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Fallout 4 walkthrough kill everyone. Target. Listen to the radio station "Yader-Cola"

If you have completed the quest "Secrets of the Cabot House", then you will have a difficult choice - kill or free Lorenzo in Fallout 4... Lorenzo lives in a closed psychiatric hospital "Parsons", where he was assigned by his own family. To gain access to this closed location, you need to complete several mini-quests for the Cabot family.

The first step is to find Edward Deegan's ghoul, who can meet in several locations - the colonial bar, the Third Rail Theater, Bunker Hill, or on the bench in Daymodn City. If you are too lazy to look for this ghoul and you have a very high level of charisma, then you can immediately go to the family's mansion and clean up its surroundings, after which you can talk on the intercom with its inhabitants. However, it should be borne in mind that the ghoul will give you serum, which must be delivered to the mansion. If you haven't talked to the ghoul, then you have to lie that you didn't find the serum. With a high level of charisma, they will believe you and give you another mini-quest " Emojen and her lover».

Emojen Cabot is in the Third Rail, which is located in the Neighborhood. First you need to find a girl named Magnolia and ask her about Emojen. As it turns out from the conversation, Emojen became a member (voluntarily or forcibly) of a local sect. To free the girl, you either need to break into the main building of the sectarians (Rambo's house) and shoot everyone there and take the key to the Emojen room or try to find a room on your own and pick the lock (only for those who have a burglary skill). It can be made easier, but only if you have developed the skill of charisma, talk to the main cultist Brother Thomas and persuade him to open the door and release Emojen. As you will find out later from Emojen, you had to deliver an anti-aging serum to the Cabots' house.

By taking Emojen to the family's mansion, you will receive a temporary companion who will accompany you to the hospital and open access there. In the hospital, you will need to kill several hostile mobs (raiders and wild ghouls) and reach the room where Lorenzo is locked. Do not forget that in the hospital you can find the magazine and baby doll "Charisma".

If you kill Lorenzo Cabot in Fallout 4, then the Cabot family will be very grateful to you and will generously thank you with covers. You can also safely pick up all the trash in Lorenzo's room. Also, after a week, you can reach the family's mansion, where you will be rewarded with a powerful weapon - the Lorenzo pistol, which knocks down opponents and deals medium damage.

Provided that Lorenzo survives, the Cabot family will become very angry with you and become hostile, since Lorenzo produced special serums for them that slowed down the aging process. However, Lorenzo in this case will generously thank you with the opportunity to receive an infinite number of times

A meeting with such an enemy as the Deathclaw will most likely take place according to the plot, namely, approximately at the time when you first put on your power armor. Your main goal is to kill the monster. In fact, there is nothing complicated in this, if you follow one rule - do not engage in close combat with him. Climb somewhere higher. Whether it's the roof of a building, its balcony or the second floor. Next, shoot the mob with a weapon or use grenades. If kill the death claw you can't do it and he imposes close combat on you, then act according to a different scheme: constantly move diagonally in different directions, avoiding open areas. Try to fight in the alleys and hide behind various obstacles.

Deathclaw tactics

Not letting the mob close to you, try to follow simple rules:
  • Use the grenade launcher.
  • Try using mines. If done wisely, it can be quite effective.
  • Dart guns can help if you need to slow down an enemy, as well as shooting a rifle in the legs.

Well, if you are completely unable to fight with this beast, then you can try to climb into a place where it cannot get by its size. If you do it right, the enemy will stand doing nothing in one place.

That's all. We hope that these easy-to-follow tips have helped you sort out the question. how to kill the death claw in Fallout 4... Write in the comments if you managed to defeat the monster and with what attempt.


About from the 10th minute video you can watch how Arthur BlackSilverUfa defeated the Deathclaw.

How to complete the quest "Reunion": from killing a dwarf yao-gai to tracking down Kellogg with the help of Psina.

Along with the synth detective (whom we brought with us in Fallout 4) and the sniffer dog, you'll be ready to find the bad guy Kellogg who kidnapped your son. Now just follow the Shepherd Dog Dog, which will lead you to him.

Follow the dog and look for Kellogg's tracks

First, the dog will lead you through the market on the outskirts of Diamond City. When you find yourself on the wild streets, the dog will lead you to the road that leads to the southwest. Keep up with her, and soon the city blocks will be behind, and a wild wasteland will open before you.

Not far from the city, Psina will stop and start barking. This means that the dog found Kellogg's trail. Go to her and pick up the San Francisco Lights cigar from the ashtray on the box.

When you're done, head over to Doggie, who will be waiting for you by the blue truck, and continue on your way.

Further along the way, you will encounter groups of hostile mutants. The higher the difficulty level, the more mutants you will meet. We describe the game at the maximum difficulty level "Survival", so this segment of the plot did not go through the first time for me.

And again the dog will stop, and you will need to find and pick up evidence indicating the presence of the kidnapper. The dog will stand at the door and start barking. Approach it and to the right of the passage you will find bloody bandages - the bodies of the raiders around indicate a battle, and the bandages belong to Kellogg, who was wounded. They will hang from the pipe. Take them and the dog will continue to track Kellogg.

Collect items from bodies on the ground: there are weapons, ammo and some stimulants. Next, go up the stairs and when you get to the upper level, kill the pack of wild dogs that will attack you. Now find your "tracker" and head on.

Very soon you will see a broken tree trunk. Here you will come across an animal that resembles a bear. This is a dwarf yao-gai. It can deal (and withstand) significant damage, so don't expect the beast to retreat without a fight. Playing on the survival difficulty level, I went through this moment 10 times until I thought to climb onto a broken tree trunk and shoot the bear from there (as it turned out, at the maximum difficulty level and level 15 of the hero's leveling, a direct battle with yao-gai is doomed to failure).

When the fight begins, it is better to immediately throw a Molotov cocktail at him. The fire will damage him for several seconds. Then use your best weapon. A pumped-up short double-barreled shotgun would do well here. Attack yao-gai to the head from close range with V.A.T.S. Naturally, sitting on a tree - so you can easily protect yourself from its claws and deliver accurate shots to the head.

If the yao-gai tries to change position, just walk around the tree. Keep shooting and throwing Molotov cocktails until the beast surrenders. It is important to kill the bear quickly, as soon two gnats cubs will fly to you and spit poison. And to fight off them sitting on a tree is unrealistic.

Return to the dog after the battle. She will be in the northwest. The dog will take you to the station, which should be on your right side. 4 super mutants will attack here. Deal with them, climb the stairs and go inside the building.

Head down through the basement door and collect the items in the room. Here you will find covers, armor on a corpse, and other useful items. Then get out of here and return to the dog.

Continue north along the path until Dog runs into a small shack on the right. At this moment, there should be an orange carriage right in front of you. Enter the shack and go down the steps to the right. At the bottom, disarm the alarm from the cans and go through the door. Follow the right below the archway and immediately go left along the short tunnel.

After a while, the dog will start barking again. Walk west to the exit of the tunnel to reach it. Look for Kellogg's tracks and check the beer bottle on the table by the chair to the left.

Continue to follow the dog. The dog will smell Kellogg's scent again and will run along the road west towards the bridge.

Cross the bridge carefully avoiding the abandoned vehicles. Here you should beware of the ambush of wild ghouls. When you reach the other side, turn right and follow the road southwest. Follow Doggy until you see a nearly destroyed assaultron, which lies on the left side of the road.

Pick up the stimulant from the medicine cabinet near the overturned grocery cart, then search the wooden crate to get a Molotov cocktail and antiradin. Then collect the items from the yellow Protectron, which lies opposite the tree. After that, return to the assaultron, turn on his remains and ask what happened.

After listening to a short story, continue west along the road. Pretty soon you will come across a super mutant and his dog. They will attack if you get too close. Step aside immediately to avoid Molotov cocktails that the super mutant launches. Get close and use a good damage weapon like a shotgun to finish the battle faster.

When you eliminate opponents, collect things from them and follow the dog further. At the nearest junction, turn right and head north. Soon Psina will leave the road and head left along a steep slope.
Follow the dog northwest through the wilderness. As a result, you will get to the rusty fence from the net, where the dog will stop again.

Look for Kellogg's tracks here again. Search this place. You will find bloody bandages hanging from the fence. Check them out to continue. When the dog runs further, go through the hole in the fence and head north along the overgrown street. Continue following the dog until he runs up the steps of the building on the left.

Climb the steps and walk up to the dog. The dog will bark at the sealed entrance to the Fort Hagen building. Talk to him so that the next task will open for you.

Make your way to Fort Hagen

Now you need to get to Fort Hagen. Go down the steps and go around the building. Stay close to the wall of the fort to avoid being caught by the automatic turrets on the roof. Here is a tank not far from the fort:

When you get to the back of the building, use stealth and carefully climb the wooden scaffolding. At the top, try to go closer to the walls so as not to get hit by the turrets. If you are careful and careful, the turrets will not notice you. While they scan the area below, you can slip past them. If you are noticed, then destroy the turrets with a couple of well-aimed shots.

You will soon reach a large black hatchway. Open it and go down into the building.

Almost immediately at the entrance you will be attacked by several synths armed with laser pistols. Unsurprisingly, their weapons do energy damage, so it's worth wearing the appropriate armor. And it's better to come to this place right away. To determine the most suitable armor, look in the characteristics of the equipment for an indicator with a lightning icon.

When you deal with the armor, clear the room of enemies. It is worth noting that frag grenades and weapons with a high rate of fire, such as an armor-piercing submachine gun or an automatic institute pistol carried by the robots themselves, are very effective against synths.

Having eliminated the threat, go to the kitchen and on the table you will see the Pistols and Bullets magazine, which will increase the damage of your weapon with a critical hit by 5%. Collect all the things in this room, then go to the bathroom on the left. You will find a locked medicine cabinet with a blood bag, rad-x, and a stimulant.

After collecting all the things here, go through the floor and collect all the valuable items by destroying one automatic turret. In the corner of the room with a hole in the floor, enter the door, go down the stairs and hack the terminal. If you do this, you can activate the Protectron, which will provide you with additional fire support.

Clear this floor by destroying all synths. In the process of stripping you will find yourself under the sight of ceiling turrets. Use the pillars and furniture for cover and destroy them. Note that there is a terminal in the center of the room that allows you to deactivate the turrets. But to get into it, you need the skill of breaking into very complex computers. You can also use the terminal to open the nearest security door and enter the ammunition and medicine storage.

When the turrets are defused, collect the ammo in the center of the room and, if possible, in the storage. Now call the elevator, go into it and press the button to get to the lower floors.

At the bottom, go down the corridor and remove the chain from the blue door on the left. Go through it and wait for you. Then return to the long corridor.

Stop as soon as you get to the cart on the right and sit down to deactivate the laser trap. There is a dried-up corpse on the trolley. Ahead you will find many synths and turrets. Destroy them and collect valuable items. At the same time, Kellogg will be on the airwaves and talk to you.

When you get to the end of the floor, take out the turret on the left and go through the security gate. Move on until you hit the door of the Fort Hagen command center. Come in.

When you find yourself in the command center, go down the steps to the right and head to the end of the corridor, destroying synths along the way. Better to throw grenades at them. At the end of the corridor, turn right.

Go to the break room on the left and collect ammo from the boxes near each bed. Note that there is a terminal on the wall of the room with very sophisticated protection (it opens a fenced-in area in an adjoining locked room) and in one of the bedside boxes for power armor.

After collecting the swag, return to the corridor and continue to move on. Deal with all the synths that appear, and then go down the stairs. On the right there will be a room with a generator, in which there is a complete nuclear unit.

Return to the corridor and go to the dining room, which can be recognized by the skeleton sticking out of the window.

Go to the dining room and take from the table in the kitchen. From the description, you will understand that he will give you + 25% to critical damage from energy weapons.

Open the box with explosives in the eastern part of the room, collect the items and return to the corridor.

Go down the stairs to the south and turn left at the bottom. Get ready to face another group of synths. There will be more robust models among them. Having dealt with them, follow the tunnel with pipes until you pass through the doorway at the end. Turn left, go up the steps and destroy the ceiling turret, if you have not turned off the protection through the terminal before.

Pay attention to the terminal with very complex protection, which is located on the wall in front (it gives access to the adjoining room with weapons). Now turn right around the corner. There will be another ceiling turret here. Enter the reception room to the south and immediately remove the last ceiling turret on the left. When everything is clear, go through the wooden door at the north wall.

Collision with Kellogg and his assassination

Behind the door, collect the contents of the first aid kit from the table and open the box with cartridges on the bed. Next, follow through the doorway ahead. Follow the corridor to the left, go up the steps and go through the door at the end.
When the lights come on in the next room, you will see Kellogg and several synths guarding the area. Do not shoot, go to Kellogg and start a dialogue with him.

Ask him where your son is and insist that Kellogg take you to him. When you find out that Sean is at the Institute, ask Kellogg how to get there. At the end, choose any answer and get ready to deal with the mercenary. There is no peaceful solution to the Kellogg problem.

