Purpose. Defeat the boss of the colter

Meeting with such an opponent as a claw of death will most likely in the plot, namely, at the same time, when for the first time put on power armor. Home Your goal is to kill a monster. In fact, nothing complicated in this, if you follow one rule - do not enter with him in the near battle. Relieve somewhere higher. Whether it is a roof of a building, his balcony or the second floor. Further shoot a mob with a weapon or use grenades. If a kill death claw You do not come out and he imposes to you near the battle, then act on another scheme: constantly move diagonally in different directions, avoiding open areas. Try to fight in the alleys and hide behind different obstacles.

Death claw tactics

Not subwinskaya mob close to yourself, try to follow easy rules:
  • Use the grenade launcher.
  • Try using mines. If you act with the mind, it may be quite efficient.
  • Darts can help if you need to slow down the enemy, as well as the shooting of the rifle on the legs.

Well, if you do not at all, you can not fight this beast, you can try to climb into such a place where it will not be able to get in its size. If you do it right, then the enemy will stand anything in one place.

That's all. We hope that these are not difficult advice helped you deal with the question. how to kill death claw in Fallout 4. Write in the comments did you manage to defeat the monster and from what attempt.


About from 10th minute Video you can watch as Arthur Blacksilverufa defeated the claw death.

Entry ... Fallout entry never change. A, and war too. Only the place of action is changing. And a little temporary era. Apparently, Bethesda representatives are not very well known because Fallout 4. Radically different from previous games series. No, this is no longer a casual racing simulator with elements of the periodic Mendeleev system, and a very cool role shooter. Very, very massive role shooter. And a very entertaining role-playing shooter, which contains a lot of parts and busy numbers, with which this article will be partially familiarized. Right now.

Warning! The article uses Russian names from fan location.


1.2 million - So many copies of the game, according to SteamSpy, found your owners in 24 hours from the moment of its release. The numbers are impressive, but not recorded. And here 290 461 - Very even record holder . It is so many people at the same time playing the game on the night of November 10, 2015. Of course, this is a record for single pass-oriented games. Above only online projects like Counter-Strike Global Offensive (300,000 users online) and Dota2 (just over 700 thousand users online). The previous record belongs to - who would doubt - GTAV, with a digit 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 in connection with the features of the role system, at a certain level, it is possible to obtain a flawless build, with all the parameters of S.P.E.C.I.A.L. At the maximum and all the peppers.


The most interesting thing is that the game is prepared for the levels above the 150th (and this is about 200 hours of a continuous game for one character), and begins to spawn the monsters like mystical claws of death and charred gules. They deliver. Problems. Especially at the level of the complexity of "survival", where they are almost impossible to kill anything except the critical shot from the "fat man" with the modification of MIRV.

226 . It is this level that it is necessary to pump all the peppers to the maximum level if all the parameters are s.p.e.c.i.a.l. equal to 10. It is not so easy to achieve this - you have to farm a lot and for a long time, and serious opponents.

10 Now it is not a maximum number for S.P.E.C.I.L Parameters. That is, with the help of UFA and drugs, you can lift, say, dexterity up to 15, or charisma to 18, to obtain the corresponding bonuses.

16 . This is the maximum number of shots that can be done in V.A.T.S. Regardless of the number of points of action. It is easiest to check on a completely pumped "deliverant", revealing a couple of drugs to increase OD.


5,3 . This is the maximum damage modifier for a secret attack if weapons with a silencer are used. As in Skyrim, and in the previous three-dimensional parts of Fallout, the "four" is easiest to be easier for Sniper-Ninju, even without using critical shots. Gauss Carabiner with a damage of more than 400 units from secrecy sends almost any opponent to the best worlds, be it Radtarakan or Hippo.

160 points is the maximum number of one for the character, without the use of drugs. 10 Dexterity + 1 Pups on it. Contrary to my personal expectations, the number of one does not change at the expense of perks, only accelerates their recovery time.

