Fallout 4 - Complete Solution and Strategic Guidance to the Quests. In this section of our comprehensive guide we walk you through Fallout 4 step-by-step through all of the game's missions to tackle the many dangers lurking in the Contaminated Zone without taking damage.
Our quest guide will show you how to unlock and complete all of the game's main and side quests.
The guide will lead you step by step, showing you the best paths to take and the most powerful items to collect.
Welcome to the Contaminated Zone!
WARNING! Given the sheer number of missions and shipments present and given that the game often doesn't distinguish one from the other, we thought we'd divide our guide into sections:
MAIN CAMPAIGN MISSIONS - These are the missions that carry out the main narrative arc and can be faced from the beginning of the adventure one after the other.
MISSIONS OF THE 4 FACTIONS - Towards the "end" of the game we will necessarily have to carry out the narrative arc of one of the 4 factions present choosing finally with which of them to complete the adventure. Our guide is divided into missions of the factions, first you will find listed the main ones and then the secondary ones for all the following factions
QUESTS OF THE BROTHERHOOD OF STEEL
IMPORTANT: As you complete missions for a specific faction, your relationships with other factions will be broken until you can no longer complete missions for other factions except the faction of your choice.
The only faction not affected by this problem is the Minutemen. So you can complete all Minutemen missions without any problems towards the other factions but be careful when completing missions for other factions!
SECONDARY Quests - All those other quests that are not in the above mentioned categories and basically serve to unlock companions, get caps, weapons, costumes and many other useful items for the quest.
Fallout 4 - SOLUTION TO THE MAIN CAMPAIGN MISSIONS
THE WAR NEVER CHANGES HOW TO UNLOCK: Start the game.
WHAT TO DO: Once you have created your character, using the Mirror Editor, choose which of the 2 trees in the pair you want to be and continue.
WARNING!!! You can modify both spouses but your character will be the one chosen in the final, i.e. the one in front of the mirror when you exit the Editor.
Explore the house to meet Codsworth, the multifunctional robot butler, and your child, with whom you can interact in the room with the crib next to the bathroom.
After a few minutes a man will knock on the door. Answer his questions and choose which initial skills to provide points.
We advise you to improve your health, your stealth and, above all, your intelligence, which will allow you to earn many more key experience points in the early stages of the game.
If you have a few points to spare, also bet on skills that increase transportable itemsand charismato improve your chances of persuasion.
Contract signed, prepare for the shocking announcement and as quickly as possible follow the crowd until you enter the Vault. Do what the Vault-Tec scientists have asked you to do and enjoy the long sleep - see you in 200 years!
OUT OF TIME
HOW TO UNLOCK IT: Finish the mission THE WAR NEVER CHANGES.
WHAT TO DO: After you wake up, find the exit to Vault 111.
If you want you can open your husband/wife's cryogenic capsule first and pick up the wedding ring.
It won't be difficult, as you'll find almost all doors locked and you can only follow one route.
Once you get to the canteen, grab your baton from the right table and get ready to take on the mutant cockroaches. Once you have thoroughly sanitized the area you will be able to access the cafeteria terminal where there is a first Olonastro: Minaccia Rossa (Red Menace) that you can play with by unlocking his trophy/goal FUTURO RETRO'.
The gameplay is very reminiscent of the first Donkey Kong, only instead of the cute gorilla there's a green alien ready to shower you with missiles.
There's nothing valuable to collect in the Vault, so proceed to the exit to find in front of the main door the classic Pip-Boy that will automatically equip itself and into which you'll have to load the unlock codes for the Vault door. Once the door is unlocked, get on the elevator and get ready to head home. Once you exit the Vault hill you will find the Sanctuary, destroyed and abandoned.
If you go home you may see Codsworth, still active, wandering around the area. Talk to us to find out what to do. Go into your house and look on the kitchen shelf for a Grognak the Barbarian: The Jungle of the Bat Babies comic book.
This comic increases the damage of critical hits inflicted with bare hands or melee weapons by 5%. Reading 20 different magazines will earn you the trophy/object THE PRESS IS NOT DEAD.
After exploring the neighborhood with the robot, it will inform you that there is a small town nearby, Concord, and you'd better go there to get new information about your missing son. On the way to Concord you will discover a new place: the red rocket service area. If you get caught in a lightning storm, you can stay there until the radiation stops. Inside the station you'll find various caps, Mentats, and some other useful consumables. If you examine the service area terminal, you will find that there is ahidden caveat the base of the Red Rocket. Exit and go behind the service area at the base of the hill to find the cave.
At the bottom of it, after taking out a number of Rat Mole, you will find a safe containing some molotv, mines, and a few other useful consumables. At the end of your adventure with the Red Rocket, get to the Museum in downtown Concord and eliminate the Marauders to finish the mission.
MAIN MISSION - JEWEL OF THE COMMONWEALTH
How to unlock: Talk to Preston Garvey and his men at the Liberty Museum in Concord.
WHAT TO DO: To find information on Shaun, you'll need to go to Diamond City, in the heart of the Commonwealth. Once you reach the outskirts of the city, you'll encounter Diamond City Security men who have just entered a battle with a group of Super Mutants barricaded inside a crumbling building. Help them collect weapons and ammo from the bodies of the defeated mutants. At the end of the battle, the Security men will invite you to continue on to finally reach Diamond City.
Outside the gates of Diamond City you will witness the animated dialogue of a woman dressed in red with a loudspeaker at the city's security gate. In fact, it seems a certain Danny doesn't want her back by order of the mayor. The woman is in fact Piper, the local journalist, whose articles have shed a bad light on the rot behind Diamond City's security men and administration.
At the end of the dialogue, he talks to the woman and pleases her by pretending to be a merchant. At that point Danny will be forced to open up and you will finally be able to enter Diamond. Right at the entrance, Piper will be stopped by the mayor. Witness their dialogue and then talk to Piper to give your opinion to the press.
The mayor will start a dialogue with you and you can ask him where to look for information about Shaun. If you have at least 50% improvement in Charisma skills, you will be able to have the Mayor tell you where to find this information.