When the conversation is over, you only have a few seconds (maybe a little more if you choose a sarcastic answer) before Kellogg and his robots open fire. Turn around quickly and run into the corridor from which you came. Hide around the corner at the base of the stairs and throw grenades or Molotov cocktails right into the room to give enemies a little bit.

When the synths are destroyed, it will be Kellogg's turn. You will quickly realize that the mercenary is using camouflage, which makes him invisible and prevents you from using V.A.T.S. This is very annoying. To hit the enemy, you need to aim for the subtle shudder that appears during Kellogg's movement. Unfortunately, the mercenary not only becomes invisible, but also deals serious damage. He can kill you with a couple of accurate shots.

It's good if you start the battle by swallowing some honey-x. This will increase your damage resistance. Then lure him into the doorway at the top steps and take cover around the corner below. Start throwing grenades into the room (and avoid his shots). If necessary, immediately replenish health with stimulants or other items. Over time, the mercenary will take off his camouflage, and the fight with him will become easier. Take cover in the hallway, choose your most powerful weapon and attack Kellogg as soon as he gets closer.

When Kellogg is defeated, take away his weapons, equipment and other things, including implants and the password from the terminal.

Return to the room and find the mercenary's computer here. It is on a white table opposite the north wall. Collect the nearby stimulants and the Shy Fun Magazine (you will receive). Activate the terminal, read the available entries and open the door.

When you are done, go to the detective and talk to him - tell Valentine about your findings. Tell him you need to find a way to find your son. Valentine will offer to speak with Piper, a journalist from Diamond City. Tell the detective that you are ready to go and move to Diamond City.

Climb the steps on the south side of the room and turn left at the top. Follow east and call the elevator at the end. Go into it and click on the button. When the doors open, you will find yourself in the corridor. Use the terminal on the wall to deactivate the turrets and open the doors to the outside.

As soon as you find yourself in the fresh air, you will see the appearance of the Brotherhood of Steel airship. The quest "Shadow of Steel" will appear in your journal, which can be completed later.

In the meantime, get the Pip-Boy and move to Diamond City.

Tell us about your findings to Piper

When you arrive in town, head northeast down the steps and look for the second shack on the left. There should be a large sign above the doorway that reads Diamond City`s Newspaper. Go inside and wait for Nick to finish his conversation.

Then tell the journalist that you need help and that Kellogg is dead. Ask her what to do now. Detective Valentine offers to visit Dr. Amari in the "House of Memories", which is located in the Neighborhood.

Say that you agree with this plan. And when the detective starts talking about parts of Kellogg's brain, explain that you already have everything (you removed the implant from Kellogg's corpse). Now decide who you will take with you for the next quest: a detective, a journalist, or no one at all (in our case, we'll take Valentine). In any case, the detective will be waiting for you at the clinic of Dr. Amari, since without him the next quest cannot be completed.

The current task will end, and the next quest "Dangerous Thoughts" will appear in the journal.

If you find an error, please select a piece of text and press Ctrl + Enter.

Where to go:

- To the transit center "Yader-Mir".

It will become available to you automatically immediately after installing this DLC.

Target. Listen to the Yader-Kola radio station.

The first task will appear. Open your Pip-Boy, go to the radio tab and select a new radio wave - "Nuka-Cola Radio". Listen to what the announcer is broadcasting, after which the task will automatically become completed.

You will learn about an amusement park called Yader-Mir. Everyone who wants to have a rest is invited there. You can get to the park only through the Yader-Mir transit center, where you need to board the Yader-Express.

Target. Get to the Yader-Mir transit center.

The location you need is located to the west, at the very edge of the Commonwealth. Follow there, but be careful - several bands of shooters are waiting for you. You will need to fight, including with the shooting assaultron, Commander Keylor, using stealth in battle.

How to defeat a stormtrooper?

Try to make sure that this opponent does not use energy weapons located on the head. One shot will almost destroy your character. If he does shoot, then try to dodge to the side. The Assaultron will attack you continuously. You must make sure that he doesn't corner you. Try to constantly be at a distance from the enemy, which will be useful for you to carry out vital maneuvers.

Use more powerful weapons that you have. Take with you a companion who will distract the attention of this "piece of iron".

Having approached your destination, explore the Yader-Mir transit center, look for useful loot. Look into the building to the right of the main gate. There is an elevator here that will take you to the roof. There is a bridge at the top that leads to another roof. You can also climb up the ruins of the building on the left side. On the roof of the building on the left (relative to the gate) there is a bag, a chest and a safe with a lock of medium difficulty. Inside you will find supplies, weapons and even explosives.

What is Yader-Mir? This is a Nuka-Cola theme park. You can find different types of Yader-Cola cans in garbage cans throughout the park. For this reason, it can look into urns if you need to restore health. You will see buses in the transit center. Inside the bus, near the entrance, you can find covers, inside a cache. Search the bodies of passengers and one of them will find tickets for Yader-Arcada. Surely they will come in handy in the park!

To get one of the achievements, you will need to use 100,000 Yader-Arcade tickets.

Follow down the Yader-Mir transit center, chat with Harvey about everything.

Target. Talk to Harvey.

According to this man, he was robbed by raiders and kidnapped by his wife and son. Raiders are in the park, contrary to the assurances of the merchants Harvey had met the day before. The man asks to help him find a family. Offer Harvey a stimulant, but for some reason he refuses.

Charisma

If your level of charisma allows you to use persuasion (hard), then you have three options to find out what exactly Harvey is hiding. Whether you can solve Harvey's secret or not, you will learn the password from the control terminal, which allows you to activate the monorail and go to Yader-Mir.

Target. Restore power supply to Yader-Express.

Explore the territory of this station. On the left side, you can find a first-aid kit and a staff room with a lock of an easy level of difficulty. There will be antiradin inside. You don't have to break this door at all. Follow the detour through the rails, where there will be a passage. At the end of the rail there is a safe with a lock of medium difficulty.

On the right side you can find the office, inside which the Yader-Express control terminal is located. This is the ticket office. Log in to the terminal, click on Grid Management and select Activate Monorail Power.

Target. Get to Yader-Mir by Yader-Express.

It's time to go to the research of "Yader-Mir". Inside "Yader-Express" you need to activate the control panel of this monorail, which is in front of the car, where the driver should be.

Hear Porter Gage's message about the trap ahead. Looking ahead, it's worth noting that Gage is the main quest giver in the DLC.

SUBJECT QUEST "HERE HERE HERE RENTAL"

Where to go:

- To the station "Yader-Mir".
- to the arena for Yader-Mobile.

Upon completion of the quest "To the Places!" you will find yourself in the Yader-Mir amusement park.

Target. Complete the Challenge.

A test will begin, which you must pass. Find the purified water located below the structure with the terminal at the Yader-Mir station. As mentioned earlier, you had to go here in full combat readiness, taking with you a partner, ammunition and medicines.

Turret room

Move through the doorway with the ENTER sign. Follow the stairs down and you will find yourself in the first test room. There are several different types of turrets here. How to get through the rooms:

- Try to deal with these turrets (some of them) before entering the room. As soon as the door slams shut, the turrets will be on alert. It is for this reason that you have a great opportunity to start firing at visible turrets from the doorway. Use the V.A.T.S. system to make it easier to deal with mechanical opponents.

- When you go inside, then follow the shelter on the left side, where there is a wall and a Nuka-Cola vending machine. Not all turrets can reach you here. Deal with those who are still firing at you. Run to the opposite wall and finish off the rest of the turrets.

- Some of the turrets are hidden behind the wall and you won't be able to notice them right away. Be careful!

After destroying these turrets, explore the room. There is a counter on the right side, under which there is a cache with lids. On the left side, at the end of the room, you can find a first aid kit. See the shelves of cards that have fallen down? There is an ammo box here.

Trap room

Continue moving through the location, guided by the white arrows depicted on the walls and other objects. The new room will have a strip of obstacles and traps. Be sure to look where you step, pay attention to the walls. Disarm the traps until you find yourself at the end of the room.

If you have mastered picking locks, then you can completely bypass these traps. On the left side, behind the first trap, there will be a small corner with another trap, where there is a red door. The lock of a difficult level is to be broken. Open this door and go around several traps at once.

Falling floor room

After overcoming the room with traps, or after passing through the door that allows you to bypass them, move up the wooden steps. You have to overcome the floor of falling boards. You can go around this line using a narrow section of the floor. To see her, turn around the other way after going up the stairs here. If you do not have time to cross the boards and fall, then return here and use this part of the floor.

Now you need to walk along the windows, but first you should definitely look into the niche on the side. There is a safe with an easy lock. But do not rush to hack it, because there is a trap on the ceiling, which must first be neutralized. Move past the windows, pay attention to the traps under your feet. There are also traps on the ceiling. Soon you will find yourself in a corridor with three red doors.

Three red doors and a radiation room

The desired door is located on the left side, while the other two lead to dead ends with traps. Opening the door in the middle reveals a monkey playing cymbals. Opening the door on the right side, you will come across a grenade trap. Move through the left door until you go down into the room with barrels. You will need protection from radiation, several doses of antiradine.

But still, you can not stay here for a long time and do without antiradiation. You must open a red door with a lock on a difficult level. Either use your hacking skills if they allow you to, or find a bunch of keys. It sits on top of a shelving tucked away in a small niche behind the checkout counter in the corner. Under the counter itself there is a cache with covers.

Turret and Monkey Room

Walk down to the door that leads to the Yader-Mira tunnels. Go there and search the cabinets on the left side, where you will find ammunition. Use the terminal that controls the turret and is located on the table. An easy level is required for hacking. This terminal will be very useful to you a little later! Hack it beforehand.

Move to the new room, search the racks on both sides and see the turrets. They attack you only when the monkey on the other side starts hitting the cymbals. If you deal with the monkey before, then the turrets will not shoot at you. Otherwise, you will need to go back to the terminal hacked earlier and disable the turrets.

In order to leave the room with the monkey and the turrets, you must open the door to the Yader-Mira storage room. The key is on the parts located behind the monkey's position.

Labyrinth with traps

Next, you will find a small labyrinth in which there are traps - buttons on the floor, mines, turrets disguised as aliens. Get to the door on the other side of the room. When you pass the alien, then climb the wooden steps and move along the surface of the equipment - along the upper part of the maze. Jump down to where the exit is on the other side.

Deal with the turret at the front door. There will be a box and explosives behind this door with the middle level of the lock. Move along the tunnel with destroyed equipment, paying attention to the mines placed everywhere. Use the V.A.T.S. system to detect them. Disarm mines by shooting them from a distance. Through the tunnel you will reach a dilapidated bridge consisting of boards. As soon as you stand on it, it will begin to fall. Once on the other side, you will see a door. It needs to be broken - a mid-level lock.

If you have a low level of burglary, which does not allow you to open the door, or the bridge collapsed, and you did not manage to get to the door, then you will have a duel with the bogs living below. Moreover, one of the opponents will be the legendary glowing swamp. Killing him is not easy! Try to sit somewhere higher, use the distractions of your companion. When you deal with the opponents, then blow up the eggs from different sides using explosives. Otherwise, bogs will begin to hatch from them.

Move through the cave, which will lead you to the same place as the door with the middle lock on top, behind the crumbling bridge. But before you open the door, you need to defuse the trap on its canvas. The door will lead you into a narrow corridor with floor traps. At the end of it, a new part of the tests will begin, one of the most interesting in this task.

Gas room

After you go into the room, the door will slam behind you. Gradually, the room will fill with gas that kills you. To leave the room, you must turn off the gas supply, or simply find a way out as quickly as possible. To shut off the gas supply, you need to use the valves. There are four gates in total that you can find:

- on the left side of the entrance;
- behind a locked door located near the first valve;
- behind the grate on the left side, below, closer to the floor;
- in another part of the room, next to the door.

Everything is fine, but besides the difficulty with the gas, you will also be attacked by radroaches. You must destroy them using melee weapons. If you fire a firearm, the gas will ignite. In the room to the left of the front door, there is a table on which you can find the password for the power station. In the room on the right side, which is at the end of the service room, there is a key to the door of the Yader-Mira electrical substation

Opening the closed door near the first gate, you will find another of the four. There is also an electrical substation terminal and several radroaches. Deal with the opponents, use the terminal and enter the password found in the room to the left of the entrance. By opening the door, you can get out of the trap. Next, you need to visit the Yader-Mira office building.

Indoors, you will meet ants - new enemies in Fallout 4. They fly or crawl. There is a closed door with a light lock near the abandoned vehicle. Behind the door is a file cabinet with a cache, inside of which are hidden covers. Go through the doorway on the other side of the room. You will find yourself in the corridor, where instead of the roof there is a grid. This mesh will prevent you from shooting at the raiders attacking you from above.

