Far Harbor - the passage of the quest "cleansing the land." Far Harbor DLC Walkthrough Wind Farm Service Building

As you have already understood, walkthrough Fallout 4 Far Harbor you are given many different options for passing the game and many branches in the scenario. That is, all actions can really lead to several fundamentally different endings, and how exactly Fallout 4 Far Harbor can end, we will try to tell you.

Your choice in the end can lead to the complete destruction of all the inhabitants of the island, as well as to the fact that peace will reign on the island between all factions. Also, you can destroy each faction individually and give the surviving factions huge benefits.

Not only the fate of synths, Far Harbor and the Children of the Atom, but also specific game personalities such as Dima, Avery, Tekta and Kasumi . Also, the receipt of some bonuses, as well as the specific outcome of the game, will depend on your specific decision.

We have collected for you all the endings in Fallout expansion 4 Far Harbor, specifically, the key events that will affect the distribution of forces at the end of the game and further life on the island. We would like to remind you that as you progress through the game, you will be able to take a specific side or one of the sides.

peaceful ending

The mission "Reformation" is suitable for adherents of the peaceful end of the game. This mission will be available to you if, in the quest "What should life be like", you tell Dima about Captain Avery, who is the leader of the Far Harbor settlement and emphasizes that Dima can do justice to the High Confessor of the Children of the Atom. In this case, after completing the Reformation mission, peace will reign on the entire island. Under these conditions, Dima will be able to control what is happening on the island with the help of his people. You will also get the Defender of Acadia perk.

Destructive ending

Also, as we said in the previous part, the game also has an ending in which none of the factions survive. No chance will play a role here anymore, here all actions will be done consciously and you will be fully aware that all life on this island will be destroyed. That is, there will be no one to blame for this. To be honest, this turn of events would be completely pointless and give you absolutely no advantage. What advantages can we talk about when you are left all alone on a miserable piece of land?!

In this option, you will need to first destroy the Children of the Atom. To do this, you will need to use the key to launch missiles from the submarine of the High Confessor of the Children of the Atom. Next, you will need to destroy Far Harbor. To do this, you will need to turn off the fans that protect the settlement from the deadly fog. You can get the fan shutdown code during the passage of the mission "It's better not to remember" and after that go to the "Cleansing the Earth" task. And finally, you will need to deal with the synths. To do this, you will need to go to the Commonwealth and tell the Institute, or the Brotherhood of Steel, about the location of Acadia, it all depends on which side you are on at the end of Fallout 4. Also, you can deal with Acadia with the help of the inhabitants of Far- Harbor, but for this, they will need to be left alive.

With these options, you can destroy factions and selectively. Depending on the decisions you make, certain settlements will be destroyed.

Destruction of Far Harbor and its citizens

In the mission "Cleansing the Earth", you will need to infiltrate the building of the wind farm. At terminal 03, you will need to select Tempest, which will give you the option to turn off the capacitors. To carry out this action, you must have a code in your hands, which you could get during the passage of the mission "It's better not to remember." After you destroy Far Harbor, you will receive the Atom Inquisitor perk from Tekt, as well as the Atom Bastion armor. And as a bonus you will receive the achievement "Cleansing the Earth".

Destruction of the Nucleus and Children of the Atom

If you choose to side with Far Harbor, you will have the opportunity to destroy the Core and with it all the Children of the Atom in the "Cleansing the Earth" mission. To do this, you will need to sneak into Tekt's house in a submarine and use the missile launch key in it. The core will be completely destroyed, and the Children of the Atom on this island will remain history. You will also be given the Far Harbor Resident perk, as well as the "Cleansing the Land" achievement, as was the case in the first case.

Destruction of Acadia and the Synths

If synths bother you with their sense of self-importance, then you can deal with them. To do this, you will be given several options. The first option is in the mission "What should life be like" to tell the inhabitants of Far Harbor about the substitution that Dima made at one time. The inhabitants of Far Harbor will definitely not be happy about this. The second option is to go to the Commonwealth and tell the Institute or the Brotherhood of Steel (it all depends on which faction you chose in original game Fallout 4) about synths. For destroying Acadia, you will receive sniper rifle"Lucky Eddie", as well as the "Acadia's Bane" perk. Plus, you'll get the "The Way Life Should Be" achievement.

The fate of Kasumi

Also, do not forget about why we came here. In order for Kasumi to return home, at the very least, she needs to stay alive. If you decide that Acadia must die, then Kasumi will die with her, which will block the completion of the Close to Home mission. So if you decide to finish this quest and send the girl home, then you need to choose a peaceful solution, or choose an ending in which Acadia will not suffer. All in your hands.