560 . This is the maximum weight that the character can raise the character with the corresponding peppers, but without the use of unnecessary medical staff. The force, the necessary peppers and power armor with the corresponding modification takes into account. After passing, the game can slow down a little, and the weight threshold will increase to 580, but this figure is unstable, like uranium-235. Therefore, yes, 560.


80% . The maximum percentage of the level of happiness of the settlement, which has enough protection, food, water and bed. That is, all the basic amenities available on empty. To raise this figure, you need to build out the outlets, in particular, medical. To achieve a cherished, 100% will need to be a little more in the location, the inhabitants like it.

35 Cort. This is an incommerable on the map a green building, located immediately through one building west from the Bar "Clover". It is difficult to find it, but also to skip it, as there are two laser turret at the entrance. On the most recent floor of this building after the 28 character level of the character, an enclave's power armor can be, she is the Advanced Power Armor, she is APA. Yes, I know that the enclave is not in the game, and I know that in Fallout.4 This armor is called the prototype X-01. BUT! It looks like the exact of the first two parts, is the most rare of everyone and gives the best protection. So yes, this is an enclave power armor. I will not be cheating, the game!

To get to this armor, you will need to destroy the storming and a robot security guard on the patch of free space. Or just press them two buttons. For example, from secrecy. The bots will blow themselves after this.

Rachenitsa
is the most fun weapon. Continuing, I know, however, after several improvements, she gets a store for 4 rockets and, it is important, the ability to go on target through the right mouse button. Little detail - the sound of targeting the target - makes this process especially cozy and relaxing. Now, no toast Gul will slip away from his fate, and no coalcast from her can fly away!


Purified waterNo matter how paradoxically, is a key product for a successful merchant, developing settlement. The fact is that the installations for purifying water, especially the industrial sample, produce a much more product than the settlers can consume. The residue, respectively, goes to the reserve with stable regularity. Yes, cleaners can only be installed in water, but there are several key places where they can simply detract on the most uhm in the ears. Yes, the need for protection at the same time increases in proportionally, but believe me, it is worth it. No product will be able to bring covers so stable as water.

Preliminary analysis of objects
Allows you to significantly save on the components of the crafting. So, if a biometric scanner consisting of asbestos, fiber optic and nuclear material, use only for asbestos, then fiber and nuclear material will go away. But if you first throw a scanner to the floor and disassemble it as unnecessary kraft components disassemble, then all three components will go to the inventory separately. Yes, to disassemble every piece of the found bread is boring and vigorously, 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 accuracy of incidence of up to 95%, regardless of the initial accuracy of the shot. That is, you can conduct aiming fire from the cut into sniper distances, yes. Also with the damage wild, like wild gul. In combination with the pepper-punching punching, critical strikes are becoming simply an indispensable tool to combat opponents whose most vulnerable points are behind. The exception is a robot guard, whose nuclear blocks are hiding after the first hit. For a while...

Damage limbs Now plays a more serious role than in previous parts. Fully crumpled enemy is simply falling to the ground and will not be able to move. Guli without limbs lose the opportunity to move, and become simply fixed targets. Storms after the loss of all limbs explode, and the opponents of the humanoids fall out, but I can continue to shoot.

Paste
The bonfire for cooking is one of the key elements of the craft, since there is a 5 units of glue at once, which is vital in almost every modification. And it is created with the help of corn, mutafruct, clean water and Toshki (TATO), that is, things that are on every indental farm. Moreover, such a farm can be created for 30 minutes.

Lubricating and coolant
It is the main source of oil in the game. It is created from acid, bones, steel and purified water on the chemical table. The main problem in this case is the bone, since even in the form of a separate component it weighs 1 pound. Nevertheless, it is not difficult to find it, because in one or another number it is everywhere. The largest number of bones is in the location of "Davich drillers" immediately in the east of the "sweeping". Directly in the center of the cenhable cells hang cells that can be opened below, and in cells - about a hundred bones units in the form of different parts of the skeleton.