On the way, you will find yourself on a section with hanging grenades, which must not be touched. There will also be turrets that you probably haven't gotten around to missing yet. Move along the corridor, as soon as possible, go through the door to the arena with "Nuclear Cells". Follow up the stairs to the second tier. Here the last stage of your tests will begin - you have to fight the boss of the raider gang named Colter. He has very powerful armor, chances are small, but you have them.

Target. Enter the dressing room.

You have time to prepare. Go to the indicated dressing room through the open door after talking with Colter. When you go inside, you can chat with Gage. You should go to the intercom located on the wall.

Target. Talk on the intercom.

Walk up to the wall and chat with Gage. Find out what's going on here.

Charisma

If your level of charisma is average, then you can put pressure on Gage, who will tell you about everything. Gage clearly wants to help you. There is no way to defeat Colter, as his power armor is constantly powered by a power source in the arena. The enemy is invulnerable. In one of the cabinets there is a weapon from Gage that will allow you to destroy the boss.

Target. Find a weapon.

You can collect weapons and ammunition in the locker room, but it is useless in a fight against Colter. On the bottom shelf of the cabinet you will find Gage's weapon. In that locker, which is located near the bench in the corner. Here is the Thirst Quencher. This is an ordinary water pistol ...

Target. Talk to Gage on the intercom.

According to Gage, this particular weapon is ideal against Colter. Why? The water causes short circuits that shut off Colter's power armor for a short period of time.

Now you must find the arena where you have to fight Colter. There are a few other things you can do to keep your chances high. Go to the toilet located in the dressing room. Move into the break in the wall and take the nuclear block from the generator. This will reduce the arena power by 30%. This means that Colter's power will drop by the same amount. All Yader-Mir raiders will watch the battle.

Target. Defeat boss Colter.

How do you defeat Colter? Pick up the Thirst Quencher, pour water into the Colter to cause a short circuit. Then swap the Thirst Quencher for the most powerful weapon in your inventory and shoot the boss as much as possible until his armor is restored. Repeat these actions until you finally hit the enemy. It is very good to have a companion with you. This is not prohibited in combat!

Use power armor, enter stealth mode ...

After defeating Colter, be sure to search him. You will receive a boss key and password, which will be useful to you in the future. By the way, you can pick up Colter's power armor.

Power armor, as always, consists of six parts - two arms, two legs, a head and a torso. The torso is a legendary piece that, among other things, deals electrical damage to nearby enemies.

Learn more about the stats of Colter's Power Armor:

- Head: resistance to damage - 220, resistance to electrical damage - 220, radiation resistance - 150, weight - 14.
- Body: resistance to damage - 320, resistance to electrical damage - 320, radiation resistance - 300, weight - 22.
- Left and right hands: resistance to damage - 170, resistance to electrical damage - 170, radiation resistance - 150, weight - 16.
- Left and right legs: damage resistance - 170, electrical damage resistance - 170, radiation resistance - 150, weight - 17.

Target. Talk to Gage.

As it turned out, now you have become the new boss of the raider gang and will be able to meet in person with Gage. Chat with a man, find out that the raiders have long wanted to kill Colter. Currently "Yader-Mir" is divided between three gangs of raiders, called Adepts, Operators and Flock.

Colter was a bad leader and therefore this place is on the brink of war. It is you who have to change everything and return the world to Yader-Mir (such is the tautology). The boss's den is located inside the restaurant located on Mount Fizztop. You will get there in the third story mission, but more on that later.


Mount Fizztop, where the lair of the raider boss is located.

Explore the "Yader-Mobile" arena, move to the amusement park. Inside the trash can near the entrance to the arena there is a new drink - "Yader-Cola Pobeda".

Let's compare "Nuka-Cola Victory" and "Quantum Nuka-Cola":

- "Nuka-Cola Victory": health points - 840, radiation - 11, action points - 0, weight - 1, price - 40.
- "Quantum Nuka-Cola": health points - 400, radiation - 2, action points - 100, weight - 1, price - 50.

Look for a terminal with a business card with a map of the park. Look down to find a first aid kit. Inside the terminal, you can study information about the park, nothing more.

SUBJECT QUEST "AMBITIOUS PLAN"

Where to go:

- At Yader Town, USA.
- To the Fizztop grill bar.
- Mount Fizztop.
- To the restaurant-theater "Salon".
- The Bradburton Amphitheater.

Target. Talk to Gage at the boss's quarters.

When Porter Gage declares you the boss of the raiders, you will hear from him that you need to meet inside the boss's den, which is located in the restaurant on Mount Fizztop. Go there now!

Mount Fizztop is located in Yader Town (USA). You can find the entrance to this territory of the park as soon as you leave the Yader-Mobile arena. Activate the radio waves of "Yader-Cola" and move through the "Yader-Town" to the specified mountain. The fastest way:

- Go through the gates of Yader Town.
- Move on the right side.
- Turn into the first lane on the right, from where you will see the mountain.
- Go forward towards the mountain.

When you enter the mountain, you can meet with Sierra Petrovita. This will activate the task in the "Miscellaneous" section. Objective: talk to Sierra Petrovita. After the conversation, you will receive a new side quest - "A Lid in a Haystack".

Go around the lake to find yourself in the right place, near Mount Fizztop. There is a lift that goes directly to the den, to the Fizztop grill bar.

Upstairs you will meet Porter Gage. Chat about everything, find out about the plans of the raiders on Yader-Mir. There was supposed to be a huge base here, but Colter did not want to continue taking over the park. Gage says you will need to get support from three different gangs to get started.

Charisma

If your level of charisma allows (medium), then ask Gage what ideas he has on achieving this goal. Gage will tell you exactly what to promise each of the gangs in exchange for their support:

- Adepts - a lot of blood.
- Operators - a lot of money.
- Pack - you need to prove that you are the strongest.

First of all, you need to talk to the leaders of these three gangs, and then begin the capture of Yader-Mir. You can look around the restaurant, find an armor service station, a chemical laboratory, supplies and drinks. The nuclear unit is hidden in the bedside table. There is also a safe with a complex lock.

Target. Meet with the leader of the Adepts.

The Adepts are located not far from you, in Mount Fizztop. They are bloodthirsty raiders living in violence and wearing masks. Their leader is Nisha. Communicate with a woman about everything, not forgetting about the Adepts' addiction to blood. You must capture the park and make the Adepts the main ones, and then set off to capture the Commonwealth.

Niche will offer you a job. You can do it at will. To get the quest, talk to Nisha again. The side quest is called "It was secret, it will become apparent."

Before you go to the new gang, you can explore Mount Fizztop. Anything you find here can be taken away. In addition to ammunition, food and medicine, you can find the Quartz Nuka-Cola, which Sierra Petrovita needs. You will learn more about this in the "Miscellaneous: The Secret of Sierra Petrovita" quest.

The bottle can be found near the place where the Adepts rest. Move from the entrance to the right side in a circular motion until you see mattresses scattered on the floor. If possible, hack the Nishi terminal (difficult level). The terminal is in the Adept boss room, at the top of the mountain. You will need to climb up the slope. Inside it there is information on the objects that Nisha watched, hobologists (for more details, in the quest "Miscellaneous: Learn more about the hobologists" and a mysterious mansion called "Grandchester." Grandchester ".

Target. Meet the Operator Leader.

As for the gang of Operators, they are inside the restaurant-theater "Salon". This place is located outside the territory of Mount Fizztop, near the monument to the Master of the Bottle and Mister Cap. Their leader is Maggie Black, whose right hand is Brother William. Outwardly, they are a kind of opposite of the Adepts. They are completely non-aggressive, neat and well-mannered people. Chat about everything, not forgetting their love for lids. Operators want the park to be able to pump out caps from visitors, but using different methods. In addition, they do not recognize other gangs.

Maggie Black can give you a task if you want to complete it. To do this, you need to talk to her again and take the side (repeating!) Quest "Under the collar".

Inside the theater restaurant there is a huge amount of ammunition, food and drinks.

Through the kitchen you can reach the office of Lizzie Wyeth, the scientist. She is testing an unknown drug in humans. The idea is that the drug should make people do exactly what Lizzie wants. There are reports on this in the terminal with an easy access level.

If your level of hacking is high enough, then you can go to Maggie's room, located on the right side of the stage. The door is closed inside and the level of the castle is very difficult. Inside you can find a cache with lids, a holographic record of Maggie and William's backstory, a terminal with a difficult access level, inside which there is a dossier on Yader-Mir gamblers. There is also a safe on the wall with supplies and weapons and medium difficulty.

Target. Meet with the leader of the Pack.

The flock is located inside the Bradburton Amphitheater, located at the exit of Yader Town, not far from the Yader Mobile arena. There is a real madness going on inside this place. You will see dogs, animals in cages, furniture from other creatures. The boss of the gang is Mason, sitting on a kind of throne, next to the place where the mole rats fights take place. Chat with him, not forgetting that they will go after the strongest person.

Charisma

If your level of charisma is high enough, then you can find useful information from Mason. Namely:

- Medium charisma will allow you to ask if Mason wanted to take the place of the raider boss.
- Hard level of charisma will allow you to learn more about the story of Gage and Colter.

Mason will also offer you additional work. To take the task, talk to the raider again. You will receive a side (repeating!) Quest "Once and for all"

Explore this part of the amusement park, be sure to go to the backstage of Yader Town, through the door on the right side of the prisoners in the cage. Useful items can be found here. You can pick up the Pack suits, colorful weapons, including the Pack assault rifle. You can hack the terminal of a difficult level and find Mason's notes about the key figures of the "Yader-World".

Target. Return to Gage.

When you have communicated with all the leaders, then return back to the Fizztop Grill Bar, where Gage is waiting for you. Talk to him and find out a plan for further action. You must capture the entire territory of the Yader-Mira park. When capturing a territory, you need to set the flag of any gang on this place. From now on, the land will belong to this particular gang. Only you decide who and what to leave.

Gage will agree to cover you. That is, he is your new partner (optional).

SUBJECT QUEST "BIG TOUR"

Target. Capture the Children's Kingdom zone.

Go around Mount Fizztop on the left side and move diagonally slightly to the right, towards the Ferris wheel. This will take you to the "Children's Kingdom" zone. Go to the territory and destroy the first painted ghouls ..

SUBJECT QUEST "CHILDREN'S KINGDOM"

Target. Search the pavilion of laughter.

Find the pavilion of laughter and go inside. Kill the ghouls and then head through the door on the right. Next, a maze awaits you. Nothing really complicated, the enemy is one charred ghoul. Go through the red door to the next corridor.

Around the bend, you will need to run against the treadmill. It is advisable to do this with the SHIFT key held down and constant jumps. It will be faster.

Entrance to the "Children's Kingdom".


Next, there will be a segment where you have to jump onto one rotating platform, pick up the moment and jump over to another, and then to the door. If you fall down, then be ready to fight with two ghouls.

There is an easy access terminal to the left of the door. Use it to reduce the level of nausea in hypnosis rooms. Either way, go through the door. Go forward and turn into the tunnel on the right. Go left and take the tunnel on the left. Look to the left at the end of the tunnel - you came from there, but the path is blocked by a mirror. You need to go to another long tunnel and look to the left. Here the room is more spacious than the previous ones. Run forward towards the door, but be careful. There are holes in this tunnel and you can fall down.

If this happens, then under the metal stairs, find a passage leading to a room with rotating platforms. It will be necessary to repeat the path from here again. Go through the door.

Next you will find a room with upside-down doors and windows. Get to the room with a rotating floor. Open all doors in turn. You need a red door leading to a corridor with a green door. Go through the green door.

Open the doors with chains and go outside.

P. S. You can go to the left in front of the doors with chains and try to catch the clown, but if this is your first visited place, then nothing will come of it.

Target. Search the tunnels.

Leave the pavilion of laughter. If you stand with your back to the front door, then on the right side behind the fence you can see rails along which cars periodically move. Move there. Go against the traffic. You will need to jump over them. Halfway there will be a door leading to the tunnels you need.

Go down the corridor and through the window on the right, listen to the conversation between Oswald and the painted ghoul. The goal has been achieved. Leave the tunnel.

Target. Search the theater.

You must find the Yader-King's castle. To do this, continue walking on the rails against the movement of cars. On the left side there will be a bridge leading to the castle. Go through it, killing opponents, and go through the indicated red door into the courtyard. Do not forget to heal and get rid of radiation using antiradians.

The road to the castle "Yader-King".


Target. Deal with Oswald the Shocking.

Inside, go to the scene and wait for Oswald to appear. After a short speech, he will attack you, reviving other ghouls along the way. Kill them all, shoot Oswald until he runs out of HP. But that is not all.

Go to the stage, there will be a passage here. Get to the elevator on the left and go up to the fourth floor.

There are two options. If your charisma level allows, then you can convince Oswald that there is no cure (difficult) or that he should help Rachel (difficult). If something comes of this, then Oswald will give you his sword, hat, and then leave the location. Otherwise, you will have to fight with him. Another zone is captured!

