Henry cook fallout 4 daughter. Clear warehouses in Good Neighborhood

08.11.2020
  1. Convince Henry Cook
  2. Help Paul Pembroke convince Henry Cook
  3. Talk to Henry Cook
  4. Or kill Henry Cook
  5. Report the progress of the mission to Paul Pembroke
  6. Search Henry Cook's body and read the note found
  7. Ambush a drug dealer
  8. Interrogate Trish
  9. Or kill Trish
  10. Search Trish's body and read her note
  11. Share the loot
  12. Gain access to Marowski's laboratory

Explored locations:

  • The Fens
  • Diamond City
  • Colonial Taphouse
  • South Boston
  • Four Leaf Fishpacking Plant
  • Financial District
  • Goodneighbor
  • Hotel Rexford

After you enter the Colonial Taphouse in Diamond City, you will witness an argument between Pembroke and his wife, followed by a fight between Paul and Henry (the bartender). Paul will run away, so you can talk to either Darcy (his wife) or Henry. But as soon as you leave the establishment, he will ask you to intimidate Henry. Agree to help him.

(with low to average dialogue skills, you can ask for a raise for your work, but in this case you will be doing it alone).

If you work alone, go up to the bar and talk to Henry about the fight that happened. Henry will tell you not to pry into other people's business. If your dialogue skill is up to medium level, you can settle the matter without engaging in combat. Otherwise, choose the dialogue option: your turn. The bartender will attack you.

Option 2: You go to the bar with Paul, who will start insulting Henry. You can cheer him up or calm him down. If everything ends amicably, Henry will reveal his involvement in the drug deal.

If you do take part in the fight, kill Henry and search his pockets, which contain a note hinting at Henry's connection with Nelson Latimer, who pretends to be a gangster.

Head north, get to the river and go to the Back Street Apparel, where Nelson's laboratory is located. If you have companions with you, Nelson will not like it and will start a shootout. Talk to the only survivor - Trish.

You can either agree to leave her alive, and then she will tell you where to find the laboratory, or kill her - then you need to find the note, or promise to let her go - she will also give you the password to enter the laboratory.

Trish will try to escape in any case - you can kill her, or you can let her go.

If Henry still follows you, at this point he will decide to leave the city, declaring his reluctance to light up in the laboratory.

If Paul is still alive, he will offer you to share the drugs found. He will start asking for a larger share - you can pay him 500 caps, or kill him and take it all for yourself.

Proceed to the southeastern part of the city and you will find a factory inhabited by ghouls. Instead of going into the building, make your way to the roof and deal with the zombies. You will find a terminal that can be hacked (master level), using Trish's password, or by shooting targets in a certain order - you can find out about it by reading Trish's note.

Once in the laboratory, you will come across Marovsky workers - kill them and take the drugs.

Now you have to kill Marowski or Paul, and then collect the reward from Malcolm Latimer.

At the end of the main quest line, you will have the opportunity to go through the further line in two ways:

Latimer's Path: About a day after you kill Nelson Latimer, you will be contacted by his father Malcolm. His henchmen will try to annoy you the next time you visit Diamond City. Ignore his guys unless you want the whole town to turn against you. Get to Malcolm and talk to him.

He will offer you to kill Marowski, or Paul (if you blame him for everything), or complete the dialogue and Latimer will set his bodyguards on you. The last option is to anger Malcolm and you will either have to pay him or kill him.

Marowski's Path: Talk to Marowski, pay him 2000 or 1000 caps.

If you leave Nelson or Trish alive, after 24 hours you will be given a request to meet Marowski at the Hotel Rexford in Goodneighbor. You can go there, or get another warning that the gang boss wants to meet you.

Ignore his request and then bandits will periodically attack you.

Meet with Marowski and if you fail to convince him, you will have to pay him 2000 caps.

If you don't want to pay, you can ask him to wait a week. After 7 days, he will resume attacks until you pay.

You can show him the photo of the robbery obtained in the Darcy situation quest, and then you will take on a new task - Marowski's Mercenary.

Colette's Path: Did Henry die for some reason while you were doing this quest? His daughter Colette will arrive at the Dugout Inn about a week later. She will try to find out about her father's fate.