Jetpak
It is a priority modification for power armor, as he is Beshume (!) And completely changes the entire logistics in the game. Take a sniper position on the spice of the building, into which it is impossible to go, to get to the previously unavailable places with a useful melt (which is somewhat in the game), fly through a radioactive lake, quickly reach quest items - all these tasks are solved with Jetpak.


Robopony "Buttercup" It is an important source of both parts for craft (bolts, springs, steel, gear) and a valuable melt, since the whole horse costs 177 lids. There is, however, there are disadvantages - weigh ponies as units, and holistically, quite a lot (8 pounds maximum). Yes, and find it in the right amount you can, consider, at the other end of Skyrim ... That is, the Commonwealth - at the headquarters and at the Wilson Automatomaz plant. The Last to find will be easy - Gul-technician from the "Peregovka" marks it on the map, if you agree to find unique details there. But the inhabitants in the form of supermutants (including the nominal high-level commander) just so pick them out.

Wiring
As the key component of constructing competent protection of locations, is mined on an industrial scale from robots and turrells. Spawn robots are on the height between the shipyards of the flank and the canning plant of Bolshoi Lukovski, as well as between the "sweat" and Breichard Banks. Storms are often in the locations of the shooters. A lonely high-level bottle guard spawns in the south of the private school Suffolk district behind the middle concrete block (there are only five of them), but only after the player opens the door in front. A pair of tens of mines behind the block - and valuable lout is ready to receive.


The real klondike robots is located in the location of the "home robots of the Hester". About six robot helpers, two protectors, storming and robot guard. All in sleep mode. When drawing damage to any robot, everyone else, in the same room with it, become opponents. Premature bookmark Min solves this problem successfully.

Performances-aidd
, Location in the northeast of the Farm Warwicks is just an ideal place to build a giant mansion. On the island there is a workbench, and it becomes affordable after inclusion of a pair of sirens (theoretically, one, which is closer to the center). Siren on a broken ship closer to the farm causes the Queen of Bolotniks, so be careful! By the way, on the same ship there is a "luck" Pups.


The island of the Bitchom is naked by resources. In total, there are 4 thousand trees and 500 steel. The workshop of the workbench covers the whole island and even a little more, due to which it can be built up with water purifiers. Or degrees the Palace on the 5th floors. In general, the most juicy and one of the most profitable locations in the game. To get to it is relatively simple, and the Queen of Blaries is unlikely to deliver problems incompatible with life - the ship is a good place for battle.

How to complete the quest "Reunion": from the killing of dwarf Yao-Guy before tracking the kellog with the help of a dog.

Together with a synth-detective (which we took it with you in Fallout 4) and a barbecue dog, you will be ready to find a bad guy Kellog, who kidnapped your son. Now just go for a shepherd dog who will hold you to him.

Go beyond the dog and look for kellog traces

First, the dog will hold 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 leading to the southwest. Do not stand up from it, and soon urban quarters will be behind, and a wild wasteland will open.

Not far from the city of Psina will stop and start barking. This means that the dog found the trail of Kellog. Go to her and lift the San Francisco Lights Cigar from the ashtray on the drawer.

When you finish, head to the dog, which will wait for you at the blue truck, and continue the way.

Further along the way you will face groups of hostile mutants. The higher the level of complexity, the more mutants you will meet. We describe the game at the maximum level of difficulty "survival", so I have this plot segment from the first time.

And again the dog will stop, and you will need to find and choose the evidence pointing to the presence of the kidnapper. The dog will rise at the door and start barking. Go to her and to the right of the passage will find the bloody dressings - the bodies of the raiders around point to the battle, and the dressings belong to Kelloga, which was wounded. They will hang on the pipe. Take them away, and the dog will continue to track the kelg.

Collect objects from bodies on Earth: there are weapons, cartridges and several stimulants. Next, go up the steps and, when you get to the top level, kill the flock of wild dogs, which will attack you. Now find your "traid" and head further.