Target. Appoint a gang in charge of the Children's Kingdom.

Choose one of the three gangs by hanging their emblem on the indicated flagpole (located in the same place where you last saw Oswald). In our case, they are Adepts.

Target. Capture the Galaxy zone.

Move to the left of Mount Fizztop, where there will be a passage. You will see a stand with a map of the park. Go along the bridge to the left to find a new location - "Galaxy". After a few seconds, a new task is activated.

As soon as you collect 20 star cores as part of the Star Dispatcher quest (out of 35 possible), you can turn off protective mode. After that, this zone can be transferred to the disposal of one of the gangs.

STORY QUEST "STAR CONTROLLER"

Target. Examine the star dispatcher.

Examine the corpse lying on the ground. Be sure to pick up Tiana's diary to update the quest.

Open your inventory, go to the "Miscellaneous" section and select Tiana's diary. Open the first entry to update the assignment.

Target. Find the Star Dispatcher.

Move to the territory of the zone. Here you will need to destroy several robots. In addition to them, there are laser turrets hanging on the walls - be sure to pay attention to them. Approach the marker to find a new location.

Discovered: Nuka-Spaceport.

Enter the room with the power armor in the center through the glass door. Find the star dispatcher inside and interact with him. Requires at least one stellar core.

Target. Find the stellar core.

Turn around and near the corpse on the right, find the stellar core - a bright and colorful device.

Target. Install the stellar core.

The hardware will indicate where you should install the stellar core. Just press the E key.

Target. Restart the central computer.

It is pointless to interact with a computer, because for this you need to collect all the lost stellar cores. Examine the equipment and you will realize that in total there are over 30 stellar cores missing. Let's go in search of them!

NOTE... To capture this territory on the "Big Tour" quest, it is enough to find 20 star cores. But we will find them all!

First, we indicate the stellar cores located in the territory of the "Galaxy" zone, but not inside objects that can be visited. That is, outside.

1. First, leave the building and look at the entrance. There are stairs to the right and left. But in addition to the stairs, there is also a passage. Go around the building on the right side, go past the old technology, through a small building, in which there may be two robots. Eventually, you will find a room with a yellow bulldozer. To his left is a corpse, near which lies stellar core (2/35)... The first core, if you remember, was found earlier

2. Return back to the star dispatcher and from the street go up any steps upward. There is a glass showcase inside the room above the room with the dispatcher. A stellar core lies in the showcase. There are two options. Either you break open the mid-level showcase, or you break open the door with an easy lock of the room located here. This is the administrator's room. Inside you will find a table with a terminal and an administrator key. Take this key and use it to open the showcase. Take away stellar core (3/35).

3. Return to the star dispatcher building. Look to the right. There is a staircase nearby, and then a passageway. Follow through it and up the steps. Ahead you will see a huge rocket and a Yader-Galaktika sign in English. There will be many opponents here. One of them is on the left side of the structure. It consists of several flights leading upward. Find the passage and climb to the very top. There will be a dashboard with stellar core (4/35).

4. Look at the entrance to the Nuclear Galaxy. A path leads up to it. But to the right of this path there are two red booths. In the farthest of them (closer to the wall), find the dashboard with stellar core (5/35).

5. Move to the RobCo Arena. Face the building and go left. Ahead there will be a road going up through the tunnel. At the very beginning, on the left side, there is a remote control with stellar core (6/35).

ATTENTION! There is another core outside, but you will only pick it up after you finish the main storyline.

Inside the building "Nuka-Galaxy" there will be seven cores at once, but you will have to clean it from numerous robots. There are two options: either use a suit with a jetpack, or go through the main entrance (described in the fourth paragraph) and break very difficult locks. The first option will find the key. But we will describe the second option with the main entrance and lock picks.

6. Go to the corridor and destroy three robots Mr. Penka and one laser turret in the upper right corner. Follow the only path to the left to find a somewhat spacious room with galactron guards and one powerful robot. This fenced building looks like a subway station - there are narrow rail tracks. Approach these paths and go to the cockpit on the right, white. It will contain that powerful robot inside you will find stellar core (7/35).

7. There is a red booth on the other side of the room. To the right of it is a passage with rails. But between the rails and the booth there is a barely visible door. The castle is very complex. After breaking it, enter the room and climb up the stone steps. Pull the next one out of the equipment. stellar core (8/35).

8. Here, find a door with another very complex lock. Hack it and find in the control room stellar core (9/35)... You could see this room when you climbed the first steps and killed two robots inside it.

9. Go downstairs and pick the very difficult lock of another door without going back. Go into the room and kill the robot at the terminal. Pull the terminal out of this stellar core (10/35)... By the way, this room contains a rocket and a girl sitting on it - "Yader-Girl".

10. From this room, move along the rails in the other direction, against the direction of the missiles. Through one room you will find yourself in a spacious and high hall with a huge number of robots and turrets installed on the bottom of the flying saucers. Jump to the very bottom and in the corner find the terminal with stellar core (11/35).

11. Next, find a door on the side wall (you need to move downward from this corner, the door is in the middle of the wall, below). Go to the corridor, click on the red button to push the bridge. Call the elevator on the right side and go up (or down?). Be that as it may, go down the steps and take out from the panel stellar core (12/35)... Kill the robots below, including the giant star guard.

12. Return upstairs on the same elevator, but now go to the right, where you have not been yet. Climb the slope, move into the passage with the stairs. Upstairs there will be a brave space lieutenant and a panel with stellar core (13/35).

Get out of the Nuka-Galaxy building. Find the RobCo Arena approximately in the middle of the Galaxy Zone. Go inside. Here you have to find six cores at once.

13. Enter through the two double red doors opposite the large carousel that once revolved in a circle. Go to the spacious room, but don't go down the stairs. You can destroy the robots first. You need the door on the left, with the Employees Only sign. Hack it and go up to the service room upstairs. Take away one (14/35) and other stellar cores (15/35)... Everything in one room.

14. Return to the main room. Do you see the robot behind the glass? You need to go there. Go down the steps and go through the door on the left. Follow the door on the right and kill the robot. In a small niche there is a panel with one (16/35) and others stellar cores (17/35).

Attention! As soon as you take the cores, a battle against robots will begin in several stages. Having defeated everyone, be sure to take away nuclear blocks from the body of a large robot.

15. Exit through the same door, but now go down the stairs to the right. After destroying the robots, remove from the red dashboard stellar core (18/35).

16. Return to the main hall where there are steps and glass. Between the steps there is a passage leading, as it were, under the stands. Go there and behind the bar, where there may be a robot, find on the shelf stellar core (19/35).

Go to the Vault-Tech: Among the Stars building. Go inside through the main entrance opposite the large ball.

17. There are two lifts on the left side. But you go right until you exit the tunnel, after which you will need to destroy three robots among the stones. There is a door behind the stone. Hacking it, inside you will find a panel with stellar core (20/35).

18. Move further along the path, deal with the enemies. Get down below. Don't rush to jump down where there are robots. Go right, where there will be a descent even lower and a small foyer. There is a counter at the kitchen wall and a refrigerator. There is a break in the wall. Go through it, destroy two robots and a turret, and then pull out of the panel stellar core (21/35).

19. Go back. If you stand with your back to this gap, then on the left side you will find two more doorways. Go through the right one. You will find yourself in the children's room. Follow further, you will find yourself in a room with several paths. Kill Novatron and other opponents. Do you see the panel with the core behind the glass? On the right, there is a door to this room with a very intricate lock. Having hacked it, find inside the room one (22/35), other (23/35) and third (24/35) core... Three cores in one room !!!

20. Return back to the room with the kitchenette and the breach, behind which you found the star core. Stand with your back to the breach when in the kitchen area. Do you see the door on the right? Open it by hacking or by finding the key to the Vault-Tek laboratory. The key is in the same building. Inside you will find the key to the hall and stellar core (25/35).

Exit the RobCo arena through the other door and head right (north). On the right, there will be a door leading to the Starlight Cinema.

21. Find the central hall here, in which, in addition to the usual robots, there will be a large star bartender. After destroying it, take two nuclear units. There is a remote control in the hall with the first one at this location stellar core (26/35).

22. Stand facing the screen and go through the far left passage (or the near one if you are standing near the screen). In the hallway, go to the toilet. Go to the right restroom and find the breach. Lying next to the corpse of a person stellar core (27/35).

23. Exit through the main room with the screen into the corridor on the right, through the passage next to the screen. Go to the kitchen, destroy the star chef. Hack the door and take stellar core (28/35) from the panel.

24. Return to the corridor and move in the direction of the exit. Do not go to the hall with missiles and a screen, but find the elevator on the right side. Use the elevator to go downstairs. Kill the robot and find in the panel on the right stellar core (29/35)... This is the last core in this location.

You can find the rest of the stellar cores in the rest of the Yader-Mir territory. These are six cores. The last core, as mentioned above, is in the "Galaxy" zone, but you can pick it up at the end of the plot.

25. Go to Yader Town and go to the market, in the southern part of the city, practically opposite the Yader Express station. Inside, on one of the counters, find one stellar core (30/35), between the first and the second trader from left to right (clockwise). You need to go through the red door, which is indicated by the white inscription "MARKET INSIDE".

Entrance to the Yader Town market.


26. Go towards Mount Fizztop. In front of the last doorway (to the reservoir) on the left side there will be an entrance to the Yader-Arcada building. On the right side there is also the Operators' Salon. Enter the "Yader Arcade" and go forward. Go down the stairs and in the room on the right, find the door to the service staff room. Open it and another next. Inside a room with some kind of aggregates, on the table on the right, find stellar core (31/35).

27. Next stellar core (32/35) look for the "Yader-Mira" dump. It is located west of Yader Town. Move to the point shown in the screenshot below. There will be a metal barn on the right side at the entrance to the landfill. Go inside and go upstairs. At the very end, where the turret disguised as an animatron is located, there will be a star core in the panel on the left.

A landfill located west of Yader Town.


28. Move to the Yader-Cola bottling plant. Climb the metal stairs so that you will be on the roof of the left side of the building, where the blue tower is located. Standing at the top of the stairs, look down and you will see a blue extension, as in the screenshot below. Go inside and immediately through the blue door on the left to enter the "World of Freshness". Once the download is complete, head right. Move up the steps, and then further and down several flights. There will be two corpses on the floor below. Near one of them lies stellar core (33/35).

The passage you need at the bottom left.


29. Move to the Dry Gorge Theater. Go to the left side of its designation on the map. That is, you need to get to the other side of the overturned trolleys from the roller coaster. Among the corpses, at the pillar, you will find stellar core (34/35).

30. The last stellar core remains. After completing the quest "Demonstration of Power" and restoring power in the park, you can return to the "Yader Spaceport", go upstairs to where the star core was found under the glass showcase, and use the elevator car in the center. Go upstairs where you can find the last stellar core (35/35) inside the console.

So, go downstairs and place all the remaining cannonballs in their sockets inside the control room. Interact with the star dispatcher, select the protocol for accessing the diorama and confirm its opening.

Reward

The protective glass in the center will go down, and you will be able to pick up a new set of power armor - "Quantum X-01 Type V".

- Head: resistance to damage - 300, resistance to electrical damage - 220, radiation resistance - 150, weight - 14.3.
- Torso: resistance to damage - 400, resistance to electrical damage - 290, radiation resistance - 300, weight - 24.
- Left and right hands: damage resistance - 250, electrical damage resistance - 190, radiation resistance - 150, weight - 18.
- Left and right legs: damage resistance - 250, electrical damage resistance - 190, radiation resistance - 150, weight - 18.

Unique ability. If you use all the elements of power armor, then the speed of recovery of action points increases.

Target. Assign the gang in charge of the Galaxy.

Choose the gang that will get the "Galaxy" zone. Move to the "Nuka-Spaceport" area, go upstairs, where you found a star core under a glass display case, and hang up the flag of the desired gang.

Power armor "Quantum X-01 Type V".

SUBJECT QUEST "BIG TOUR" (CONTINUED)

Target. Capture the Dry Gorge zone.

From the "Galaxy" zone, move to the left, towards the "Dry Gorge". Here you will be greeted by sandworms. Destroy them and go a little further, where a robot named Sheriff Hawk is waiting for you. Talk about everything, use a robot expert.

SUBJECT QUEST "DISASSEMBLY IN A DRY GORGE"

Target. Collect the cipher pieces from the safe.

Now you need to talk to three robots. You can either complete their tasks, or use the "Robot Expert" to avoid them and take the cipher pieces.

The next part of the text is for those who cannot use the Robot Expert.

Find the first robot nearby (go forward) named Scout. Chat with him. Either use the Robot Expert or complete his assignment.

Purpose (optional). Take the Buttercup to the corral.