You can tell her that you killed Henry, and then kill her. 2) tell her that Henry is dead or missing, but you don't know for sure - depending on your ability to choose answers, you can solve the problem peacefully. 3) tell her that you don’t know anything - she will either suspect you (but will not attack), or decide that you are telling the truth, but will remain to find out the details.

While Colette wanders around the city, Paul will begin to worry about her. You can calm him down, you can agree to let Paul go after he kills Colette, or you can kill Colette yourself.

In the first case, you will meet Colette again a week later. If you split the drugs 70/30 with Paul, he will try to convince the girl that you killed her father. If during the first meeting with her, you still did not convince her of your innocence, she will again pester you with questions. Here you can:

  1. Fight with her without going into details
  2. Tell her the truth and drive her out of town
  3. Tell the truth (if you didn't kill him) - she will leave the city
  4. Say that Paul is the killer and she will leave town wondering which of you is really to blame.

After some time, she will return and engage in battle with you. But if you convince her that Paul is guilty, you will soon learn that he was killed.

Darcy's Way: Darcy ended up in this situation for a reason. Three days after completing the main quest line, if you were not rude to her and you were lucky enough to chat with her, she will try to ask you about what happened.

You can:

  1. Tell her the truth
  2. Give an evasive answer - she will stop talking
  3. Agree to help her find out what happened to Henry and Paul
  4. Say you don't know anything.

If Paul disappears from Diamond City, you can interrogate Henry, or stumble upon his body in the city and tell Darcy that he is dead.

A week later, if you helped her, she will find a photo of the robbery, which serves as evidence against Markowski, Henry and Malcolm Latimer.

You can now talk to Marowski, Henry and Latimer. After you kill Henry and Latimer, you will need to talk to Marowski.

Depending on who is alive by then, you can:

  1. Talk to Marowski at Hotel Rexford. You can sell him the photo, or use it for blackmail. Marowski will offer to kill the other two participants in the scrape.
  2. Talk to Latimer or Henry and they will offer to pay you for the photo - return to Darcy and give her some of the caps.

Mission Diamond City Blues in Fallout 4: complete guide on completing the quest with video.
This guide will help you complete a rather confusing side quest. You will learn about all possible options for the development of events and the ending of the task.

Tango three

Go to Diamond City and go up. Head to a place called Colonial Taphouse. Inside you will hear an argument between a husband (Paul Pembroke) and wife (Darcy Pembroke). Paul will also fight Henry Cook, a bartender. Talk to Darcy and Henry. Go outside and chat with Paul. He will ask you to scare Henry. You can either agree to help him or refuse.

If you agree to help, Cook will kill Paul before you arrive. It's best to go alone. Convince Paul of this and rise on your own. Talk to Cook. You can win a fight or use charisma and resolve the issue peacefully.

If the conversation ends peacefully, Cook will tell you about the deal he was involved in. If you kill Cook, you can search his body and still learn about the deal.

Deal

The deal was made with a bandit named Nelson Latimer. You must go to his hideout. Go north to the river west of the Back Street ramp. Here you will find Nelson and his men. No matter what you do, the meeting will end in a shootout. Talk to the only survivor of the massacre, who is Nelson's supplier named Trish. You can either leave her alive, or promise her, but then still kill her.

In any case, you will be able to obtain information about the location of the laboratory. It's usually best to arrange to go there with Trish, since she has the password to the lab terminal. If Cook came with you, he will kill Trish when she tries to escape. So be prepared for this. You'll hear about Marowski.

If Paul is still involved in all this, then he will want you to share the spoils with him. A high level of charisma will allow you to achieve a 70/30 percent split in your favor. Unfortunately, without killing Paul, it is impossible to take all the caps for yourself. If Paul is still in quarantine, but you spoke with Cook alone and Paul was never present with you, you can inform him of Cook's fate and say goodbye, keeping all the loot for yourself.

Regardless, you will have to travel to Boston to find the Quatrefoil Fish Factory. There will be a huge concentration of ghouls here, so be on your guard. Instead of going into the factory, go up to the upper walkway and climb onto the roof. There is a terminal on the wall where you need to enter the password you received from Trish. Use it to get inside the laboratory. You will encounter Marowski's men who will need to be killed.