Very soon you will see a broken tree trunk. Here you will come across animal that resembles a bear. This is a dwarf Yao Guy. It can apply (and withstand) considerable damage, so do not hope that the beast retreats without a fight. Playing at the difficulty survival level, I passed this moment once 10, until it was guessed to climb the broken trunk of a tree and from there to shoot a bear (as it turned out, at the maximum difficulty level and 15 level of pumping the hero, the direct battle with Yao Gaam is doomed to failure).

When the fight begins, it is better to immediately throw a Molotov cocktail into it. Fire for a few seconds will apply damage to him. Then let your best weapon. Here it would be good for the pumped short double-barrel shotgun. Attack Yao-Gaya in the head with a neighbor distance with V.A.T.S. Naturally, sitting on the tree - so you can easily protect yourself from his claws and apply accurate shots in the head.

If Yao Guy tries to change the position, just walk around the tree. Continue to shoot and throw the Molotov cocktails until the beast surrenders. It is important to kill the bear quickly, as two cubs will soon come to you, who spits poison. And fucking from them sitting on the tree is unrealistic.

After the battle, come back to the dog. She will be in the northwest. A dog will bring you to the station, which should be on the right side of you. 4 supermutants will be attacked here. Spread with them, climb the stairs and go inside the building.

Go down through the basement door and collect items in the room. Here you will find the covers, armor on the corpse and other useful things. Then leave here and come back to the dog.

Continue to follow the north along the way, while the dog will not run into a small shack on the right. At this moment, an orange car should be right in front of you. Go to the launch and go down the steps on the right. Below to neutralize the alarm from cans and go through the door. Follow the right below the vaulted passage and immediately go to the left along the short tunnel.

After some time, the dog starts barking again. Go to the west to exit the tunnel to get to it. Look for kellog traces and check the bottle of beer on the table near the chair on the left.

Continue to go behind the dog. The psyche again teaches the smell of Kellog and run along the road to the west towards the bridge.

Cross the bridge neatly bypass abandoned transport. It is worthwhile to beware of the ambushes of the Wild Guli. When you reach the other hand, turn right and go on the way to southwest. Follow the pile, until you see a practically destroyed storming, which lies on the left side of the road.

Pick up a stimulator from the first to the inverted product trolley, then ate the wooden box to get the Molotov and Antiradin cocktail. Then collect items from a yellow protectron, which lies opposite the tree. After that, go back to the storming, turn on its remains and ask what happened.

After listening to a short story, continue your way to the West along the road. Quite soon you will come across the supermutant and his dog. They will attack if you come too close. Immediately go aside to avoid Molotov's cocktails that launches the supermutant. Create closer and use weapons with a good damage like a shotgun to finish the battle faster.

When you eliminate opponents, collect things from them and follow the dog. For the nearest junction, turn right and go to the north. Soon, the dog will come down from the road and go to the left of the steep slope.
Run behind the dog northwest through the wilderness. As a result, you will reach a rusty fence from the grid, where the dog will stop again.

Here are looking for traces of Kellog. Name this place. You will find bloody dressings hanging on the fence. Check them to continue. When the dog runs further, go through the hole in the fence and go to the north along the overgrown street. Continue to follow the dog until it ran to the steps of the building on the left.

Raby on the steps and go to the dog. The dog will bark in the sealed entrance to the building of Fort Hagen. Talk to him so that you have the following task.

Go to Fort Hagen

Now you need to get to Fort Hagen. Go down the steps and go around the building. Stay closer to the wall of the fort, so as not to get into the field of view of automatic turrets on the roof. Here is such a tank standing near Fort:

When you reach the back of the building, use secrets and carefully climb on wooden layouts. Upstairs, try to go closer to the walls so as not to get under the turret. If you are attentive and careful, you will not be toured. While they inspect the territory below, you can slip past them. If you have noticed, then destroy the turret with a pair of label shots.

Soon you will reach a large black hatch. Open it and descend to the building.

Almost immediately at the entrance you will be attacked by several synth-armed with laser pistols. It is not surprising that their weapons cause energy damage, so it is worth putting on the appropriate armor. And it's better to come here to come here. To determine the most suitable armor, look for an indicator with a zipper icon in the characteristics.