The man will advise you to go to the detective agency of one Nick Valentine and then quickly leave. You will stay with Piper who will appreciate your help by inviting you to his office and opening the MAIN MISSION - THE STORY OF THE CENTURY. You can now enter the city and join the Valentine Detective Agency, located in the northern part of Diamond, to finish the mission.
OPTIONAL: As you will be spending a lot of time in Diamond City it would be nice to have a house where you can rest and deposit some items. To do this, you need to go up to the upper floors of Diamond and go to the mayor's office. You can do this from the elevator just above the Diamond City steps, or from the small elevator just before you enter the city. Right next to where Danny, the guard who wouldn't let you in, is standing. There are two ways to get a house:
-Get a CITIZENSHIP PERMIT- Go up to the mayor's office and talk to Geneve, his cold-hearted secretary. She will try to sell you a 2000 plug permit that will give you access to a house and all its contents to customize it. This solution guarantees you a very comfortable and fully customizable home, but 2000 Stoppers, especially in the early stages of the game, is an exorbitant amount (unless you rely on the GUIDE TO HAVING INFINITE TOPS AND MUNICIPALITIES). Precisely for this reason we recommend a more modest but much more convenient solution.
-Breaking the Mayor's Cash (Recommended)-This is the best solution for getting a first home in Diamond City. Wait for the evil Geneve, the mayor's secretary, to fall asleep and go behind her desk. To the left will be a terminal with a locked safe next to it. Wait for the guard wandering around the area to come out into the hallway and close the door behind him. Now hack the mayor's terminal, with a BASIC infiltration level, and unlock the safe. Take everything you find: ammo, weapons, consumables, and most importantly the keys to the Kellogg residence. WARNING - Do this without being seen by comrades like Preston who don't tolerate theft.
Once you have the keys to one of the 2 residences, head into town and get to your new home. If you can't find the Kellogg residence, look to the left of town, the house is on a raised platform attached to the steps.
MAIN MISSION - LITTLE SAINT, VERY VALENTINE
HOW TO UNLOCK IT: Finish the JEWELS OF COMMON HEALTH mission by going to Nick Valentine's Detective Agency .
WHAT TO DO: Unfortunately it seems that the only man who can help you find Shaun, Nick Valentine, has been kidnapped by a Mafia gang in the area led by a notorious criminal called The Smilzo. Talk to Ellie Perkins, Nick's secretary, to get information on the whereabouts of her boss. If you have a good level of charisma you can also try to increase the agreed reward but remember that if you have Piper as a companion this action will not be to her liking. Once you get the information you will need to look for Nick at Park Street Station, see the full map of the game locations, for where to find this location. Once you reach the area enter and proceed until you reach the bottom of the subway, occasionally taking out the various waves of mobsters present. At the back of the area is the entrance to Vault 114. Use the Pip Boy on the right terminal to open the door to the Vault. Upon entering, you'll also find the Vault 114 costume on a desk to the right (I don't know about you, but I've always enjoyed collecting Vault costumes in every Fallout). Continue through the Vault until you reach the dining room. Here you will be attacked by other mobsters and the Boss's right hand man, Dino. It's not particularly difficult, also because this type of enemy tends to walk around in Fedora and Smoking, not particularly protective clothing. Dino eliminated, take the security password from his corpse and climb to the top of the area to interact with the terminal and meet investigator Nick Valentine.
In the same room where Valentine is locked up there is also a statuette of VAULT-TEC Bobblehead. Follow Nick towards the entrance of the Vault and you will finally meet the person who ordered his kidnapping: Malone Lo Smilzo, who is not so thin-skinned after all. The man is accompanied by the woman, Darla, whom Nick had come looking for and who doesn't seem to need help as she hasn't been kidnapped but has voluntarily joined Tiny's gang.
OPTIONAL: If you want you can talk to the enemies a bit and use Charisma to turn Darla against Malone or get out of this convoluted situation without firing a single bullet.
If you choose to fight instead, since the discussion requires a high level of Charisma, use SPAV and quickly eliminate The Little One with powerful headshots, in fact you should surprise him right at the beginning of the discussion to eliminate him without giving him time to fire a single shot. Once eliminated, kill his men and the crazy woman who agreed to follow him. It won't be a difficult fight, especially if you have a partner to help you in the fight with Valentine. Once the fight is over, follow Nick and exit the Vault first and then the Underground through the service line. At this point the mission will be over and you can choose to join Valentine later or follow him directly to Diamond City.
MAIN MISSION - FIND A CLUE
HOW TO UNLOCK IT: Finish the mission POCO SAN, MOLTO VALENTINO by freeing Nick Valentine from his captors .
WHAT TO DO: Go to the Valentine Detective Agency in Diamond City and talk to Ellie to get the agreed reward for Nick's release. Don't ask her directly or Piper won't like you bringing her with you. Ellie will still give you the reward at the end of the discussion.
Now talk to Nick and agree to submit to some kind of interrogation. Try to piece together what happened in Vault 111 at the beginning of the game when Shaun disappeared. Talk about your situation and when you can about the kidnapper, choosing to say that he is a clean-shaven man with a scar over his eye.
This way Valentine will tell you that your description corresponds to a known criminal mercenary in the area who seems to be linked to the Institute, the mysterious secret organization that replaces humans with robot assassins called Synthetics.
If you want you can ask Nick more about his "particular" physiognomy, but don't accuse him of working for the Institute, an action that will negatively affect your relationship with Piper. At the end of the discussion Nick will inform you that Kellogg has lived in Diamond City for some time and has a house in the infamous part of town. Valentine will invite you to follow him to investigate this house.
The more attentive among you, who read us from the first few missions, will have figured out that this is the same house I recommended opening as soon as you arrived in Diamond in the JEWEL OF COMMON HEALTH mission. If you don't have the keys yet, follow this simple procedure:
Fallout 4 HOW TO UNLOCK KELLOGG'S HOUSE You must go up to the upper floors of Diamond and enter the mayor's office. You can do this from the elevator just above the Diamond City steps, or from the small elevator just before you enter the city. Right next to where Danny, the guard who wouldn't let you in, is standing. When you get to the offices, you'll need to enter the mayor's office.