Indeed, having become acquainted with such a phenomenon as Fallout 4 Far Harbor, one comes to understand that DLC is a rather useless thing and that this thing should be given attention. The storyline, the presence of intrigue and other elements that make us worry and sometimes start going through these additions anew. In addition, the presence of various additional quests and a serious branch in the storyline, each passage of the game may not be similar to each other and you will pass new game every time. So it's safe to say that Fallout 4 Far Harbor is not only the biggest addition from Bethesda to Fallout 4, but also one of the most interesting.

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

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

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

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

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

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

How to start playing Fallout 4: Far Harbor?

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

Quest: "Away from Home"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Task: "A walk in the park"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Mission: Find your place

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Far Harbour, like the original RPG, has multiple endings. The main task of the latest DLC to date is find Kasumi's girlfriend on a distant island. Similar to what happened in the Wasteland, on The island also has different factions and it is in the power of the Hero to help some of them, to prevent someone from achieving their goals. One way or another, but the actions of the player will affect the development of the world and the plot.

Below in the guide, we'll take a closer look at All endings and important decisions in Far Harbor.

In DLC Far Harbor exists three factions: Children of the Atom (Core), Far Harbor and synths (Acadia). Despite the fact that at first glance it seems that they have little effect on the world, this is absolutely not the case. They can be made to live in the world, they can be destroyed, you can ... a lot of things.

Choice of Acadia and synths

Basic solution regarding synths of Acadia: destroy them or not. You can report them to the Institute or the Brotherhood of Steel (whom you joined in the original game), you can even report them to Captain Avery in Far Harbor or Allan (arms dealer).

If you decide to destroy, then get a unique weapon Lucky Eddie sniper rifle, Acadia's Bane perk, and The Way Life Should Be Achievement.

Kasumi will die during the massacre.



If you want to help synths– just help DiMa, complete his tasks. Kasumi will survive. We talked about her fate below.

Far Harbor Choice

If you want to destroy settlement on the pier Far Harbor, then the easiest way is to play around with the wind farm in the task " Cleansing the earth". As soon as on assignment It's better not to remember find Capacitor trip code, you can immediately deal with the destruction.

Go to the Wind Farm Service Building and at Terminal 03 select Tempest and then report to High Confessor Tekt in the Core. You will also receive perk "Inquisitor of the Atom", the title "Inquisitor" and the armor "Bastion of the atom" (1 pc) and the achievement "Cleansing the Earth".




If you decide to help them, then after finding Avery's corpse in DiM's medical lab, you can tell the truth about Avery or not. Tell- the inhabitants will get excited and rush to destroy Acadia, which will lead to the first item of the material on the destruction of Acadia (the same rewards). keep quiet- everything will be calm.

Choice Children of the Atom

Destroying a faction is easy, if you use the key to launch the missiles that are on the submarine where they settled down Children of the atom and name the place Core. Go to the center of the submarine, where the High Confessor Tekt lives and insert the USB flash drive into the terminal behind him. Then briskly leave the Core.

Accordingly, get Perk "Far Harbor Resident" by +5 to all resistances and achievement "Cleansing the Earth". But, if you decide to help them, you will have to destroy Far Harbor, and the rewards are described just above.

Peaceful (best) ending

But you can do it like this so that the three factions live in peace with each other. During the assignment What life should be there is a moment for the Hero to tell DiMa about Captain Avery. Tell him that DiMa did everything right, and he can do the same with the head of the Children of the Atom. As a result quest will appear - Reformation. Upon completion of all conditions, DiMa will control the whole island through new proxies and there will be no more bloodshed. Hero receives perk "Defender of Acadia"(in case of a severe injury, with some probability, you can get a temporary large bonus to energy and normal damage).

Kasumi will live.

Ending Genocide (bad)

There is a way to destroy all factions. As a result, you will receive only one perk and no more rewards.

  1. Use launch codes to destroy atomic nuclei and explode the Nucleus.
  2. Go to the wind farm and destroy Far Harbor (at terminal 03, select Tempest).
  3. Go to the Commonwealth of the Brotherhood of Steel and tell them about Acadia. They will send a squad and destroy the synths.

It goes without saying that Kasumi will die.

The fate of Kasumi

The story of Kasumi will end after you decide what to do with the island as a whole. She will return to her parents and tell the truth. Chat with her back on the island(before leaving for the mainland) and help me decide whether she wants to return at all or would prefer to stay on the island.

In DiMA's memoirs, we managed to find secret information about the rocket launch key. We set up Pip-Boy and go to a place called the Grand Harbor Hotel.

Note
Not far from the hotel is a ship in distress, inside of which is a nuclear unit.

The new owners of the hotel are super mutants, so before you get to the goal, you will have to try hard. With a fight we break through to the roof and enter the building. In one of the rooms with iron racks there is a broken wall, that's where we need to go. Next to one of the bathrooms behind a wooden shelving is a digital panel, with which we open a secret room.