When you figure it out with armor, clean the room from the enemies. It is worth noting that fragmental grenades and weapons with a high speed of shooting like an armor-pier gun-gun or automatic institutional pistol, which the robots are very effective.

Eliminating the threat, go to the kitchen and on the table will see the magazine "Pistols and bullets", which will increase the damage of your weapon by 5% in critical hit. Collect all things in this room, then go to the bathroom on the left. You will find a closed first-aid kit, where there is a package with blood, rad-x and stimulant.

Having gathered all things here, pass through the flood and collect all the valuable items, destroying one automatic turret. In the corner of the room with a hole in the floor, enter the door, go down the stairs and crack the terminal. If you do it, you can activate a protectron, which will provide you with additional fire support.

Clean this floor destroying all the synths. In the process of stripping, you will find yourself under the sight of the ceiling turret. Use columns and furniture for cover and destroy them. Please note that there is a terminal in the center of the room, which allows you to deactivate turrets. But in order to get into it, you need a skill of hacking of very complex computers. You can also use the terminal to open the nearest protective door and enter the repository with ammunition and medical preparations.

When the turrets are neutralized, collect ammunition in the center of the room and, if possible, in the repository. Now call the elevator, go to it and click the button to get to the lower floors.

Below, go along the corridor and remove the chain with a blue door to the left. Go through it and wait until you. Then come back to a long corridor.

Stop as soon as you get to the trolley on the right and sneeze to deactivate the laser trap. The trolley is a dried corpse. You will meet a lot of synthes and turret ahead. Destroy them and collect valuable things. At the same time, Kellog will be broadcast on speakerphone and talk to you.

When you reach the end of the floor, deal with the turret on the left and pass through the security gate. Go further until you finish at the door center of Fort Hagen. Come in.

When you find yourself in the team center, descend on the steps to the right and head to the end of the corridor, destroying the Sinta path. It is better to throw grenades in them. At the end of the corridor, turn right.

Go to the rest room on the left and collect cartridges from the boxes from each bed. Please note that there is a terminal with a very complex protection on the wall of the room (it opens the placed room in the adjacent locked room), and in one of the bedside boxes for power armor.

Having gathered a hubar, go back to the corridor and continue to go on. Observe all the synths that will appear, and then go along the steps down. On the right there will be a room with a generator in which there is a full nuclear block.

Return to the corridor and go to the dining room, which can be found in the skeleton sticking out the window.

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

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

Go down to the steps to the south and take the left below. Be prepared to face another synth group. Among them will be the strongest models. Having understood with them, follow the tunnel with pipes until you pass through the doorway at the end. Turn left, climb the steps and destroy the ceiling turret, if before that did not turn off the protection through the terminal.

Pay attention to the terminal with a very complex protection that is located on the wall ahead (it gives access to the adjacent room with a weapon). Now turn to the right around the corner. Here will be another ceiling turret. Enter the reception room in the south and immediately remove the last ceiling turret on the left. When everything is clean, pass through the wooden door near the northern wall.

Collision with Kellog and His murder

Behind the door, collect the contents of the first aid kit and open the box with cartridges on the bed. Next, follow through the door passage ahead. Go on the corridor to the left, climb the steps and go through the door at the end.
When the next room will light up the light, you will see kelg and several synthes that protect the territory. Do not shoot, go to Kellog and start a dialogue with him.

Ask him where your son is, and insist that Kellog take you to him. When you learn that Sean at the Institute, ask Kelloga, how to get there. At the end, select any answer and get ready to deal with the mercenary. Peaceful solution to Kellog's problem is impossible.

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

When the syntines are destroyed, the kellog cellets will come. You will quickly understand that the mercenary uses camouflage, which makes it invisible and does not allow you to apply V.A.T.S. This is very annoying. To get into the enemy, you need to go to the barely noticeable tremor, which appears during the movement of Kellog. Unfortunately, the mercenary not only becomes invisible, but also causes serious damage. He can kill you with a pair of accurate shots.