Wait for the evil Geneve, the mayor's secretary, to fall asleep and go behind her desk. To the left will be a terminal with a locked safe next to it. Wait for the guard wandering around the area to come out into the hallway and close the door behind him.
Now hack the mayor' s terminal, with a BASE infiltration level, and unlock the safe. Grab everything you can find: ammo, weapons, consumables, and most importantly the keys to Kellogg's house. WARNING - Do this without being seen by comrades like Preston who don't tolerate theft.
Follow Nick and get to Kellogg's house. Once inside, you'll need to search for clues to continue the mission. Look under your desk and press the red button to unlock a room near the entrance. Here you can pick up various types of ammo and consumables, a Nuka Cola Quantum and a cigar on the small table next to the couch.
Taking the cigar Nick will inform you that it's best to rely on the scent of a bloodhound, so call Dogmeat, your dog, or you can buy one from the man at the Tenpines Bluff camp.
Nick Valentine will also inform you that he is willing to follow you on the mission unlocking the possibility of using him as a companion in the future. Bring Nick with you on this mission and in the next one he will be very helpful in hacking various terminals, the detective is indeed very skilled with computer terminals. Exit the house to find Dogmeat ready to help you. Let him smell Kellogg's cigar to finish the mission and immediately unlock the next one.
Important Filler: Unlock Nick Valentine as a companion. Unlock more than 5 of them and you will get the trophy/objective NEVER AGAIN.
MAIN MISSION - MEETINGS
HOW TO UNLOCK IT: Finish the SEEK AN ADDRESS mission.
WHAT TO DO: Follow Dogmeat into the Commonwealth and bring Nick Valentine with you on this mission. Dogmeat will stop several times and you'll have to fight some mutated flies and collect new clues to continue.
When you stop under a bridge, collect the blood stained rags to continue on. During your walk you will also have to fight a big mutant bear. He is very slow, so use the trees to always put something between you and the animal and eliminate him quickly with Nick's help.
After a long treasure hunt, you'll reach Fort Hagen (Full Hunting Locations Map) where you'll find the forbidden entrance. Now you can leave Dogmeat and climb up to the roof from the stairs at the back of the building. Pay attention to the many towers in the corners and enter Fort Hagen through the large hatches in the roof.
You will have to go down inside the building looking for Kellog. The area is completely filled with synthetic robots that are very weak against laser weapons, especially if they get hit in the joints or head. Also pay attention to the laser turrets placed behind different corners. Going down to the second floor, you'll hack a terminal that activates an Automatron capable of helping you in battle if you select the Law Guardian personality on the computer next to it. But be careful not to hit it or it will become your enemy.
After hearing Kellogg's voice you can reach the recreation room with the tables and the kitchen on the left. In this area you will find a VAULT-TECbobblehead statuette . In front of the kitchens there is a blue door. Open it and go down to the basement with the pipes to find a security password next to a corpse. Go back to the hallway separating the kitchen from the blue door and continue. Go up the stairs to a terminal. Use the password you just picked to open the door on the left. In this area you can find a bunch of Stimpak, Rad-Away, Med-X and most importantly a Fat-Man, the powerful historical bazooka from the series with a Mini-Nuke bullet. Continue down the hallway to find out from Kellogg that he will drop his syntheticsand wants to talk to you, try to find out as much as possible about the Institute and where Shaun might be hiding. Then the confrontation will inevitably begin, quickly take out the synthetics and focus on Kellogg with the SPAV. The man uses a Stealth-Boy to make himself invisible, the area is still small and you will have no trouble finding him thanks to the small graphical distortion generated by the Stealth-Boy when Kellogg moves.
Once eliminated, pick up the KELLOGG FULL, one of the best armors in the game, also beautiful enough to see, the KELLOGG GUN, a very powerful revolver, already modified with a comfortable grip and sight. It is also VERY IMPORTANT to collect from Kellogg's corpse all the rest, i.e. the one that is part of his mnemonic circuits such as the Cybernetic Brain Augmenter that he will need for the next mission. Once the collection is finished, use the security password, always taken from the enemy's body, to enter his nearby terminal. Read the information and report everything to Nick who will send you to Piper, the only one capable of conducting such an investigation. Exit Fort Hagen to see a steel battleship sail through the sky, then go to Diamond City to talk to Piper. You'll find the woman in the newsroom of her newspaper, inform her of Kellogg's death, and Nick will tell you that there may be a way to retrieve Kellogg's memories. This is where the Cybernetic Brain Augmenter, previously recovered from the corpse of the enemy, comes into play. From these particular components, memories about a person's past can be extracted from a woman, Dr. Amari, who lives in Goodneighboor, near Diamond City. Once the discussion ends, the mission will also end.
MAIN MISSION - DANGEROUS THOUGHTS
HOW TO UNLOCK IT: Finish the mission MEETINGS.
WHAT TO DO: Now you must go to Goodneighboor to find Dr. Amari and show her the Cybernetic Brain Augmenter. If you didn't take it, go back to Fort Hagen and examine Kellogg's body again. The first time you enter Goodneighboor a man will try to take advantage of you by asking for money. If you have a good Charisma level, at least 5-6 points, you can intimidate the man and make him lower his crest. But the guy will be killed by the mayor of the town, the demon John Hancock. Continue on to find the Memory Lair, the location of Dr. Amari's lab.
OPTIONAL 1: If you want, before going to the Doctor, you can make a small detour to the bar "The Third Way" just below the Mayor's window. Wait for the singer to finish her performance and talk to her in the bar. If you have at least 8 Charisma points you should be able to flirt with Magnolia. You will have to choose the yellow dialogue option to unlock the next one. If you can flirt with her 3 times you will be able to have sex with the woman who will end your story the next morning. Congratulations, even if for a short time, you have had a little love affair!