After the quest. Latimer's position

Eventually, you will be able to kill either Marowski or Paul, or complete the quest. You need to wait 24 hours after you kill Nelson. Then his father Malcolm will know what happened. Talk to him - the man in sunglasses is near the very first location. There will be several options in the conversation.

You can blame Marowski for the death of your son, after which you will be tasked with killing the bandit.

You can blame Paul Pembroke for the death of your son (if he is still alive) and agree to kill him.

If the conversation ends in nothing, then Latimer will send thugs who will have to kill you. This option may cause the entire Diamond City to turn against you, so be careful.

Finish the conversation with Malcolm, after which you can either kill him or let him go. It is best to end the negotiations diplomatically and go to Marovsky, thereby maintaining peace in Diamond City.

After the quest. Collette's position

If Henry Cook was killed during the quest, then his daughter named Collette will appear in Dogout. This will happen approximately a week after the completion of the task. You can chat with her. And again there will be several dialogue options.

Confess to killing Cook (if you did), then resolve the issue diplomatically or kill her too.

Tell her that Cook has died or disappeared. She will either agree with this story, or suspect you, or even try to kill you.

Tell her you don't know anything. He will either believe you or suspect you, but he still won’t fight.
If Paul Pembroke is alive, he will talk to you if Collette doesn't leave. You can calm him down and agree that Paul can leave and you can kill Collette, or you can let Paul do it himself.

If you let Collette live another week, you can meet her again in the same place.

If you shared with Paul during the attack on the laboratory, he will accuse you of killing Cook in a conversation with Collette. If she had suspicions about you, she would start a fight.

Here you can either kill her or confess everything. If Paul accuses you, you can do the same towards him. After this she will leave the city. If she leaves town suspecting you of murder, you may run into her again in the future.

If she leaves suspecting Paul, you can later learn from Darcy that her husband was killed.

After the quest. Darcy's position

After completing three days after the quest, you can meet Darcy at the Diamond City Market. She will try to find out what happened. You can tell her the truth, avoid answering, or show negative emotions, or agree to help her find out what happened to Cook and Paul. Of course, you can simply say that you don’t know anything.

If you know what happened to Paul, you can put all the blame on Cook. You can also find Paul's body in the city and tell Darcy about it.
If you were useful to her, then after one week she will give you something. You can talk to Marowski, Cook, or Latimer about the photo you obtained. Either you can kill Latimer and Cook, or talk to Marowski.

Your choice determines who will survive.

After the quest. Marowski's position

If you allowed Trish or Nelson to leave, Marowski will contact you within 24 hours. He wants you to meet him at the Rexford Hotel in Goodnaigbore. You can ignore his request, but as a result of this, Marovsky's bandits will constantly pursue you.

Meet with Marowski as he requests. He will demand that you pay 2000 caps for the damage caused. You can convince him that the fee should be reduced to 1000 caps. After which you can either pay the compensation amount, or ask for a week to collect this money, or show Marovsky a photograph that you could have received from Darcy.

So, I continue the story about my difficult fate in the wasteland. In the last video I got to Sanctuary. There is an incredibly large number building materials, which is a sin not to take advantage of. It took about several hours to clean the area and subsequent construction, so I did not record this entire process. But the result can be seen in the video. This is how the business complex turned out, say Sanctuary City.


Height: 5 floors (it is impossible to build higher). Main material: wood. For now it's an empty box. Well, some of my impressions of construction in Fallout 4.

  1. The idea itself fits perfectly into a post-apocalyptic world where you want to build your own shelter. At the same time, it is possible and necessary to protect it from raids by raiders and other animals (although practically no one has attacked me so far, except that he himself brought enemies into the territory). All this is cool without a doubt.
  2. Bugs. I have constant problems with lighting. Spotlights sometimes turn off their lights spontaneously. This is quite annoying considering that the main task of the spotlight is to shine.
  3. Light bulbs and lanterns may disappear (or not shine), but the light from them remains. You have to open the workshop menu so that everything falls into place again.
  4. The switches are faulty and do not “see” the generator. You click a couple of times, and then the switch may refuse to respond to an attempt to switch. Sometimes the wire refuses to connect.
  5. There are many doors, but only one(!) door section (wooden buildings), which is not always suitable.
  6. There are no windows. There are walls with just holes, and also walls with holes and rags.
  7. Even if the building consists of five levels of floors, it will rain on the first floor if it falls outside, and the Persian will become “wet.”
  8. Most of the walls look like they were put together while drunk. Well, in fact, why not add some smooth structures without holes and cracks. Let them be much more expensive and require certain skills. There are high-tech turrets and spotlights, but it will still be standing next to a crooked hut. Even broken toilets are installed, it’s funny.
  9. There is no possibility to build underground structures.

