Try shooting off a limb or crushing their head -- sometimes lootable pieces/fragments will fix the problem. [Q] - Who's Erickson? [A] - He's a friendly super mutant merchant living at the Horizon Flight 1207 wreck, a bit NW of Acadia near the mountain lake. In addition to usual vendor duties, he's a repeatable source for purchasing dogs for one's settlements (they aren't companions like Dogmeat). During the first encounter, he'll have a special conversation if Longfellow or Dogmeat is with. [Q] - Where are the locations of all the legendary Recon Marine Armor? [A] - There are four locations. Note that a full set does NOT exist and each piece is very expensive, even with skills that would affect pricing. Also, depending on how the plot is resolved, one or more vendors may disappear completely, naturally preventing further collection. Brooks in Far Harbor sells the helmet (+1 AGI, +1 PER) Cog in Acadia sells the chestpiece (DMG received -15% when inert) Kane in the Nucleus sells the left arm (When HP<20%, time slows) Mai in the Nucleus sells the right arm (+10% movement speed) _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 08-01-16 ----------------------+ Started walkthrough 08-25-16 ----------------------+ Finished walkthrough THANKS TO... ¯¯¯¯¯¯¯¯¯¯¯¯ Sailor/Ceej, for hosting my crap Lever-Action Rifle: was there truly life before I met you? NOTES TO SELF/THINGS I NEED ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Condensers Down: Nick interactions (if any) Hunting the Hunter: Nick interactions (if any) If anyone finds broken pic links in the guide, email me about it! _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ VII. LEGALITY [LGLT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: Gametalk.com cheatcc.com GameFAQs.com gamershell.com MyCheats.com Neoseeker.com Gamesradar.com Supercheats.com Cheathappens.com Honestgamers.com Chaptercheats.com E-mail me for permissions ~ Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ I'D HAVE BEEN Document © Shotgunnova, 1997-2016 (and countin'!) RASKOLNIKOV, BUT Fallout namesake © respective owners MOTHER NATURE RIPPED ME OFF E N D O F D O C U M E N T