OPTIONAL 2: On the top floor of the city hotel you will find a demon in a yellow raincoat. This is the same Vault-Tec man who offered you a place in Vault 111 at the beginning of the game. Talk to him and be cordial, after some pleasantries you can choose, having a Charisma level of at least 5 points, to invite the man to your Sanctuary community.
Enter the Memory Den and watch the dialogue between Nick and the owner Irma.
OPTIONAL 3: In a room to the right, as soon as you enter the Memory Den, you will find Kent Connolly a big fan of the old hero Silver Shroud and he will offer you a special mission. Go in search of the hero suit only when you have reached a good level, 50-40, this is actually one of the suits, if not THE best suit in Fallout 4 and its stats depend on the level reached by the player when it was found.
Go down and talk to Dr. Amari. Nick will offer to help you and at the end of the discussion you'll just have to enter the mnemonic capsule to finish.... IN FRANTUMI.
MAIN MISSION - SHATTERED
HOW TO UNLOCK IT: Finish the mission DANGEROUS THOUGHTS .
WHAT TO DO: In this mission, all you have to do is continue from one memory to another, interacting with all available items. You have to follow the last memory to discover some of the secrets of the Institute. Once you've seen everything, turn on the TV in the last memory to return to the Memory Lair and exit the Mnemonic Capsule. Talk to Nick once you're outside to have a special conversation. The mission is over and you can leave for a trip to a "sea" location.
MAIN MISSION - THE SHINING SEA
HOW TO UNLOCK IT: Finish the mission in FRANCE.
WHAT TO DO: This mission will take you to a particularly radioactive part of the Commonwealth. You will need to take all the Radaway and Rad-X you have with you. If you want you can visit the HUGO HOLE to find the Hazmat suit which allows you to have +1000 radiation protection: Fallout 4 WHERE TO FIND YOUR HAZMAT Unfortunately the Hazmat suit gives you great protection against radiation but it is really poor against enemies and we assure you that the Shining Sea is full of radioactive scorpions and mutant animals so the best solution to cross it is still the use of the Atomic Armor which we have produced a full guide to. Follow the Pip Boy into the Shining Sea and make your way through Ghoul Ferali and the radioactive animals. Once you reach the Atom Crater enter to be blocked by the cult led by Mother Isolde. You can make a massacre and continue on, but you can also lower your weapon and talk to the woman to get new information about a rocky cave near the southeast of the atom crater.
You will need a Charisma level of 5/6 points. Here you will finally find the scientist who escaped from the clutches of the Institute, Virgil. Talk to us for new information and try to link him with your Charisma, 5/6 points are always required. The man will ask you to retrieve a serum inside the Institute on your own unlocking a presentation that will lead you to obtain the "VIRGIL GUN" a very powerful laser weapon. Once the dialogue ends, the mission will be over.
OPTIONAL: If you want, after passing the MOLECULAR LEVEL mission, you can also kill the man immediately and retrieve the rifle without too much effort.
MAIN MISSION - HUNTER AND PREY
HOW TO UNLOCK IT: Finish the mission THE BEAUTIFUL SEA.
WHAT TO DO: On Virgil's advice, you must travel to Cambridge and find the CIT ruins to try to intercept a Predator's teleportation transmission and infiltrate the Institute.
Once you reach the ruins, open the Pip-Boy and tune it to the Predator Radio signal. Follow the beeps that will become more and more frequent as you get closer to your target. You will arrive at the Greenetech Genetics building. A large building with a green facade eaten away by rust.
Upon entering you will find yourself in the middle of a battle between the Gunners, a militia that prefers all manner of weapons and turrets.
Climb to the upper floors of the building to locate Predator Z2-47. You can talk to this "friendly" character if you want, but whatever you do will lead to a fight. Eliminate the enemy and extract the Predator CHIP from its body to finish the mission.
OPTIONAL: Searching Greenetech Genetics you will find 3 fusion cores, some useful magazines and a synthetic called K1-98, imprisoned near the final position of the Predator Z2-47. Releasing it will unlock a presentation.
MAIN MISSION - THE MOLECULAR LEVEL
HOW TO UNLOCK IT: Finish the Hunt and Prevent mission.
WHAT TO DO: You finally know how to get to the Institute, but you'll need a lot of help. After talking to Dr. Amari, you'll need to have Tom Handyman examine the PREDATOR'S CHIP at the secret railroad base. Then go to the old church to the north and talk to Desdemona and then Tom.
At this point you will be redirected by Virgil, the fugitive scientist from the Institute who lives in the Marvelous Sea. Talk to him to get the SIGNAL INTERCEPTOR projects. At this point you must build this phantom teleportation device. The miners will only support you in building the machine if you have completed the CALL OF FREEDOM and its side mission THE FIRST STEP. At this point you only need to talk to STURGES to get support with the construction of the Interceptor. You can find all the information about these missions on the following pages of this guide. STEEL CONFRATERNITY will only provide you with support in building the machine if you have completed its main missions COVER FIRE and CALL TO ARMS. At this point you only need to talk to the INGRAM CENSOR to get support with the construction of the Interceptor. Find all the information about these missions on the following pages of this guide. RAILROAD will provide you with support with the construction of the machine only if you have completed his main missions THE ROAD OF FREEDOM and THE ART OF SPIONAGE. At this point you only need to talk to TOM TUTTOFARE to get support in building the Interceptor. You can find all the information about these missions on the following pages of this guide. ACTING ALONE If you want to ignore the 3 factions you will have a lot of work to recover various materials. You will have to build:
STABILIZED REFLECTIVE PLATFORM
-Printed Military Circuit x1 (You can find it in the turrets and in the militarized areas, marked by a circle with a star on the game map). TRANSMISSION PARABOLA
Sensor Module x1 (You can find it from the turrets and in communication areas like Trinity Tower)
Biometric Scanner x1 (Found in the turret and hospital areas, marked with a circle with a cross on the game map). Once finished, connect everything and give energy. Through the Power and Generators section of the Workshop menu. Once you have activated all the components of the Interceptor just activate it or talk to the scientist who helped you finish the mission and finally get to the INSTITUTE.