That's sorted out. It's time to visit the main settlement of Fallout 4 - Diamond City.

On the way we came across the Gorski Hut. A small house inhabited by wild ghouls. The owner himself, Wayne Gorski, can be found in the basement. The poor guy also turned into a ghoul and had to be killed. By the way, on his table is a magazine - a guide to survival in the Wasteland.


Jalbert Brothers Landfill is another place on my way to Diamond City. Sectarians from the Children of Atom Church lived here, but someone killed the adherents. Not surprising, given their lifestyle - in the terminal I found notes about traders washing themselves with “holy radiation”. Not everyone likes such rituals.


Diamond City

In the Wasteland there is an alternative to Vault-Tec structures - the Pulovski Shelters. Shelter option for the poor. Inside you can find children's toys, and sometimes someone's bones...


Finally made it to Diamond City. For a long time I avoided it, but it’s time to figure out what the largest settlement on the territory of the former Boston is. As it turned out, this is a stadium. In general, it is quite logical. High walls, lots of space inside. At the entrance, local journalist Piper demands to let her through.



The lower tier is the market and poor neighborhoods, the upper tier is for rich city residents.


Diamond City
  1. This video shows an interview for Piper, after which she can be taken as a companion (completes the quest “Plot of the Century”).
  2. Church of all faiths. Pastor Clements. Perhaps in the future there will be some kind of quest with them, but now you can only go in and sit.
  3. Anne Codman. Just a dialogue with an arrogant woman from the “rich” tiers.
  4. Local bar, The Bench. The main characters: the owners of the establishment, Efim and Vadim Bobrov; Hawthorne - this seasoned traveler will tell you about some unusual places (new marks on the map will open); Scarlett is just a cleaning lady.
  5. There is also a locked room and a Beaver terminal.


Diamond City
  1. Center "Science!" The main characters: Professor Skara (does not want to talk) and Doctor Duff (asks to bring the dun glands).
  2. Diamond City radio station and cowardly DJ Travis.
  3. Shen Kawolski. Local high school businessman. He asks to clean the water. Nothing complicated, everything is nearby, just collect 5 items from the bottom using the markers. The reward is a little experience and a cap.

Dr. Duff


Travis


And again “The Bench”. Vadim offers to help Travis (DJ) win a fight so that he becomes more confident. The quest “Swindler” begins. According to the plan, at 6 pm, fake hooligans will arrive and begin to bully Travis. Task: help in a fight and beat up the gopniks. But everything didn't go as planned. Someone pulled out a gun and the aspiring actors started shooting :)


I had to replay the moment. Just in case, I put the dog a little to the side and pumped up chemistry (buffout and psycho) to make the hand-to-hand combat more fun.

Hozmag

This time the fight was without a fatal outcome, everyone remained alive, but the quest was not completed. Vadim asks to persuade the cleaning lady Scarlett to go on a date with Travis. Ok, I'm already running. Thanks to a slightly pumped-up charisma, I managed to persuade the girl without any problems and even get a little experience for it.


Abbott can be found right there near the green wall. This mustachioed man needs paint on the wall. The problem is that the paint is in the Home Store, where the raiders are located. Okay, I’ll help, keep the caps ready.


Meanwhile, Vadim was kidnapped from the “Bench” by the same gopniks he hired. They settled somewhere in the old Beantown brewery. It’s good that I’ve already cleaned up there! The second trip will be easier. Yes, several new raiders will appear, but most of the enemies and Tom Tower are no longer alive. There was even a bug: negotiations could be heard, although in reality there was no one in the rooms. But we'll get to that a little later.