Well, if you start the battle, swallowing several honey x. This will increase your resistance to damage. Then touch it in the doorway at the upper steps and strengthen around the corner below. Start throwing the room with grenades (and avoid shots). If necessary, immediately replenish health with stimulants or other objects. Over time, the mercenary will throw a camouflage, and the battle with him will become easier. Stake in the corridor, choose your most powerful weapon and attack the kelg, as soon as it approaches closer.

When Kellog is defeated, take it with weapons, equipment and other things, including implants and password from the terminal.

Return to the room and find a mercenary computer here. It is located on a white table opposite the northern wall. Collect lying near stimulants and a journal "Fun with timid" (you will receive). Activate the terminal, read the available entries and open the door.

When you do everything, go to the detective and talk to him - tell me about your finds Valentine. Tell me that you need to find a way to find a son. Valentine will suggest to talk to Piper, a journalist from Diamond City. Tell the detective that you are ready to go and move in Diamond City.

Climb the steps on the south side of the room and turn left at the top. Follow the east and call the elevator at the end. Go to 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 turret and open the door out.

Once you find yourself in the fresh air, you will see the appearance of the airship of the "Brotherhood of Steel". Your journal will appear the quest "Shadow Steel", which can be performed later.

In the meantime, get the PIP battle and move to Diamond City.

Tell us about your finds Piper

When you arrive in the city, go to the northeast down the steps and look for the second shawl on the left. Above the doorway should be a big sign with the inscription DIAMOND CITY `S NEWSPAPER. Come inward and wait until the nick end your conversation.

After that, tell the journalist that you need help and that Kellog is dead. Ask her what to do now. Detective Valentine will suggest to visit Dr. Amary in the "Memoral House", which is in good neighborhood.

Tell me that you agree with this plan. And when the detective starts talking about the parts of the kelg brain, explain that you already have everything (you removed the implant from the Cellog's corpse). Now decide who you will take with you for the next quest: a detective, a journalist or anyone at all (in our case we will take Valentine). In any case, the detective will wait for you at Dr. Amary clinic, since without him the next quest does not pass.

The current task will be completed, and the journal will appear the following quest "Dangerous Thoughts".

If you have found a mistake, please select the text fragment and click Ctrl + Enter..

Many inexperienced players Fallout 4 can not understand how to kill the Makeup of Bolotniks. In fact, the answer to this question is simple: you take and kill both any other mob but about everything in order.

Bollenniki's uterus is one of the strongest mobs in Fallout 4. This is a free mini-boss, which, besides, a number of abilities that make the battle with him very difficult for a short character. Unlike conventional greyrs, the uterus of Bolotniks is capable not only to fight in hand-to-hand, but also to attack with jets of acids that cause a significant damage to the character, so it was easy to shoot it from the distance, it will not be released periodically. In addition, the uterus constantly produces its young, which, although they do not cause special damage to the Perse,, with large numbers, begin to noticeably interfere with their feet and jump in the face, preventing shooting.

However, there are Bolotniki's uterus and their weaknesses that make it easy to destroy it, earning a good experience. The uterus of Blaries is the largest mob in the game, so it is unable to penetrate into small rooms and dilapidated buildings. Hiding there and accumulating from jets of acid, the player can easily shoot it without receiving a single damage.

Although it is possible to meet this mob in other parts of the Commonwealth, usually the first meeting with the Bolotniki uterus happens in the quest "Sturm Fort Independence" on stripping the castle issued by minitmen. And if the player did not study the passage of Fallout 4 in advance, it becomes a real surprise for him. However, even being poorly prepared for battle, you can cope with the Bolotniki uterus.

A small nuance: If you feel that the Fort Independence came to storm too early and absolutely not able to kill the Makeup of Bolotniki, what would not be shot on it, postpone the fulfillment of the quest and just run-off from location - this does not threaten the relationship with minitmen. And the uterus of Bolotniks itself will leave the castle and will move to the river flowing past, and there will be calm and non-aggressive there, so it will get to her and palp and with something heavy will be much easier.