When you find a saloon, then stand with your back to it. Look to your left and you will see another street parallel to the one opposite the saloon. At the beginning of the street there is a tower on the left side. There are some alien growths at the bottom. To the right of the tower you can find the Buttercup robopony. From the tower, go so that the saloon remains on the right side. Go into the pen, open the "Trash" tab in your inventory and discard the roboponi. After talking to the robot, you will receive a piece of the cipher.

Find Doc Phosphate's saloon, talk to him and get the task to serve drinks.

Purpose (optional). Serve drinks.

Go up to the second floor and put a glass of "Yader-Cola" on the indicated table. Exit the saloon and go forward. To the right and to the left there will be two open buildings with tables, on which you need to place one more bottle of Yader-Cola.

Not far from the saloon (you need to leave it and go straight) there is a building that is guarded by One-Eyed Ike. Talk to him, he will offer a duel. Agree, for what you will get a revolver with cartridges. Equip it and then stand in the center. When the robot says to shoot, then shoot it once. You will receive the next part of the cipher.

Target. Find the key to the Mad Mulligan Mine.

When you collect all the parts of the cipher, then follow the marker to the theater of the "Dry Gorge". Inside the specified building, open the safe (how to kill opponents) and take the key. By the way, the safe could have probably been hacked if you knew its location.

Target. Enter the Mad Mulligan Mine.

Go to the indicated location and open the door using the key.

Target. Destroy the Bloodworm Lair.

Get inside the lair, get to the bloodworm womb and destroy it. Get outside, talk to the robot Sheriff-Eagle. Now you can assign a gang here.

Target. Appoint a gang in charge of the Dry Gorge.

Select the gang in charge of this area by hanging their flag on the flagpole. To find it, go to the Sheriff-Eagle robot and break open the door on the right side (difficult level). In a small room, you immediately need to break open another door (complex lock) in order to be on the other side of the building. There are steps leading up to the building. Climb them, and then - along the lowered wooden stairs. Hang the flag of the selected gang on the flagpole. In our case - Operators.

SUBJECT QUEST "BIG TOUR" (CONTINUED)

Target. Capture the beverage dispensing plant.

Head from the Children's Kingdom towards the factory and the first place that you find is “The World of Freshness”. The quest of the same name will begin.

SUBJECT QUEST "WORLD OF FRESH"

Target. Clean up the Yader-Cola bottling plant.

Get down into the water and enter the dark tunnel in the middle, where the marker is pointing.

Inside this building, you will have to destroy opponents. We are talking about large "Yader-Krabakh" (all) and assaultrones.

ADVICE... In order not to miss anything, as soon as you get here, move along the tunnel with water, dealing with opponents. He will lead you to a dead end, but behind the screen on the right there will be a passage to the workshops. There will be assaultrons in the shops. As soon as all opponents are destroyed, one of the mission objectives will be crossed out.

Target. Clean up everything around the Yader-Cola bottling plant.

Find another way out of the Yader-Cola bottling plant. It can be a narrow tunnel, or it can be a door that can only be opened after breaking into a terminal nearby.

Outside, you will need to kill all the same "Yader-Crabs", as well as their Mother (in a huge "puddle"). You need to finish off the remaining enemies on the building itself. To do this, climb up the metal stairs. When you kill everyone, you will need to choose a gang.

Target. Raise the flag to take over the beverage bottling plant.

Follow the marker and you will see a building in the form of a red rocket. There is an extension next to it. Go through the annex to the lift and go upstairs. There will be a flagpole - select the flag of one of the three gangs.

SUBJECT QUEST "BIG TOUR" (CONTINUED)

Target. Capture the Safari.

This is the last zone that needs to be captured as part of our walkthrough. Go across the bridge from the bottling plant, go to the territory and help a savage named Cyto to destroy the crocodile claw. A new quest will begin.

SUBJECT QUEST "SAFARI"

Target. Find out where crocodile claws come from.

Talk to the savage, agree to help. Follow Cyto inside the primate house. On the way, you will need to kill one crocodile claw.

Target. Listen to Dr. McDermott's holotape.

After talking with Cyto, the task will be updated. Open your inventory, go to the "Miscellaneous" section. Find the item "Diary of Dr. McDermott Entry 47B". Open it up.

After listening, be sure to chat with Cito. Using a high level of charisma, you can ask the gorillas for help.

Target. Enter a large triangular house.

Move to the indicated place - to the reception center. The task will be updated.

Target. Examine the triangular building and find the entrance to the cloning department.

Go downstairs, destroy the crogodilclaw and find the locked door with the terminal around the turn.

Target. Examine the terminal by the door.

Explore the terminal, see all the tabs. As it turns out, the code is now set to "Grizzly", which means the doors are completely locked. We must unblock them!

Target. Find out if Cyto knows anything about Evil Anaconda.

Chat with Cyto.

Target. Get to the giant metal snake.

You have probably already noticed a house on a high tree in the northern part of Safari. So to the left of it there is the House of Reptiles. When approaching him, he will be marked on the map. That is, from the tree house, the Reptile House is located to the west, to the left. A stream flows next to it. Follow the stream to the north and you will see a huge roller coaster. This is the "Wicked Anaconda".

Target. Look for Dr. Hein's password near the giant metal snake.

Move to the location, kill opponents, among whom there will even be a two-headed bull. You are interested in a small hut with a yellow horizontal stripe. You will need to pick the lock of a difficult level. Inside there will be a scientist's corpse and a wooden case on the table. From there you need to get Hein's password.

Dr. Hein's body, to the right is a table with a password.


Target. Get into the cloning department.

Follow the Safari marker and enter the park. You need to go forward to the reception center where you examined the terminal. Examine the terminal again and select the item that opens the doors.

Target. Disable the faulty cloning machine.

Move along the corridor, kill the crocodile in the room and follow through the red door in front. After the next corridor, go down below, into the room with water. Kill the Regular Crocodile Claw and the Albino Crocodile Claw. Interact with the indicated red bar. Disable the current replication procedure.

Target. Kill the remaining crocodile claws in the "Safari" territory (15/21).

In your case, the numbers may be different. Exit the niche with the terminal, two more crocodile claws will appear. After killing them, go to the place where they appeared. There is a pipe with a break here. If you go through it to the left, then you will run into the front door. But it is locked. Go back and look at the pipe outside. There is a terminal here. Use it to open that very door. Go outside.

Walk across the bridge located between the tree house and the Reptile House. Behind the cages there will be a trapdoor to the basement called "Bear's Den". Kill the bear and crocodile claw, and then exit from here through another passage.

You've probably noticed the angry bear sculpture. Go to her. There is a grate fence to the north of it. There is a break in it. Go through the pool and find another crocodile claw.

After the kill, new markers will appear on the map. So, one by one, kill all opponents. After that, return to the primate house and talk to Cyto. You can use medium charisma to convince Cyto to live with new raider friends. You can just ask him to leave. Or you can attack at all - with or without dialogue. But then you have to kill both Cyto and the gorillas.

Target. Appoint a gang in charge of Safari.

You need to go up to the roof of the reception center. If you look at the front door of this building, then you should look for the stairs to the roof on the right side. Choose the gang to which you will give this territory. Mission "Big Tour" completed!

SUBJECT QUEST "HOUSE, DEAR HOUSE"

Target. Talk to Shank.

Go to Shank, who stands near the Yader Town market. Talk to him about everything and agree to be based in the Commonwealth.

Target. Capture a gang outpost.

Decide what to do: try to ask the settlers to leave the territory of the outpost, or destroy them together with the raiders. The first option is chosen.

ATTENTION! When Shank asks which gang you will give the territory to, remember who has how much at their disposal. In total, five different locations were captured. Two gangs went to two, one to the third. Or did you give everything to one? Then the war will definitely break out! If you acted wisely, as described in the proposals earlier, then give the outpost to the gang that has one zone at their disposal.

Next, you will need to select an outpost located not far from the settlements. Shank recommends the following outposts - Potogonka, Krups Mansion, Tuffington Boathouse, and Greentop Nursery. The solution is the Greentop greenhouse.

If the selected settlement belonged to you, then you will lose control over it, after which you will have to recapture it. This was the case in my case with the Greentop greenhouse.

Shank, advisor to the boss.

SUBJECT QUEST "GREENTOP GREENHOUSE: CLEAR UP"

Target. Greentop Greenhouse: persuade residents to leave the settlement.

Move to the settlement, talk to the main, marked with a marker. Use charisma a few times if you don't want to waste your caps. On the other hand, you can tell the residents to leave immediately and then offer about 1000 caps.

Target. Build a signal flag for your gang in the workshop in the Greentop Greenhouse Settlement (or whichever location you choose).

Use the workshop, go to the very last section (new) - "Raiders". Select the first item - flags. Depending on which gang you are giving territory to, set a signal flag.

Target. Meet with the squad.

Just chat with the marked member of the selected gang, who, in a group with his friends, will arrive in the newly captured settlement.

Target. Talk to Shank.

Chat about everything with Shank, who will inform you that now you need to provide the ranger outpost with supplies.

Target. Get the settlements to supply your gang with supplies.

There are two ways - either decide peacefully, or get into a fight, like last time. The first option is chosen. So, now all gangs have the same number of zones - someone has two zones in Yader-Mir, and someone has one zone in Yader-Mir and an outpost on the territory of the Commonwealth. Therefore, you can choose any gang that will look after the settlement, giving supplies to the outpost captured minutes earlier. Make a choice (in our case, the Adepts).

Choose a settlement from the possible ones.

SUBJECT QUEST "COUNTRY CROSSING: EXTORTION"

Purpose (optional). Switch on the radio transmitter in the Greentop Greentop settlement.

First, return to the captured settlement, the raider outpost. Enter the workbench menu, go to the "Raider - Resources" section and select the "Yader-Mira" transmitter. After creating it, install it anywhere in the location. The task was completed even without being connected to the power supply.

Target. Country Crossing: Convince the villagers to supply your gang with supplies.

Just chat with the settler and try to negotiate using caps or charisma.

SUBJECT QUEST "HOUSE, DEAR HOUSE" (CONTINUED)

Target. Talk to Shank.

Return to Yader Town again and talk to Shank. It turns out that enemy raiders are about to attack your outpost in the Commonwealth. It's up to you to talk to them or kill them. Since these are bad people, you can even go into battle without hesitation.

Target. Greentop Greenhouse (or an outpost you captured): meet with a squad of raiders.

Return to the outpost you captured, where one of the three gangs is located. Talk to the gang members to upgrade the objective.

Target. Greentop Greenhouse: Protect the settlement.

You can use charisma to chase away the raiders, or silently attack them.

Target. Talk to Shank.

Report to Shank that you have completed the task. Shank will complete the introductory section and walk you through the contents of the outpost.

Send Shank to the outpost, or offer to carry out additional operations (to capture other points).

Purpose (optional). Talk to Shank about new operations.

Target. Provide the outpost with everything you need (N%).

If you have this task, then something is missing in the outpost. There should be no problems with food, so the marker will surely point you to the workshop. Get enough energy, bed, and protection. Be sure to add an amplifier to the transmitter that boosts the signal from the Yader-Mira radio wave and, for example, a kiosk with drugs. In general, what improves the mood in the settlement. You need to achieve 100% of the result.

Target. Create Raider Outposts (1/3).

In total, you need three captured and well-functioning outposts. One already exists. Just talk to Shank, choose operations, create an outpost. Click on the outpost you would like to capture. Shank will say if it's possible or not. If not, then choose another location.

When you capture two outposts, and there will be a total of three of them (when capturing, you need to either convince the settlers to leave, or kill them, and then fly a flag through the workshop), then the task will end. But a new one will become available - "Demonstration of Power".

NOTE... If you want to access the tribute chest, you will need to create five more, and in total - eight raider outposts.

SUBJECT QUEST "DEMONSTRATION OF POWER"

Target. Talk to Shank.

This happens if one of the gangs doesn't like the fact that the others have more territories. Return to the indicated place of "Yader-Mir" and talk to the leaders of the gangs who are waiting for you.

There are two options:

- Either look for a previous save and make one of the decisions in favor of the gang (give them territory).
- Or agree with these circumstances and go to the destruction of the gang and its leader.

In any case, one of the gangs will not like something after the previous task. You have to destroy it! Simply, you can choose which gang you want to get rid of - give the last two outposts from the previous quest to those gangs that you want to leave.

In our walkthrough, a gang of Adepts was destroyed.

After talking with the leaders of the other two gangs, you will have no choice - you need to agree with the harsh punishment of the traitors.

Target. Find and kill Nisha (or the leader whose gang you are destroying).

Go up the hill along the path, kill gang members. Enter the inside of the Yader-Mira power plant. You need to climb to the very top of the power plant, killing opponents along the way. Next, get out on the roof and deal with the last enemies and the leader of the gang.

Power plant "Yader-Mira", where the enemy gang settled.


Target. Take the key from the control center.

Search the body of the gang leader to collect the key to the control center.

Target. Get to the control center.

Enter the blue rooftop building using the same key.