MAIN MISSION - INSTITUTIONALIZED
HOW TO UNLOCK IT: Finish the mission MOLECULAR LEVEL. WHAT TO DO: Follow the voice within the structure to reach the man behind the Institute, Father. Agree to become part of the Institute ( Don't worry! Later if you want you can cut this deal! ) so you can freely explore the complex.
Then meet Dr. Holdren and the engineer Filmore. Talking to Ayo, on the other hand, you can convince him, with a medium level of charisma, to trust you. Finally, talk to Dr. Madison who will install a fast teleportation device in the Pip-Boy to reach the Institute. This installation will also conclude the mission.
Now you will have finished all the main free missions in the game and before entering the final quest you will have to make decisions.
That is, you will have to continue the faction quests, which you can find in the following pages of this guide, until you reach the final one. Be careful because you can't be friends with everyone, in fact, as you complete quests for a specific faction, your relationships with other factions will be broken to prevent you from completing quests for other factions except your chosen one. The only faction not affected by this problem is the Minutemen. You will be able to complete all Minutemen quests without any problems towards other groups, but be careful when completing quests for other factions. Each faction has a point of no return.
As far as the Institute is concerned, you have already reached this point by completing the first 3/4 missions, as the other factions will immediately start hating you. While as far as the other 3 Factions are concerned, the point of no return is the main shared mission The NUCLEAR OPTION which changes according to the Faction you face. In practice, the Institute seeks to destroy the Railroad, the Brotherhood of Steel and the Minutemen. While the other 3 factions seek supremacy over the Commonwealth and also want to get rid of the Institute. It's up to you to choose what to do, remember that from now on every mission completed will carry a lot of weight, good luck!
Fallout 4 - SOLUTION TO THE MINUTEMEN'S Quests
MAIN MISSION OF MINUTES - THE CALL TO FREEDOM HOW TO UNLOCK IT: Finish OUT OF TIME and remove the PREEDONS outside the CONCORD museum.
WHAT TO DO: Enter the museum and prepare to confront the Marauders who have taken over the structure. Once they are eliminated, go up to the top floor and talk to the survivors. Meet Preston Garvey, the last of the Minutemen. You choose to help him free his men from the siege. In this area you will need to take a SEARCH-TEC STATUS (GUIDE AMONG OUR GUIDES). You can accomplish Preston's mission in two ways:
-Use the atomic armor: Talk to Sturges and hack the nearby terminal. This will open the security cell at the back of the museum. Go down and open the cell door to collect a Fusion Core. Return to the Minutemen and exit through the rooftop door.
Here you will find an old T-45 Atomic Armor, ready to be activated thanks to the newly collected Core. Thanks to the armor you can quickly take out Marauders on the streets of Concord, but be careful, the enemies are well armed and could damage or destroy the armor permanently.
NOT USING THE ARMOR: You can save the powerful means provided by the Minutemen and also the Fusion Core by retrieving the armor later. Only when you have free territory. To easily eliminate the Marauders you can use a simple trick. Take out the deathclaw from the sewer in downtown Concord by passing through it and then escape to the top of the nearest building. The monster will take out the Marauders and get hurt. As soon as you can unload everything you have at the monster to rid Concord of the hostile elements.
Once the enemies have been eliminated, go back and talk to Preston, who will be waiting for you in the Sanctuary. Find him again in Sanctuary and talk to him to finish the quest.
You will also get the trophy/object "THE CALL OF FREEDOM". IMPORTANT: If you talk to Codsworth you can ask him to stay with you, the robot will become your companion and you can take him with you on the mission. By unlocking more than 5 of them, you will get the trophy/objective NEVER on your own. MAIN MINUTE MISSION - SANCTUARY HOW TO UNLOCK: Finish the CALL OF FREEDOM. WHAT TO DO: You must make SANCTUARY a livable place for Preston Garvey and his companions. To do this, talk to STURGES about the needs of the population. You will need several things in that order:
-Beds, always inside and dry;
-Scrubber, build any of those in the menu;
-Feed, plant trees and assign someone to grow plants;
-DEFENSES, you will need to build at least 2 turrets to defend the "new" SANCTUARY from any pitfalls. You will also need to assign someone to defend these turrets and the town permit; REMEMBER: If you have 4 settlers in total, the number of beds or other resources needed must equal or exceed the number of inhabitants in a settlement. MAIN MISSION OF MINUTES - VISIONS HOW TO UNBLOCK IT: Finish the mission THE CALL TO FREEDOM. WHAT TO DO: Among the Minutemen members is also the elderly Mama Murphy who apparently receives visions of the future. Once you get to Sanctuary she'll ask you to bring her some JET. Very common drugs that you can find in different places in COMMON HEALTH, especially if you have completed the main quests. Once you bring the drug to the woman, she will tell you about the future, but then she will need a new chair to rest in and you will have to build it for her. The chair will be unlocked in the BUILD menu, in the SPECIALS section. After building the chair, the woman will ask you for more drugs to tell you more about your future:
Bringing drugs to the woman contrasts with Preston Garvey's will and Sturges' opinion of you. In fact, if you go too far with Psycho, to find out more and more, you can say goodbye to dear mom. In any case it is necessary to wait 8 hours between one administration and another because the old lady needs more rest.
If you wish, you can instruct the woman to detox. However, the success of this enterprise depends on charisma and requires a medium/high level. In this case, Garvey and Sturges will be impressed by your gesture in increasing esteem for you. Unfortunately, however, you will no longer be able to have visions of the future. MAIN MINUTE MISSION - FIGHT FOR INDEPENDENCE HOW TO UNLOCK IT: Finish the SANCTUARY mission and some random missions for Preston Garvey. WHAT TO DO: It's time to take back CASTLE, the MINUTES' old secret base. Join Preston and his men and choose your plan of attack from the 3 proposed:
Lateral Attack - Better to have a good level of stealth to infiltrate without problems.
-If you're a perfect sniper, you can shoot them from afar trying to lure the enemies out for mass carnage.