So, how to kill Bolotniki uterus?

1. The easiest option is to shoot it from the "fat man", gently applied to Mob. It is quite difficult to aim from the "fat man", so you may have to spend several nuclear minisants, so capture a few spare pieces with you. Most likely, even with a minimal pumping of a character, 2-3 who fell into the purpose of the shots will be enough. Do not forget that the weight of each charge is 12 units.

2. Hide in any building or in the walls of the castle and shoot the uterus of bollards from some weapons at high speed - "plasma", carbine Gauss or shotgun.

3. When performing the quest "Sturm Fort Independence", you can pre-minister the place of the penetration of the uterus of bollards into the castle by several plasma mines.

4. If you pumped the Ninja Perk, which gives an increase in the damage to cold weapons 10 times, then you can kill the Bolotniki Makeup with cold weapons, putting it to her. An excellent choice for this method is a supermole.

How to kill bollard uterus and get the maximum experience

For the pumped player, the uterus of Bolotniks is not only at all dangerous mob, but also the source of a large number of experience. However, to get the maximum number of experience points for killing, you need to act in a cunning.

You will need the third rank of the peek "Savant", which allows you to get tripled experience for killing for a minute after the help of the same name works. Hitch from the uterus of Bollys behind various buildings and packs to destroy her young (the battle knife is best suited for this - quickly and without the need for recharging) until "Savant" works. After that, it is necessary to kill the Bollynik Makeup for a minute in any way, for example, to shoot it from Gauss.

If you have completed the quest "Secrets of the Cabot Houses", then you will be not quite a simple choice - kill or free Lorenzo in Fallout 4. Lorenzo dwells in a closed psychiatric hospital "Parsons", where he identified his family. To gain access to this closed location, you need to go through a few mini-quests for the Kebot family.

First of all, you need to find the Guly of Edward Digan, who can meet in several locations - the colonial bar, the "Third Rail" Theater, Banker Hill or on the bench back in Daimodn City. If you are too lazy to look for this guly and you have a very high level of charisma, you can immediately go to the family mansion and clean it in the neighborhood, then talk to the intercom with its inhabitants. However, it should be borne in mind that the Gul will give you a serum that needs to be delivered to the mansion. If you did not speak with a humm, you will have to lie that you did not find the serum. With a high level of Charizma, you will be delivered and will give another mini-quest " Emodegen and her lover».

Emodegen Cabot is located in the Third Rail, which is located in good neighborliness. First you need to find a girl named Magnolia and ask her about Emodegen. As it turns out to be clear from the conversation - Emodegen became a member (voluntary or violently) of the local sect. To free the girl you need to either break into the main building of the sectarians (Rambo House) and shoot there everyone and pick up the key from Emodegen's room or try to find a room yourself and open the castle (only for those who have a hacking skill). It can be done easier, but only if you have a Harizma skill, talk to the main sectarian brother Thomas and persuade him to open the door and release Emodegen. As you learn later from Emodegen - you needed to deliver serum against aging in the house of Cabotov.

Having dreamed of Emodense to the family mansion, you will receive a temporary partner who will go with you to the hospital and will open access. In the hospital, you will need to kill several hostile mobs (Raiders and Wild Guli) and walk to the room where Lorenzo was locked. Do not forget that in the hospital you can find the magazine and the outer "Charisma".

If you kill Lorenzo Cabot in Fallout 4, then the Kebot family will be very grateful to you and generously thanks the covers. You can also calmly pick up all the trash in Lorenzo's room. Also a week later, you can get to the family mansion, where you will be awarded with a powerful gun - Lorenzo gun, which knocks down opponents from the legs and causes medium damage.

Provided that Lorenzo survives, the Kebot family to disappel you strongly and become hostile, since Lorenzo produced special serums for them, which slowed the aging process. However, Lorenzo in this case you generously thanks the opportunity to get an infinite number of times