Target. Activate the main switch.

Interact with the marked remote with a button. So you will return electricity to Yader-Mir.

Target. Talk to Gage.

After speaking with Gage, you will complete the storyline of the Fallout 4: Nula-World add-on to the post-apocalyptic RPG site

FALLOUT 4 ENDINGS: NUKA-WORLD

The game has several endings - one bad and three good.

First, you must understand that you cannot keep all three gangs alive. The start of what kind of ending you earn is taken from Yader-Mir. You yourself choose the gangs that will reside in a particular territory.

The first ending. Bad good

SIDE QUEST "SEASON OF HUNTING". GOOD ENDING?

At the beginning of Yader-Mir there is the Yader-Town market. Go to it, the door on the left. Useful items can be purchased here. One of the merchants is named Mackenzie. Talk to her and get an offer. She will offer you to kill all the gang leaders. What will come of it? Check it out!

Target. Find and kill Mason.

Target. Find and kill William Black.

Target. Find and kill Maggie Black.

Target. Find and kill Nisha.

In general, you will have to destroy the three leaders (the Operators have two leaders), then return to the market, clear everything there and talk to Mackenzie. So you will free all the slaves and save Yader-Mir. But all tasks related to the storyline and the capture of the park will fail. It seems that the gangs have been destroyed, but you will not get satisfaction from this.

Second / third / fourth endings

You have already received one of them. To take others, you need to pay less attention to the Operators or the Flock in order to destroy them.

ATTENTION! Depending on which gangs remain, you will receive unique perks - one per gang.

The Operator Perk is called "Professional"... Increases the level of stealth in the shadows and damage from weapons with a silencer.

The Perk of the Pack is called "Leader of the Pack" (in the abilities section, look for "Alpha Male of the Pack")... Damage resistance is significantly increased, as well as damage done in melee and melee weapons.

The perk of the Adepts is called "Adept"... When you kill enemies with melee weapons, you recover 25% of your action points.

"STRICT DISCIPLINE" SIDE QUEST (REPEATING)

The quest is taken in the lair of the Adepts from their leader Nishi. Talk to her to find out about the goal.

Target. Rexford Hotel: Collar on target (Scavenger).

Return to the Yader-Mira monorail and ride it to the Commonwealth. Move to a location near the Neighborhood. Approach the indicated point and follow to Neighborhood.

Walk around the building on the left and go inside the Rexford Hotel. Move towards the goal in the back room opposite the entrance. There are three options:

- Press the CTRL key to enter the stealth mode, and then go to the Scavenger and press R to put on the collar (the corresponding inscription will appear). In this case, if you succeed, no one will raise the alarm.

- You can approach the Scavenger and during the dialogue use charisma (easy level) to offer to put on the necklace. But in this case, Markowski and his bandits will attack you, as the Scavenger will raise the alarm.

- The third option is to invite the Scavenger to go with you. Need mid-level charisma! If he agrees, go towards the exit and through the blue door on the right. Go downstairs. Here you can use the second option, inviting the Scavenger to put on the necklace through the dialog box. He will scream, but no one will attack you.

Target. Return to Niche.

Return on the "Yader-Express" to the "Yader-Mir" park, where you will report to Nisha about the completion of the task.

SIDE QUEST "ON THE GUARD OF GOODS" (REPEATING)

Target. Meet with the squad.

This side quest is taken from the same Niche, the head of the Adepts. A prerequisite is to complete her previous assignment called "Strict discipline."

Move to the Commonwealth, select the closest control point to the marker - for example, "Atomic Cats Garage".

If you follow this route, you will meet several Minutemans along the way. The fact is that it is they who will attack the detachment of Adepts in the future. For now, do not touch them, go further to the indicated building. The task should be updated.

Target. Kill all opponents.

Kill all the minutemans that attack you. Hide inside the building, behind the remains of a car nearby, to attack some opponents, and hide from others.

THE SIDE QUEST "YOU MUST THROW OUT THE GARBAGE"

Target. Kill the Scavenger at the "Bench" location.

The task is given by Nisha, the leader of the Adepts. A prerequisite is to successfully complete the previous mission "Guarding the Goods".

Talk to Nisha and learn about the defector who went to the Operators. You need to eliminate the target. Follow the Commonwealth, move to Diamond City. In the city, go down and right. Find the entrance to the "Bench" building. The Scavenger will be sitting on the sofa inside. There are two options:

- Either you kill him in front of everyone and engage in battle with the rest of the characters, among whom there is an important NPC for the original Fallout 4.

- Either you offer the Scavenger to go with you (if you used this option in one of the previous quests, then charisma is not required). Take the Scavenger to the back room and shoot with an accurate headshot.

Target. Return to Niche.

Return to the quest giver at the Adept camp and complete the task.

THE SIDE QUEST "IT WAS SECRET, WILL BECOME EXPRESS

Target. Meet with the squad.

The task is taken from Nishi, the head of the Adepts, after completing the quest "We need to throw out the trash" (required!). Talk to the woman at the Adept camp, on the top floor.

Move to the Commonwealth, to Andrew Station. Move north, where the squad is waiting for you.

Target. Kill the guards near the cache.

Enemies will be everywhere - outside and on the territory of the place where the cache is located. One opponent will probably be at the top. When you kill everyone, return to Yader-Mir and report the work done to Nisha.

ATTENTION! After this task, Nisha will continue to issue new ones, but similar to those that have already existed - to attach a collar to another Scavenger, eliminate him, etc.

SIDE QUEST "ONCE AND FOREVER"

This is the first mission that can be taken from the leader of the Operators - Maggie Black. Just talk to her at the Salon.

Target. Kill the Super Mutant Chieftain in Lanky John's Junkyard.

Go to the indicated location in the Commonwealth. There will be a huge number of super mutants here, but your target is marked with a red marker. It is enough to destroy this enemy, and hide from the rest. You can use the rocket launcher to finish off the enemy faster. Return to Maggie and turn in the quest to her.

SIDE QUEST "IMORAL BATTLE"

When you complete the storyline, leave the Commonwealth and return to it again, you will hear a message from a passer-by: someone has come to the test.

Target. Talk to Fritsch.

Go inside the specified building "Yader Arcade" and talk to its owner - a raider named Fritch. There are three options for the development of events (a person appeared who followed the same path as you):

1. You are fighting a poor fellow from the Wasteland.

2. You declare that you will not fight. In this case, he will be flooded in the labyrinth.

3. You order Fritch to free the person. The task will fail.

Target. Enter the Yader-Mobile arena.

If you agree to fight, then this task will appear. Prepare for battle. The fight will be held in a 1 versus 1 format.

SIDE QUEST "LID IN A HAY STACK"

To get the task, you must chat with a blond girl with glasses named Sierra Petrovita. It can be found on your first visit to Yader-Mir, when you head towards Mount Fizztop. Either way, look for her in Yader Town. After communication, agree to help.

Target. Put on glasses Mister Caps.

Sierra will give you points. Look for them in your inventory in the "Clothes" section. Put on your glasses. Only in them will you be able to see the hidden drawings. In total, you need to find 10 drawings. These are clues to the whereabouts of Bradburton, the creator of Nuka-Cola.

Let's clarify right away - you will find images of Mister Covers with one of the Latin letters. From them you will need to make a word.

Target. Find the hidden images of Mister Cap in Yader Town.

Put on your glasses! It is necessary! Go to the Fizztop Grill Bar, where your lair is located. From the bar, if you are facing the entrance, move left, west. You will see the Nuka-Cherry sign. Found it? Then go from the sign to the left, along the buildings. On the right, there will be a porch with an entrance to two restrooms. You must go past this porch and turn right. On the wall behind the bushes will be the first hint (picture) Mister Caps (1/10)... This is the letter G.

ATTENTION! You have to go to the clue image and interact with it. Only in this way will this point be counted. By the way, there is only one hint in Yader Town, so you will see how the achieved goal is crossed out.

Target. Find hidden images of Mr. Cap in Dry Gorge.

Move to the "Dry Gorge" theater, which is at the beginning of this zone. On the right, there should be an opening with an orange cloth visor and the THEATER sign. But you must turn away from him to the left and walk forward along the fallen pillar on your left hand. Turn left behind the post. There is a stroller diagonally to the right (for reference). But you go ahead, leaving her on the right hand. There will be a small fence in front, and next to it is a haystack (to the left). Behind this fence is a small cemetery with tombstones. On the highest gravestone on the left, by the brickwork, find hint (picture) Mister Caps (2/10)... This is the letter E.

Move in the same location to the point called "Crazy Mulligan's Trolleys". Inside this building, you were still looking for the worm's womb. Go inside through the red door, go into the passage on the right, to which 3-4 steps lead. After the long shaft tunnel you will see a staircase. But to her on the left side there is another descent down, with a yellow fence. Below there is a metal building, on the wall of which, to the right of the entrance, there will be hint (picture) Mister Caps (3/10)... This time with the letter H.

Target. Find hidden images of Mister Cap in Galaxy.

Use fast travel to find yourself in the Nuka Spaceport. Stand facing the entrance, there are stairs to the left and right. Go to the right of the stairs on the left side! Walk along the "Yader-Spaceport" building and in the place where there will be a narrow passage, on the wall of a high flower bed on the left, find hint (picture) Mister Caps (4/10)... Remember the letter S.

Approach the entrance to the Yader-Spaceport building again, but this time stand with your back to it and walk away, towards the exit from the "Galaxy" zone. In the center of the location there is some kind of structure with a planet. Before reaching it, turn left. There are steps here. Climb them, go to the right. Behind the next span there will be a signpost. Look at the passage to the broken escalator staircase, but walk past it to the left. Find the passage behind the bridge with the SPACEWALK sign on top. Approach the passage, but do not go forward, but turn left. Find on the wall hint (picture) Mister Caps (5/10)... This will be the letter R.

Target. Find hidden images of Mr. Cap in Children's Kingdom.

Move to this area and enter the Pavilion of Laughter. Inside the building, go through the door on the left, on which the chain originally hung (before the passage of the story). Continue to move left into the corridor and open the red door. You will find yourself in a room with a rotating floor. Remember that? The floor doesn't rotate here anymore. Unless, of course, you turned it off. After going inside, open the second door if you go to the right (it will be red just like this one).

Outside the door there will be a small room with hint (picture) of Mr. Cap (6/10)... This is the letter F.

Stay in this area. Move to the Yader-King's castle. Don't go inside the theater where you fought Oswald. Go back, cross the bridge. Stand facing the bridge you just came back across. But don't go there, but look to the left. There is a tower with a ruined roof, to which there are steps. Climb up them, go inside the building and follow the stairs to the fourth floor. Just after the last step, look at the wall on the left, where there will be hint (picture) Mister Caps (7/10)... This is the letter I.

Target. Find hidden images of Mister Caps in Safari.

Move to the "Primate House", go inside it. Approach the entrance inside, but on the right side, find a path among the trees. Approach the wall and look even more to the right. That is, now you will be standing with your back to the "House of the Primates". On the brick wall ahead you will see hint (picture) Mister Caps (8/10)... Here is the letter N.

Follow to the roof house of Mister Covers. Go through the passage with the inscription, take turns after the first fork: right, right, left, right. To the right of the tree, if you look at it facing in the direction of the roller coaster, there will be a brick wall with the desired hint (picture) of Mr. Cap (9/10)... This is the second letter E.

Target. Find hidden images of Mr. Caps at the Yader-Cola bottling plant.

Move along the World of Freshness marker. Enter inside through a tunnel with water, where there is an inscription in black on blue: "ENTER". Go forward through the tunnel with water, into the corridor with the WORLD OF REFRESHMENT sign on top. Run all the way forward, turn under the arch on the right (you will walk past a model of small multi-storey buildings). Next up is a Wild West layout, with cacti and old saloons. You need a third or fourth saloon house on the left side. If you look at this house, then you should go around it on the right side and find on the outer wall hint (picture) Mister Caps (10/10)... This is another letter R.

Target. Return to Sierra Petrovite.

Go back to Yader Town and chat with the girl. It will make a password from letters - REFRESHING.

Target. Take advantage of the digital panel.

The Sierra will be standing near the door you need. There is a panel on the right - enter the received code.

Target. Search the office.

As soon as the password is confirmed, then go inside Bradburton's office. The quest has several endings at once.

Explore the office, but know that you need to climb to the second tier. Use the terminal and read useful information. You can either hack Bradburton's safe or open it later when you have the key. The inside of the safe is actually nothing related to the quest.

Go to the Nuka-Cola vending machine in the corner, click on the hidden button located on the right outer wall. After opening the secret passage, call the elevator and go downstairs on it. You will find yourself in the lair of Mr. Bradburton and even get to know him. His life has been supported by a special machine for over a century.

You will have immediately three options for completing this quest:

“Either you are acting humanly and kill Bradburton, who is tired of this existence. As a reward, you will get access to his secret vault with powerful weapons. Also in the safe you will find the "Nuka-Cola" formula, which you can pass on to Sierra Petrovita.