-Heavy Weapons- A classic! Go through the main gate and unload everything you have against them!
Eliminate all the irradiated monsters and then take care of the offspring by using the Pip-Boy to locate all the eggs left in the Castle. Unfortunately the egg "mummy" isn't too happy with her makeshift omelette, offer her an alternative menu of lead and satiated with bullets. Once the battle is over, turn on the Freedom radio transmitter to reach the entire Community to spread the word of the Minutemen to all camps and unlock numerous side missions. MINUTEMEN'S MAIN MISSION - THE SUMMIT WARHOW TO UNLOCK IT: Finish the mission FIGHT FOR INDEPENDENCE WHAT TO DO: Continue completing random missions for Preston until he tells you about a certain RONNIE SHAW. The man will tell you about a suit of armor hidden deep in the ruins of the Castle. Go down to the dungeon with Ronnie and get ready to fight the guard robot named Sarge. Once defeated, you will be able to take the GENERAL COOPERATION and the GENERAL MINUTES COOPERATION. You will also have access to the armory where, among the vaie cose, you will also be able to pick up the CRAFT DRAFT and the BIG CRAFT SMOKE. Once outside you'll have to build your very own ARTIFICIUM. Order the colonists to participate in the construction and then try out the new war machine in the snack shop outside the castle. Simply pull out a smoke grenade from the artillery and walk away to see the explosive force of the war machine. Now go back to GARVEY and talk to him to complete the mission. MAIN MINUTE MISSION- DIRECT JOB HOW TO UNLOCK IT: Only if STURGES has helped you finish the teleporter in the main mission of the MOLECULAR LEVEL campaign. WHAT TO DO: Take the OLONASTRO from STURGES' NETWORK SCANNER and once in the INSTITUTE use it on the computers at the entrance. Return it to STURGES to complete the mission. MAIN MINUTE MISSION- BUNKER HILL REINFORCEMENT: You will have to refuse to join the INSTITUTE at BUNKER HILL and discuss it with PRESTON GARVEY. WHAT TO DO: If you have at least 8 settlements Preston will inform you that the Castle is under attack and the main MINUTEMEN mission - DEFENSE THE CASTLE will be available immediately. Otherwise, the MINUTEMEN are not strong enough and you will have to keep recruiting men, filling, unlocking and rebuilding settlements. MINUTES MAIN MISSION - DEFEND THE CASTLE HOW TO UNLOCK IT: Listen to the RADIO FREEDOM, visit the CASTLE or talk to PRESTON GARVEY. WHAT TO DO: The Synthetics are attacking your Castle, before they start, it is good to set up as many DEFENSES as possible. Constantly repair the generators of your defenses that will be targeted by the INSTITUTE robots and repel the threat. When the battle is over, talk to Preston or Ronnie. MINUTES MAIN MISSION - THE NUCLEAR OPTION HOW TO UNLOCK IT: Finish the CASTLE DEFENSE mission QWHAT TO DO: If you have completed the DIRECT JOB, Sturges will provide you with a device to enter the INSTITUTE lab to teleport the other MINUTES. Get to Greenetech Genetics and dive into the water, wearing a HAZMAT suit or atomic armor, to avoid the radiation and open the trap door to get to the sewers. Once you reach the underground terminal insert the SCORING SEQUENCE to teleport to the other MINUTES. Now go to the Biosciences lab paying attention to the large synthetic resistance force and laser turrets. Get to the headquarters and get the FATHER'S PASSWORD. With a medium/high CHARISMA he will tell you the password, otherwise you will have to hack his terminal. To encounter less resistance, always activate the EVACUATION measures at the FATHER's terminal. Now go to the reactor room and wait to be teleported by Sturges. He will inform you of the presence of a strange child. Choose to save him for a big reward at the end of the mission. Finally, talk to Preston to finish the mission and end the INSTITUTE for good. IMPORTANT REPRESENTATION: By talking to the saved boy, you can beat 3 secret missions to get a FUXILE LAZER, a very powerful rifle with infinite laser bullets! MAIN MINUTES MISSION - UNION MAKES STRENGTH HOW TO UNLOCK IT: Finish the NUCLEAR OPTION mission and, if not yet, make your relationship with the STEEL CONFRATERNITY hostile.
WHAT TO DO: You must build the ARTICLE in 5 different camps and assign a colonist to operate the machine. Now all you have to do is go to the CASTLE and ask the radio operator to fire. get ready for an ending with a bang! IMPORTANT FIRE: You will be able to transport quickly with the VERTIBIRD. COMPLEMENTS! THE MAIN MINUTOMN GAME MISSIONS ARE OVER! SECOND MINUTE MISSION - THE FIRST STEP HOW TO UNLOCK IT: Finish the CALL OF FREEDOM and agree to help Preston Garvey in the Sanctuary.
WHAT TO DO: The man will inform him that the Minutemen were a group of people who had taken it upon themselves to help people in need. Precisely why Preston will ask you to talk to the settlers of Tenpines Bluff and their problem with the Marauders. Go to the indicated location and talk to the two settlers present, asking them to join the Minutemen now. In the area you will also find a guy who for about 200 caps can sell you a trained dog that you can use just like the dog unlocked with the "CURE THE DOG" side mission described above.
You must get to the Corvega Assembly Plant and eliminate all the enemies you encounter. On the way to the Plant you will come across Bedford Station, where you can pick up various consumables and useful caps, but be careful because it is infested with Hungry Ghouls.
Right next to the plant is the city of Lexington, another place to be added to the map but infested with Demons and Marauders, use their rivalry to go unnoticed.