On the floor near the skeleton lies a holotape, after listening to which we find out that this room was built in case of a bombing. Using the terminal from safe room, we learn that the launch key is hidden on the boat at the Fringe Cove docks. The docks are also not safe, Anglers, Swamps and other irradiated reptiles live and hunt here. The boat is sunken. We dive and open the safe. Now the cherished key to launching rockets is ours.

We set up Pib-Boy and go in search of DiMA's cache. We find the code from the windmill turbine on a small island, in a buried suitcase. All the important secrets kept in DiMA's memories are revealed.

The further fate of the inhabitants of the foggy island depends on our choice.

Destroy the core.

Before the destruction of the "Core" you can visit DiMA. He is not hostile to either the inhabitants of Far Harbor or the Children of the Atom and wants a peaceful existence with everyone. With high charisma, he can be turned against the Children of the Atom. Then he will advise to convince Tekt that his people need the Great Division ... then the conflict will be settled. And at the end of the quest, we will receive 500 caps from DiMA.

We leave for the "Core" to talk with the supreme confessor about the key to launching rockets. Tekt reveals that this "truly powerful relic" has unfortunately disappeared, and no one knows anything about its current location. The Supreme Confessor inspired all the Children and himself firmly believes that, having blown up the "Core", there will be a great unification with the Atom with one movement of the hand. In turn, we hasten to please the fanatic that we have the key and with the help of high charisma we convince him not to doubt the Great Division and the power of the god "Atom". We activate the control button on the rocket launch terminal and, if we do not want to join the mass suicide, we hastily run to the exit.

We leave the bastion of the Atom and observe the terribly beautiful picture of the explosion.

Upon completion of the quest, we acquire the skill "Inhabitant of Far Harbor".

Disable the defenses of Far Harbor.

The survivor managed to find out the code for turning off the Far Harbor windmills. Now you should talk about it with DiMA or just go to the service building. DiMA is peaceful and does not want unjustified destruction, but if he is convinced that one of the factions needs to be destroyed, upon completion of the quest, we will receive 500 caps as a reward. On the map of Pip-Boy we find the “Office building of the wind farm”.

The interior door of the building is not powered.

To restore power to the door, you need to find 4 fuses - they are located nearby. We open the locked door and go into the rooms of the turbine regulators, there we are waiting for turrets and Sturmotrons guards.

Using the terminal in the third room, turn off the turbines.

Note
Not far from the hotel, near the shore, there is a ship in distress, inside it there is a nuclear unit.

Note
If your companion is Old Man Longfellow, he will attack you and will no longer be a Companion to the Survivor.

The atrocity has happened, we hasten to watch the destruction of Far Harbor. Terrifying picture. All sorts of monsters in the form of Nebulas, Swamps and Deepthroats burst into the city. Heartbreaking screams everywhere, terrible scenes of massacre of people, death moans of the dying ... After the last shot of the inhabitant died down and Far Harbor was forever plunged into a veil of fog, we set off for Tect.

For such ardent selflessness and devotion to the teachings of the Atom, the Supreme Confessor hands us the "Bastion of the Atom" and rewards us with the title of "Inquisitor". Through our efforts, the era of impiety has come to an end, the bastion of heresy has been destroyed. The age of the Atom has arrived. At the end of the quest, the skill "Inquisitor of the Atom" was acquired.

Before proceeding with the passage of the main tasks, make sure that you are prepared for elevated level radiation on the skeleton. Don't forget about new armor sets and rads. Also, it is worth starting the task with a sufficiently pumped character.
After completing the task Revelation”, a new one will appear in the pip-boy - you need to listen to the message of the Valentine detective agency. Go to the "Radio" tab and listen to the message. After that, go to diamond city and at the agency talk to Ellie. Now you need to go northeast to the fisherman's house - Kenji Nakano.

Talk to the family and go to the room of the missing girl, you need to collect her holotapes. After looking around, go to the boat house, which is located near the lake. Inside you will find a safe that can be opened with a key, it is hidden in a photo frame on the table.

Listen to the holotape found in the safe, and then talk to Kenji. After telling the girl's parents about the finds, go to Far Harbor, to do this, sit in the boat near the pier.

Walk in the park

Sailing to Far Harbor, talk to Captain Avery waiting for you at the pier. After asking her about Kasumi, your conversation will be interrupted - the city was attacked and the inhabitants need your help. Follow the captain to the wall and help fight off the attack. swallows and anglers. Having dealt with all enemies, you will be treated more trustingly, and you can learn new information.