- Either you don't touch Bradburton at the request of Sierra Petrovita, for which you get a unique Yader-Mira jumpsuit from the girl.

- Either you agree not to kill Bradburton, get a jumpsuit from Sierra Petrovita, and then you still deal with a desperate man. In this case, you will get both awards, but the angry Sierra will have to be shot.

All that remains of John-Caleb Bradburton, the creator of Nuka-Cola.

SIDE QUEST "PRECIOUS MEDALLIONS"

A robot in the shape of a bottle (red) from the floor of Yader-Cola is walking around the territory of Yader Town. Find him and talk about everything. You will receive another side quest related to finding collectibles. In total, you will need to find seven medallions. You may have found some of them before.

Target. Receive the Ferris Wheel Medallion.

Move to the "Children's Kingdom", to the Ferris wheel (in the lower left corner of the park on the map). There is a medallion machine gun on the side of the Ferris wheel. Interact with him to get Ferris wheel medallion (1/7).

Target. Receive the Mad Mulligan Mine medallion.

At the location "Dry Gorge", move to the point "Crazy Mulligan's Trolley". Go inside the building, Mulligan's mine. Go through the passage on the right, go past the descent downward, where there is a metal building with a drawing of Mister Cap (read the quest above). Move along the wall and note that you can jump off the bridge to the left. There will be steps up. Go up and in the room ahead, find the machine gun, from where you get Mad Mulligan Mine medallion (2/7)... Or at the entrance, go to the room on the left and find a machine gun, which is probably even easier.

Target. Receive the Tree House Medallion.

Stand at the aisle to the tree house in the Safari location. Go through the passage with the inscription, turn right at the fork. Then go left, right and the next turn to the left, in front of a metal arch, similar to the entrance passage to the house. Turn left, left again and through the metal arch. Go further, taking turns to the right. There will be two more such arches, and then an elevator leading to the tree. Go up to the tree house and find the machine with medallions inside. Take away tree house medallion (3/7) on the first floor.

Target. Receive the Vault-Tec: Among the Stars Medallion.

To search for this medallion, move to the "Galaxy" zone, to the point "Vault-Tec: Among the Stars". Find not the main entrance, but the back one, with the usual red door and a red EXIT sign above it. To do this, after moving to the point, jump down to the left (if you have power armor). Go through the passage of this building and see a door on the left. Go inside, immediately after the turn on the right there will be a machine with medallions. Take away medallion "Vault-Tec: Among the Stars" (4/7).

Target. Get the World of Freshness medallion.

Open the map and navigate along the "World of Freshness" marker. The vending machine with medallions is located outside, opposite the Yader-Cola bottling plant. Take away medallion "World of Freshness" (5/7).

Target. Receive the Nuka Racers medallion.

Move to the pavilion of laughter. From here, find the very tracks you walked through the tunnel when you overheard the conversation between Oswald and some wild ghoul. But you don't have to go into the tunnel. When you again find rails with moving cars, then find an automatic machine right next to the fence next to them. Take away medallion "Nuclear Racers" (6/7).

Target. Receive the Nuka-Galaxy Medallion.

Select the control point "Nuka-Galaxy" in the "Galaxy" zone. Climb up and enter through the front door. Move along the corridor until you enter the hall with the rocket rails. Follow the rails to the hall with "Yader-Girl". Climb the steps from her statue and find a medallion machine. Get out of there medallion "Nuka-Galaxy" (7/7).

Target. Receive a reward from Leah.

As soon as you have all 7 medallions (they are in your inventory in the "Miscellaneous" section), then return back to the "Nuclear Town" and talk to Leah. As a reward, you will receive "Dark Nuka-Cola", "Nuclear Grapes" and "Quantum Nuka-Cola".

THE HISTORY OF THE MYSTERIOUS MANSION OF THE GRANDCHESTERS

This is, rather, not a quest, but a plot narration. You can learn about the terrible events that happened at the Grandchester Mansion. The main culprit is Lucy. To get to the mansion, you need to go west from the Yader-Express station, beyond the hobology camp. The mansion is visible from afar.

During the period of prosperity of the Yader-Mira park, the attraction “Mysterious Mansion Grandchester” was very popular among visitors. By visiting it, one could learn about the terrible history of the Grandchester family. A daughter named Lucy was possessed by the devil, did terrible things. The parents tried to exorcise the demons until, ultimately, Lucy killed them, after which she committed suicide.

Someone unknown turned this mansion, a former attraction, into a huge death trap. Surely someone's ominous presence is hiding behind these traps ...

The mansion consists of linear corridors - you will not be allowed into that part of the building where it is too early to enter. Be careful - neutralize the traps you meet on the way.

Enter the room on the left through the red door. Disarm the trap at the entrance - there will be scales under your feet, and a trap is installed on the wall above them. The door will open further. Go there (if the door did not open, then study the hall of the mansion again).

In the corridor with flamethrowers, destroy the robot shooter. Look at the wall on the right and see a box. There is a switch inside - switch it to disarm the trap.

By the way, some doors in the rooms open only after the end of the speaker's speech. When the announcer has finished speaking, the door will open through which it will be possible to leave the upside-down room.

In the kitchen, kill two robots and climb the steps to the next door. It will open after the announcer's speech ends.

After destroying the turret, go to the hall balcony, where you could already visit. Go further, when you are in the children's room, then immediately leave it, as grenades fall from the ropes. In the next room you will meet Zechariah. After killing him, take the key to the Grandchester mansion. It is here that there is a recipe for "Yader-Impact". Read below.

SIDE QUEST "JOURNEY TO THE STARS"

You can get the quest from Dara Hubbell, who lives at the location "Hobology Camp", which is to the west of "Yader Town". But first, it seems, you must definitely find the Purified One. If you come to the camp without talking to the man, then most likely the hobologists and Dara will attack you. In short: you must find 5 spacesuits at the location "Vault-Tec: Among the Stars" in the "Galaxy" zone and bring them to Dara.

For spacesuits, you will receive 200 caps, but if you use charisma and complete three stages, then raise the reward to 350 caps.

The suits must be removed from the animatrons (alien dummies).

Take the hobologists to the junkyard. Or tell them that it is cleaned (if you have been). Once in place, take the power distributor and cores. Approach the alien ship. Install three fusion cores as Dara asks to see a good ending.

If you install four fused cores, ignoring Daru, then all hobologists will die, and you will see a bad ending. If you do not kill them (install three cores), you will receive 100 rounds for the alien cannon from Dara, and all hobologists will disappear after that.

OTHER

After completing the storyline, several tasks will appear at once in the "Miscellaneous" quest. Select it and click on the tasks you want to track.

Target. Talk to Lizzie Wyeth.

Chat with the girl who is in the "Salon" of the Operators. You will receive the "Persuasion" grenade from her. Throwing such a projectile at the feet of opponents, you can convince them of something.

Target. Talk to Harvey.

Do you still remember the guy who tried to lure you into Yader-Mir? So you can find it near the Yader Town market. Just chat and decide what to do with him - kill or spare.

Target. Collect the first tribute collected from the Commonwealth.

Return to Mount Fizztop, where the boss's lair is. There is a red chest on the upper balcony, inside of which you will find the first lids from the Commonwealth, looted by the raiders.

WHERE TO FIND ALL YADER-RECIPES?

In total, the game has 15 books with recipes for "Nuclear-something-there".

1. In Yader Town, stand near the doors to the Salon, where the Operators are. Walk diagonally from the mountain and you will find Mr. Covers' cafe here. Inside the cafe, go to the room in front and on the counter on the right you will find recipe "Yader-Tsida" (1/15).

2. If you go south from Yader Express, down the map, you will find Evan's house. Chat with the home owner to get recipe for "Yader-Love" (2/15).

3. If you go from the station "Yader-Express" to the west, to the left on the map, you will find the camp of hobologists. Yader-Frutti Recipe (3/15) located on one of the tables inside the diner.

4. Move from the hobology camp to the west and slightly down the map. Here you must discover the mysterious Grandchester Mansion. Inside the room with the portrait, on a wooden curbstone lies recipe for "Yader-Impact" (4/15)... Where exactly this room is located and how to study the mansion, read the description above.

Note. To get inside the mansion, you need to talk to the ticket-taker robot to the left of the entrance. Either you buy a ticket or use your charisma to convince you that you need to provide free admission. Moreover, you can buy a ticket not with caps, but with pre-war dollars. Only 65 pieces are needed!

5. Move to the "Galaxy" zone and stand facing the "Yader-Spaceport". Go left through the passage labeled STAR MARKET. One of the stands in the back street on the left will have recipe for "Yader-Breezer" (5/15).

6. Go inside the Starlight Cinema. There is a small building in the main hall. Under the roof on the counter lies another "Yader" -recipe (6/15).

7. Go inside the "RobCo Arena", go downstairs, and then turn around and go into the room under the steps. Again, find stands with books where the "Yader" -recipe (7/15).

8. The next place is the nuclear power plant "Yader Town". Inside you need to find a small office with a table on which a fan, a terminal and documents are located. On the edge of the table is also Nuclear Power recipe (8/15).

More on this. So, after moving to the location, go inside the building. Go down and then go up. There will be two more paths in the office - either up or down again. Take the path down. From the room with the red remotes, go down to the left. Find the stone steps to the right and go up. As a result, you have to climb up the long span. On the right there will be a room with the corpse of a burnt ghoul (possibly), and on the left - a descent to the office you need.

9. Move to the theater "Dry Gorge" and go to its territory with stands. Look at the stands and to the left of them find the storage (warehouse), where there is a large mannequin bottle from under the "Nuka-Cola" and take away from the table Nuka-Dawn recipe (9/15).

10. Follow the "Dry Gorge" and climb the building where the flagpole for the gang's flag is located. That is, on the same tribunes of the theater, about which it was written in the ninth paragraph. There will be a table on which lies recipe for "Yader-Extreme" (10/15).

11. In a dry gorge, find an alley with a shooting gallery - a shop signed with two words: "BANDIT ROUNDUP". The tent is located to the right of the tower, on the side of which you could find Dandelion's roboponi. To the right of it, if you look towards the bench, there will be a table with recipe "Yader-Bombochki" (11/15).

12. Follow the "Safari" area and enter the building of the reception center. On one of the admin desks below (form an open circle), find Nuka-Onslaught recipe (12/15).

13. In the "Safari" zone, go to the "Reptile House", located diagonally from the treehouse. You had to pass by him (over the bridge) when you were moving towards the giant snake (roller coaster). Stand with your back to the bridge and go down the steps. Turn right. On the left side in front, you will see a scene. There is a hut behind the stage, inside which lies on a table recipe "Yader-Sportsman" (13/15).

14. Move inside the "Pavilion of Laughter" and go to the control room, which became available after passing all the obstacles. That is, after entering, go into the passage on the left and immediately turn into the corridor on the right. On one of the control panels, standing close to each other, lies recipe "Yader-Lixira" (14/15).

15. Go inside the castle "Yader-King", more precisely, inside the theater on the territory of the castle. Where you fought Oswald. On the first floor, find the utility room (go through the audience hall) and look for a room with a curbstone on the right. Take away from the table recipe "Yader-Berries" (15/15).

WHERE TO SEARCH ALL ISSUES OF THE MAGAZINE MAGAZINE?

There are five magazines in total in the supplement. You will learn more about where to find them in this chapter.

1. Move to the "Yader-Spaceport" and go around it on the left side. Find the frame from the minibus behind the gate in the form of a lattice. Near him, on a box, lies the first issue of the "Scavenger!" (1/5).

Impact: Increases the likelihood of being tested for credibility.

2. Next issue, go to the dump to the left of Yader Town. Go to the barn on the right (with a broken gate), go to the room on the left and go up the red metal staircase. Go to the very end on top, where the animatron is located - a turret disguised as an alien. Perhaps, when you came here for the stellar core, you have already destroyed the enemy. The second issue of the "Scavenger!" (2/5) lies on the table next to the safe and animatron.

Impact: + 25% Combat Knife and Switch Knife Damage.

3. Move to the "Children's Kingdom" area and enter the "Pavilion of Laughter". Through the mirror maze, along the platforms rotating in a circle in the water, get to the room with hypnotizing tunnels (hypnosal). Take the first corner on the right. Look to the left. Move forward until it stops (through the tunnel). Lying on the ground on the right the third issue of the "Scavenger!" (3/5).

Impact: + 10% damage in melee combat.

4. Move to the mysterious Grandchester mansion and go inside. If you have not been here, then read our walkthrough above (History of the Grandchester Mansion) to find out how to get into the room with Zachariah (he has the key to the Grandchester Mansion). In this room you could find one and "Nuclear" recipes. There is also a red door to the left of the bed. Hack it, move through the corridor and open the broken door of the same color. Go to the back room filled with all sorts of junk. Immediately after entering, pay attention to the wooden box on the right, on which lies the fourth issue of the "Scavenger!" (4/5).