Once you reach your destination, you will need to enter the interior of the plant and get to the heart of the plant to eliminate the leader of the Marauders. Watch out for the numerous turrets scattered inside the plant that with a few machine gun blasts can knock you out. In this area you will need to take a SEARCH-TEC STATUS (GUIDE AMONG OUR GUIDES). To get inside the Corvega plant you can also take a stealthy approach, going through an underground tunnel leading out of Lexington but be careful not to touch the cans as it will attract several wild Ghouls groping in the sewers. Once the mission is complete, return to the colonists and offer them to join the Minutemen. They will gladly accept and swell your ranks. Then return to Sanctuary to talk to Preston Garvey and finish the mission. IMPORTANT: If you talk to Preston Garvey again and agree to join the Minutemen, Preston will become one of your companions and you can take him on the mission with you. By unlocking more than 5 of them, you will get the trophy/objective NEVER on your own. But be careful, because Preston, unlike the Dog, will take everything you do into account and by making decisions against his ideology he can also choose not to follow you anymore. You will also get the trophy/objective THE FIRST STEP. MORE SIDE QUESTIONS FROM THE MINUTEMEN...
Fallout 4 - STEEL CONFRATERNITY (OPTIONAL) - LEVEL UP -REVEAL HOW TO UNLOCK IT: This mission is automatically made available at the end of the main GATHERING mission . ONLY if you have not followed the military frequency AF95 or have not visited CAMBRIDGE POLICE STATION before. WHAT TO DO: At the end of the MEETINGS main mission you will see a flying battleship passing over the rooftops of Fort HAGEN. At this point you can:
Return to BOSTON AIRPORT and talk to the guards who will advise you to get to CAMBRIDGE POLICE STATION.
Or go directly to CAMBRIDGE POLICE STATION.
Once you arrive at the location in question, eliminate the various Ferali Ghouls you'll find in the area and prepare to provide fire support for the Brotherhood of Steel. MAIN STEEL FRATERNITY MISSION - SUPPORT FIRE HOW TO UNLOCK IT: This is the first true Brotherhood of Steel mission. It is unlocked by going to CAMBRIDGE POLICE STATION, or by following the AF95 radio frequency picked up at the LEXINGTON parts or CORVEGA ASSEMBLY PLANT. WHAT TO DO: In practice, just follow the radio signal to get to CAMBRIDGE POLICE STATION and eliminate the Ghosts in the area. Once done, talk to Paladino Danse, the area commander and agree to help him. OPTIONAL: With a good level of charisma you can also convince Danse to hire you, this will get you many more caps at the end of the CALL TO WEAPON mission. STEEL CONFRATERNITY MAIN MISSION - CALL TO WEAPON HOW TO UNLOCK IT: Finish the fire support.
WHAT TO DO: You must accompany Paladin Danse to ArcJet Systems. An abandoned building complex in which to take a long-range transmitter to repair the guild's telecommunications system. The building is strangely filled with synthetics, so you'll need to aid Danse in battle against these opponents. Once inside, you'll need access to the main terminal. You can DO this, but it requires an ADVANCED level. Or access the ANALYST terminal to get the password to the LAB CONTROL computer. After accessing these computers you can continue and choose to either destroy the turrets with Danse or go to the nearby office and disable them. Finally you will be able to go down into the core of the complex by getting to the ArcJet engine.
In the office, just before the turrets, remember to pick up the magazine LA SCIENZA DI TESLA and follow the comic book and magazine guide. To get to the ArcJet core, you'll need to restore power to the elevator. You can do this from a nearby terminal with a basic hacker level. Then you'll have to run to Danse and help him fight the synthetics. If you want you can burn the damn robots by activating the engine and burning them quickly. Once you have done this take the ascendancy and get to the control room take the Transmitter a long way from the body of one of the Synthetics. OPTIONAL: In this building you can also find the JUNK JET, a really useful weapon that turns objects considered junk into powerful explosive bullets. You can pick it up in the room with the observation window where the button is.
Use the elevator and exit the complex. If you talk to Paladin Danse and have a medium level of charisma you can ask the man how the battle went. Finally, all you have to do is hand over the transmitter to finish the mission and receive the laser rifle from the VIRTUOUS AUTHORITY. STEEL CONFRATERNITY MAIN MISSION - ALWAYS INVESTIGATE HOW TO UNLOCK IT: Finish the call to arms.
WHAT TO DO: After entering the Brotherhood, go back to CAMBRIDGE POLICE STATION and talk to Paladino Danse. Now, if you have not yet started the main mission of the DANSE PENSIERICOLOSE campaign, you will only receive the INITIATE grade and will only be able to continue the Brotherhood's story after you have moved on with the main campaign. If you have already passed the DANGEROUS THOUGHTS or subsequent quests, you will complete this quest and the next quest will start immediately. OPTIONAL: You can talk to the other members of the Brotherhood present, such as SCRIBA HAYLEN or Knight RHYS, to get new quests. If you have a medium-high charisma level, you can also talk to Danse about his relationship with Rhys. MAIN MISSION OF STEEL CONFRATERNITY -SHADOW OF STEEL HOW TO UNBLOCK IT: Finish the SEMPER INVICTA.
WHAT TO DO: Follow Danse on the roof of CAMBRIDGE POLICE STATION as soon as he arrives and jump aboard the VERTIBIRD. Hit the various Marauder camps below you and prepare to make your way to the heart of the Brotherhood of Steel, the giant flagship named Prywden. As soon as you disembark, you will meet with Chief Lancer Kells, who will order you to attend Elder Chief Maxson's speech. At the end of the speech you will just have to talk to Maxson to receive the rank of Knight and you will also receive a CDA II T-60B Atomic Armor CDA II, specially commissioned for you. You can also add a new companion to your ranks. Important Filler: Unlock Paladino Danse as a companion. Unlocking more than 5 of them will earn you the trophy/objective NEVER on your own. STEEL CONFRATERNITY MAIN MISSION - SERVICE PERIOD HOW TO UNLOCK: Finish the STEEL COVER.