After talking to everyone, go to the tavern" Last shelter» (located in the center of the settlement), there you need to talk to old Longfellow(next to it you can find " Islander's Almanac"). Stock up on stimulants and, together with the old man, go to Acadia. On the way you will stumble upon trappers - these are local thugs. There will be quite a few of them, so it's best to catch them by surprise and act stealthily. Having dealt with the enemies, you should not relax, on the way you will meet ghouls, swamps and other mutants. Run down the path for Longfellow, he will lead you to one of the followers Children of the Atom. You can learn more information from her, then run after the old man. Once in Acadia, you can ask Longfellow to be your companion, in any case, to complete the task, enter the observatory.

Find your place

Go to the observatory and talk to Dima- the main synth who manages the settlement. From him you will receive several side quests and information about Kasumi. After finishing the conversation, go down to the lower levels of the observatory, there is a girl. You can visit the lab along the way. Aster, here on the counter you can take " Islander's Almanac».

After talking with Kasumi, you need to fulfill her request, there are several ways to do this:

  • eavesdrop on conversations from the warehouse next to the meeting room - on the lower level, break open the door (if you can't contact Cog) and stand near the glass to eavesdrop on the conversation between DiM, Faraday and Chase.
  • bypass the security on Faraday's terminal and gain access to his documents - go to the upper level of the observatory and hack the terminal (you need high skill).
  • just ask DiMa - it is possible only with pumped charisma.

In any case, you will find out the same information and you will need to download the program to the Faraday terminal. After downloading, talk to Kasumi and go to Core.

misty visions

The marker will take you to Richter, he will send you to a radioactive spring from which you need to drink water. Be careful when moving out, because the radiation level will rise.

After drinking water, the color scheme will change, and you will need to follow the person. He will lead you straight to the Temple, having dealt with the ghouls, open the door, for this enter the password MOTHER.

Take the idol and return to Richter, after talking to him the quest will be completed

It's better not to remember

Head to the Core control center. Be careful, along the way you will need to bypass the security system (lasers, turrets) and deal with the robots that block your path. Once you reach the control room, pull the lever to activate the extra power. After that, load the Faraday program into the terminal. Now you need to solve puzzles and extract memories in sequence.

Your task is to direct the beam at the yellow pillar of memories and pave the way for the bugs that will extract the memories. To do this, place blocks so that indexers can pass and destroy barriers by directing the beam in the right direction. Also place defense turrets to protect indexers. And so you need to do it several times. After receiving the memories, you will receive information about the location of the new armor and the coordinates of the BIP factory, and go there.

What life should be

The factory you need is located in the center of the location and most likely you have already been there.

Still, you should not lose your vigilance, there are a lot of mutants near the factory, and there are even more of them on the roof - that's where you need to go. After clearing the lower floors of the factory, go up to the roof and through it go into the factory. Going downstairs, hack the terminal (Valentine can help here). Open the door and enter the elevator, exit the elevator and dig up the grave below the stairs. Here you will find various things:

  • Holotape - "What's done is done"
  • Avery's medallion
  • Avery Skull

These things will help you on your chosen path. Carefully inspect the factory and get out of it. Now you have a choice of endings, they are all different from each other and it's up to you to decide who will survive and who will not.

Far Harbor endings

good ending

Head to Acadia and talk to DiMa. Sint wants to keep the peace on the island and avoid war, agree to help him and go on the Reformation quest. After agreeing with his plan, go to the indicated marker in Martin's hideout. Here you need to take two holotapes - the first is by the bed, and the second is on the table.

Return to DiMa and talk to him, after that you need to persuade the High Confessor to meet. High Confessor Tekt is in the Core, just show him the holotape. Having done this, go to the Core control center and go to the marker on the minimap. Here you need to kill the confessor, if you don't want it, you can just convince him to run away.

You just have to talk with DiMa, and then in the task " family business» send Kasumi home and talk to her parents. As a result, peace will reign on the island, and the girl will return home.

Neutral

Talk to DiMa and convince him to turn himself in and tell the truth to the people. Doing this will be problematic as you need a high Charisma skill to convince a synth. After providing the evidence to Alain, the synth trial will begin in Far Harbor.

Its outcome will be influenced by the number of completed additional tasks, if there are not enough of them, the inhabitants will go to Acadia and Kasumi will die. DiMa will be executed, and you will need to take part in the destruction of the Core or the colony itself.

Worst

If you don't like the people on this island that much, you can kill them all. To do this, go to the Core and use the launch codes to destroy the cores. Run away quickly so as not to get hit by the blast wave.


In order to destroy Far Harbor, go to the power plant. There you need to find fuses to open the door. Three fuses are on the shelves next to the closed door, and the fourth is near the big box. Behind the door, destroy the robot and in the terminal select the option " Turn off turbines". In order to put an end to Acadia and the synths there, contact the Brotherhood of Steel. The result - all the inhabitants of the island are dead, like the girl for whom you came here.