Impact: + 5% damage from explosions.

5. Move to the theater "Dry Gorge". Move forward and keep to the right to head towards the other exit, where the robot sheriff is. Before reaching it, on the right there will be a red rocket at an angle. Go upstairs along it, jump along the rocks so as to climb the ledge to the left. There will be other ledges to the left. Climb along them to the stone fence of the "Dry Gorge" zone. Turn around and look towards the flagpole. He is on the right, but on the left side, it turns out, there is another territory. Jump down there.

Discovered: "Zone for employees of the Dry Gorge."

Kill the ghouls. You need to go to the roof of the building in the center of the territory. To do this, on the right, find wooden planks, along which you can climb to the roof of another building, and from there - along other wooden planks to the roof of the desired one. Here is a hundred with the fifth issue of the "Scavenger!" (5/5).

Here it is, a hidden area for Sukhoi Gorge employees.


This magazine three different influences, depending on how many covers you have in your backpack. More about this:

- If you have more than 10,000 lids in your backpack, then you get + 1 point to strength and + 1 point to endurance.
- If you have more than 1000 caps in your backpack (but less than 10000), then you get + 2 points to strength and + 2 points to stamina.
- If you have more than 100 caps in your backpack (but less than 1000), then you get + 3 points to strength and + 3 points to stamina.

HOW TO QUICKLY EARN (WIN) ARCADE TICKETS?

This question will be asked by those gamers looking to earn all sorts of achievements in the game, including the Nuka-World expansion. To get one of the achievements, you must spend 100,000 arcade tickets in the Yader-Arcade building. All these tickets can be found on the territory of Yader-Mir. But they come across several hundred maximum.

You spend them in this building to get unique weapons or armor. Most of the new weapons and armor (unique) without such tickets and you will not get it at all! Here are some basics:

1. Tickets are earned by playing mini-games in the Yader Arcade building.

2. To play these mini-games, you must spend Arcade Tokens, which can be found anywhere. The first of these you will receive from Fritsch, who owns the establishment.

3. All earned or found arcade tickets can be spent in the Yader-Arcade terminal. Interact with the terminal and select "Spend" (Use up), then insert the arcade tickets. You can buy prizes for them!

Where to find arcade tokens:

1. Arcade tokens can be found in garbage cans on the territory of Yader-Mir, or they can be obtained for pre-war money.

2. For one pre-war dollar (let's call this money so) you get 3 arcade tokens. To exchange, use the token machine located inside the building, in the main hall to the left of Fritsch.

3. To start the mini-game, you must interact with the coin slot on the corresponding slot machine. This will spend one arcade token. You will have limited time to complete the mini-game and earn arcade tickets. Each game (slot machine) is different from the other.

And here are some ways to quickly get a huge amount of arcade tickets:

BEST WAY TO GET ARCADE TOKENS.

Go to the shooting gallery on the left side. There is a BANDIT ROUNDUP sign at the top. The slot for the badge is at the bottom of the rack. Take with you a weapon with the maximum clip capacity!

The best weapon you could use is the unique Spray n "Pray submachine gun. Choose a burst-only automatic weapon.

Also, the task is greatly simplified if you use a weapon with an explosive effect. You don't even need to aim. Just shoot at the top left and bottom right corners to destroy each of the targets.

How many arcade tickets can you earn in a dash? The shooting range will allow you to earn about 600 tickets at a time if you use an automatic weapon. When using explosive, you can get about 1000 arcade tickets at a time.

ATTENTION! If you use the legendary explosive automatic weapons, you can earn about 4,000 arcade tickets in one game.

Where can I find the Press and Pray submachine gun? This legendary weapon can be purchased from a merchant named Cricket. Look for these vendors outside Diamond City, in Vault 81 or Bunker Hill.

Intros ... Intros about Fallout never change. Oh, and the war too. Only the scene changes. And a little bit of a temporary era. Apparently, Bethesda representatives are not very aware of this, because Fallout 4 radically different from previous games in the series. No, this is no longer a casual racing simulator with elements of the periodic table, but a very cool role-playing shooter. A very, very massive RPG shooter. And a very entertaining role-playing shooter, which contains a lot of details and amusing numbers, which this article will partially acquaint with. Right now.

WARNING! The article uses Russian names from fan localization.


1.2 million- so many copies of the game, according to SteamSpy, found their owners within 24 hours of its release. The numbers are impressive, but not record-breaking. And here 290 461 - very much a record holder . That is how many people simultaneously played the game on the night of November 10, 2015. Of course, this is a record for games focused on a single playthrough. Above are only online projects like Counter-Strike Global Offensive (300,000 online users) and DotA2 (just over 700,000 online users). The previous record belongs to - who would doubt it - GTAV, with a figure of 196,700 people.

Infinity... This is exactly the level limit in Fallout 4... Contrary to the traditions of the previous parts, F4 does not limit the player in pumping. And due to the peculiarities of the role-playing system, at a certain level, you can get an impeccable build, with all the parameters of S.P.E.C.I.A.L. at the maximum and all perks.


The most interesting thing is that the game is prepared for levels above 150 (which is about 200 hours of continuous play for one character), and starts spawning monsters like the mystical Deathclaws and charred ghouls. They deliver. Problems. Especially on the "Survival" difficulty level, where it is almost impossible to kill them with anything other than a critical shot from the "Fat Man" with the MIRV modification.

226 ... It is this level that is needed to pump ALL perks to the maximum level, if all the parameters of S.P.E.C.I.A.L. are equal to 10. This is not so easy to achieve - you have to farm a lot and for a long time, and with serious opponents.

10 is no longer the maximum number for S.P.E.C.I.A.L. That is, with the help of bobbleheads and drugs, you can raise, say, Agility to 15, or Charisma to 18, with the receipt of the corresponding bonuses.

16 ... This is the maximum number of shots that can be fired in V.A.T.S. Regardless of the number of action points. The easiest way to check on a fully pumped "Redeemer", after eating a couple of drugs to increase the OD.


5,3 ... This is the maximum damage modifier for a stealth attack when using a silenced weapon. As in Skyrim, and in the previous three-dimensional parts of Fallout, the "four" is easiest to pass for a ninja sniper, even without using critical shots. The Gauss carbine with more than 400 damage from stealth sends almost any enemy to the best worlds, be it a radroach or a hippopotamus.

160 points is the maximum number of APs for a character, without the use of drugs. 10 Dexterity + 1 bobblehead for her. Contrary to my personal expectations, the amount of AP does not change due to perks, only their cooldown is accelerated.

560 ... This is the maximum weight that a character with the appropriate perks can lift, but without the use of unnecessary medications. Strength, required perks and power armor with the appropriate modification are taken into account. After completing the game, it may glitch a little, and the weight threshold will increase to 580, but this figure is unstable, like uranium-235. So yes, 560.


80% ... The maximum happiness percentage of a settlement that has enough protection, food, water, and shelter. That is, all the basic amenities available in the wasteland. To raise this figure, it is necessary to build retail outlets, in particular, medical ones. To achieve the cherished 100%, you will need to stay in the location a little longer, the residents like it.

35 Court... This is an unmarked green building located just one building west of the Clover Bar. It is not easy to find, but also difficult to miss, as there are two laser turrets at the entrance. On the very last floor of this building, after the 28th character level, there can be Enclave Power Armor, aka Advanced Power Armor, aka APA. Yes, I know that the Enclave is not in the game, and I know that in Fallout4 this armor is called the X-01 prototype. BUT! It looks exactly like one of the first two parts, is the rarest of all and provides the best protection. So yes, this is the Enclave Power Armor. You can't fool me, game!

To get to this armor, you will need to destroy the attacker and the guard robot on a patch of free space. Or just press two buttons behind them. For example, out of stealth. The bots will then explode on their own.

Flare gun
is the funniest weapon. Debatable, I know, but after several improvements, she gets a magazine for 4 missiles and, importantly, the ability to aim at targets through the right mouse button. A small detail - the targeting sound - makes the process especially cozy and relaxing. Now no agile ghoul escapes his fate, and no rotorcraft can fly away from her!


Purified water Paradoxically, it is a key commodity for a successful settlement trader. The fact is that installations for purifying water, especially industrial design, produce much, much more product than the settlers can use. The remainder, accordingly, goes into the stock with a stable regularity. Yes, the purifiers can only be installed in water, but there are a few key places where they can just sit right up to your earlobes. Yes, the need for protection increases proportionally, but believe me, it's worth it. No product can produce caps as consistently as water.

Preliminary analysis of items
allows you to significantly save on crafting components. So, if a biometric scanner, consisting of asbestos, optical fiber and nuclear material, is used only for the sake of asbestos, then optical fiber and nuclear material will go nowhere. But if you first throw the scanner on the floor and disassemble it in the same way as unnecessary crafting components are disassembled, then all three components will go to the workbench inventory separately. Yes, disassembling every piece of trash found can be boring and dreary, but it is vital.

Critical shots now not only can be used in V.A.T.S. at any convenient moment, but also increase the hitting accuracy up to 95%, regardless of the original shot accuracy. That is, you can conduct aimed fire from a sawn-off shot at sniper distances, yes. Also with damage as wild as a wild ghoul. In combination with the "Piercing" perk, critical strikes become simply an indispensable tool for dealing with opponents whose most vulnerable points are behind. The exception is the robot guard, whose nuclear blocks are hidden after the first hit on them. For a while...

Limb injury now plays a more serious role than in previous parts. A completely crippled enemy will simply fall to the ground and will not be able to move. Ghouls without limbs lose their ability to move and become simply stationary targets. Assaultrons, after losing all limbs, explode, and humanoid opponents fall to the ground, but I can continue to shoot.

Paste
, created on a campfire for cooking, is one of the key elements of crafting, since when disassembled, it immediately gives 5 units of glue, which is vital in almost every modification. And it is created with the help of corn, mutafruits, pure water and tato (tato), that is, things that are on every intelligible farm. Moreover, such a farm can be created in 30 minutes.

Coolant lubricant
is the main source of oil in the game. It is created from acid, bone, steel and purified water on a chemical table. The main problem in this case is the bone, as even as a separate component, it weighs 1 pound. Nevertheless, it is not difficult to find it, since it is found everywhere in one amount or another. The largest number of bones is located in the location "Dunwich Drillers" just to the east of the "Potogonka". In the center of the quarry there are cells that can be opened from below, and in the cells there are about a hundred units of bone in the form of various parts of the skeleton.

Jetpack
is a priority modification for power armor, since it is silent (!) and completely changes all the logistics in the game. Taking a sniper position on the spire of a building that you can't even enter, getting to previously inaccessible places with useful loot (of which there are several in the game), flying over a radioactive lake, quickly reaching quest items - all these tasks are solved using a jetpack.


Roboponi "Buttercup" is an important source of both crafting parts (bolts, springs, steel, gears) and valuable loot, since a whole horse costs 177 caps. There are, however, drawbacks - the pony weighs both in parts and as a whole, quite a lot (8 pounds maximum). And you can find it in the right amount, consider, on the other side of Skyrim ... that is, the Commonwealth - at the headquarters and at the Wilson Automatories plant. The latter will be easy to find - a ghoul technician from Sweatshop marks it on the map if you agree to find unique parts there. But the inhabitants in the form of super mutants (including a personalized high-level commander) just won't let them be taken away.

Wiring
, as a key component of building competent defense of locations, is mined on an industrial scale from robots and turrets. Robots spawn on the isthmus between the Nahant shipyards and the Bolshoi Lukovski cannery, as well as between Potogonka and Brayckhard Banks. Assaultrons are often found in the locations of the Shooters. A lone high-level guard bot will spawn south of the Suffolk County Private School behind the middle concrete block (there are only five of them), but only after the player opens the door in the front. A couple of dozen mines per block - and valuable loot is ready to be obtained.


The real Klondike of robots is located in the Hester's Home Robots location. About six robotic assistants, two Protectrons, an assaultron and a security robot. Everything is in sleep mode. When dealing damage to any robot, all others in the same room with it become opponents. Premature planting of mines solves this problem successfully.

Performance-Idend
, located northeast of the Warwick farm, is just the perfect place to build a giant mansion. There is a workbench on the island, and it becomes available after turning on a pair of sirens (theoretically, one that is closer to the center). A siren on a wrecked ship closer to the farm calls for the queen of the swamps, so be careful! By the way, on the same ship there is a bobblehead “Luck”.


The island itself is jam-packed with resources. In total, there are 4 thousand wood and 500 steel. The working area of ​​the workbench covers the WHOLE island and even a little more, due to which it can be built up to capacity with water purifiers. Or build a 5-storey palace. In general, the most juicy and one of the most profitable locations in the game. Getting to her is relatively easy, and the queen of the swamps is unlikely to cause problems incompatible with life - the ship is a good place to fight.