WHAT TO DO: You will need to visit the Prywden, the huge airship of the Brotherhood of Steel and meet all the Censors: Ingram, Teagan, Quinlan. When you talk to Teagan you will unlock the Brotherhood side mission NUTRIRE LE TRUPPE. Finally, talk to Captain Cade to complete the mission. Also remember to take your CUSTOM ATOMIC ARMATURE from Station 03. STEEL CONFRATERNITY MAIN MISSION - FOOTLESS HOW TO UNLOCK IT: END SERVICE PERIOD. It's time to kill the Supermutants. Talk to old man Maxson and go to Fort Strong to eliminate all the Super Mutants. If you want you can complete the mission much faster by shooting Super Mutants from the Vertibird. When the massacre is over, go back to Danse and then to Maxson to receive the BIG VERTIBIRD SIGNAL. Thanks to this item, you can call the brotherhood troops where you throw the grenade. MAIN MISSION OF THE STEEL FELLOWSHIP - FROM INSIDE HOW TO UNLOCK IT: DON'T END UP WITH ANY STONE.
WHAT DO: You must go to the INSTITUTE if you don't know how to finish the main campaign missions described in the first section of this guide. Maxson will send you to find Dr. Li who works at the Institute. If you have a maximum level of CHARISMA, you can convince her to work for the Brotherhood by immediately completing the mission. If, on the other hand, Dr. Li doesn't believe you, even in one of the many hits and answers with Charisma, you'll have to look for the BRIAN VIRGIL RECORD in the VEF LABORATORY inside the Biosciences Division. Be careful because this area, which can be reached by hacking some terminals, is protected by several turrets and an Assaultron. Once inside, grab the log and take it to Li and then return to Maxson to report back and finish the mission. MAIN STEEL FELLOWSHIP MISSION - NOTABLE RISKS HOW TO UNLOCK IT: DON'T END UP WITH ANY STONES.
WHAT DO: You must go to the INSTITUTE and save in the OLONASTER provided by the Ingram Sensor the data contained in the input terminals. Then just return to Ingram to finish the mission. Remember that you can also complete this mission during the previous Brotherhood mission, FROM INSIDE. MAIN MISSION OF THE BROTHERHOOD OF STEEL - UNLOCK FREEDOM: FINISH NOTABLE RISKS.
WHAT DO: Censor Ingram is ready to build an ultra-powerful war machine but he will need your help and that of a scientist. If you completed the CONFRATERNITY MAIN MISSION - FROM INSIDE without killing Doc There, follow procedure 1, if you killed her follow procedure 2.
Just talk to Dr. Li on the main deck of the Prywden.
Dr. Li is dead and you must find a replacement: Dr. SCARA. Go to Diamond City, to the marketplace, and talk to Dr. Duff. He will tell you that he hasn't seen Scara for a while and will ask you to find her. Go to the ATOMIC GENERAL GALLERY, north of COMMONWEALTH. Now enter the BACK ALLEY BOWLING building to find SCARA. Use Charisma to convince her or give her the BRAIN FUSION ADAPTER provided by CONFRATERNITY at the beginning of the mission.
When you find the scientist ready to help you, go back to the Boston airport and inform INGRAM that you will be asked to build some ELECTROMAGNETIC ACTUATORS. Once done, talk to scribe HAYLEN who will send you to the edge of the map to find some nuclear warheads. When you reach the area, open the fire door and cancel the launch procedure. Head down, paying attention to the various feral Ghouls you'll encounter, and prepare to fight Brother HENRI and the ASSAULTRON IRA DELL'ATOMO. If you have a high level of CHARISMA, you can convince Henri to be faithful to the strange cult that follows him and obtain the PASSWORD without incident of any kind. Once you reach the warheads, return to Ingram and inform him of the progress to finish the mission and obtain the T-60 MEDICAL BOMB. STEEL CONFRATERNITYMAIN MISSION - CECO TRADEMENT HOW TO UNBLOCK IT: End ARMY FREEDOM.
WHAT DO: Apparently Paladin Danse isn't as much of a Paladin as we thought he was. After getting information from Maxson, talk to Quinlan and get to the BRAVO LISTENING POINT to find the Paladin.
FROM THIS POINT ON, IF YOU CHOOSE TO KILL DANSE YOU CAN NO LONGER HAVE HIM AS A COMPANION.
If you have a high level of CHARISMA you can convince Danse to redeem himself. Always choose not to kill him and convince others to accept his ideas and let him live. In the end tell him to follow you and Danse will remain your faithful companion. If you choose to kill the Paladin instead, retrieve your dog tags and return to the Prywden to complete the mission by delivering DANSE'S OLOMEDAGLIETTE. Once the mission is complete, visit Censor TEAGAN to find a POWERFUL ATOMIC ARMATURE and a devastating BAZOOKA! STEEL CONFRATERNITY MAIN MISSION - TACTICAL REFLECTION HOW TO UNLOCK IT: Finish the BLACK TREATMENT and talk to Lancer KELLS.
WHAT TO DO: BEWARE! Choosing to carry out this mission will get you kicked off the railroad for good. You will now need to go to the Railroad headquarters, the old church to the north, descend into the catacombs, activate the detonator and go through the wall to throw a party for all the Railroad members: Carrington, Glory, Desdemona, Deacon (you will no longer have him as a companion) and Tom Handyman. There is also an Automatron called a PAM, don't destroy it but find the main terminal and reprogram it. A more advanced PAM will be very useful aboard the Prywden. MAIN STEEL CONFRATERNITY MISSION -ABOUT THE WAR BARATILE HOW TO UNLOCK IT: Finish the TACTICAL REFLECTION mission and talk to the INGRAM CENSOR.
WHAT TO DO: The censor will ask you to help him find the Beryllium Agitator. If you agree to fly the Vertibird to Mass Fusion and launch it when prompted, you will remain loyal to the CONFRATERNITY and fail several missions from other factions. If you decide to inform the INSTITUTE, you will unlock the MASS FUSION mission. Use the Vertibird to shoot anything that moves. At the request of your superiors, launch yourself into MASS FUSION and continue to the executive research lab where you will find the LAB PASSWORD and the MASS FUSION DIRECTIVE MESSAGE. Use the elevator badge and take it to continue. Once downstairs, find the Mass Fusion Labs key to access the decontamination area. Once inside, press the button and go to the reactor room. Open the container and finally grab the AGITATOR. The MASS FUSION automatic defenses will now be activated. Prepare to fight a Sentry Robot, a Protectron and an Astron. If you wish...