I left Diamond City, walked through the streets and heard cries for help. I run up, and this is just a hardware store where I need to get paint. I immediately sensed something was wrong, it looked like a trap. Well, go ahead, I still need paint. Just in case, I took out a shotgun.


That's right, an ambush. Ordinary raiders fall quickly, but among them there is a leader - Demo. It's not easy to knock him down. After several unsuccessful attempts, I decide to go behind the bandits through the basement. Here's a creepy find.


This is what happens to the trusting and sympathetic inhabitants of the Wasteland. I crawl out from the other side of the warehouse and, with the help of mines, grenades and a sniper carbine, manage to kill all the thugs. Immediately I mix blue and yellow paint to make green.

From Diamond City to Vault 81

On the way to the brewery, I discovered another Vault, and an active one!


For three nuclear units they agree to let me through.


Vault 81

The video is entirely devoted to exploring Vault 81. It’s very interesting to wander around here, but we weren’t able to get any tasks. At the hairdresser you can pick up the magazine “Tattoos”, and at the school another magazine “Grognak the Barbarian” for the story told. There is an old caretaker's terminal in the nuclear reactor room, but its hacking level is "very difficult." At the moment this is beyond my capabilities. The reactor is looked after by drug addict Bobby De Luca. I wanted to buy a screw from me (for a decent amount), but I refused. The last thing I was able to do here was give a blood sample for Dr. Forsythe. So far without any continuation.


Vault 81, Yao-Gai and the maniac's victim

This part continues the passage of Vault 81. Most likely there should be something interesting in the terminal near the reactor, I’ll come back another time.


I got out, and there was Yao-Gai. It was a strange situation with him. The bear stood stupidly in place and glared at me while I pumped bullets into it (22:30). I had to spend 18 rounds of ammunition for a sniper carbine. All the shots were to the head.


On the way to the brewery, another great find. Some maniac was mocking a girl in the basement of the lodge. On the table are the weapons of crime: hammers, a knife and a machete. And next to it in the box is a parietal bone, a fragment of a skull, a human jaw... Creepy. Moreover, all this is very close to the Oberland station, where one of my settlements is set up. I wanted to look for traces of the murderer, but found nothing.


Release of Vadim

I got to the brewery and shot all the scum. Among them, by the way, were fake gopniks from the “Bench”. I free Vadim in the Tom Tower room. The reward is a screw (2 pcs.), a buffout (4 pcs.), caps (200 pcs.), as well as experience points for completing the “Swindler” quest.

The next task on my mind is the dun gland for Dr. Duff. For some reason, the marker on the map points to the Boston Police Supply Center. But looking ahead, I can say that there are no dupes there, there are only problems there.

On the way there was a tough fight with a gang of raiders. More precisely, with one of these comrades.


Raider assassin with skull icon. A very difficult fight. The reward for killing him is 53 experience. For an ordinary raider, for comparison - 6 experience.

Boston Police Supply Center

As soon as I got to the Boston Police Supply Center, the marker on the blower disappeared somewhere. Apparently they flew away. But since I’ve already arrived, let’s take a look.

Behind the carriages there is an unexpected animal - the legendary white rad deer!


This crippling pistol fell out of him (20% chance of damaging the target's leg).


I return to the police supply building. There is no entrance, but you can climb through the window. To do this we had to jump on the cars (12:14). Inside, mole rats crawled out, led by the mother of a brood of mole rats. The creature is fat and dangerous. They give 38 experience for it. For those who are in stealth mode, here you can activate the Protectron.


I go into the service tunnel. In fact, I still hope to meet a dutney, but instead I wandered into a lair of wild ghouls. They will be of different stripes here, including two legendary ones, one of which is also Luminous... You can say that I went down into the tunnel as a boy, and came out as a man. Well, of course it was tough.

Legendary ghouls

So, the first passenger is the legendary wild ghoul hunter (6:29).


I would not be able to defeat him in open battle, because he is tenacious, and besides, he mutates. But a rusty car turned up very lucky. Gul ran after me around her, and accordingly, I always held him opposite me. The need for invention is cunning :) They didn’t give much experience for it - 27 points, but the pistol turned out to be interesting (10 cold damage, + freezing on crits).


The second comrade is the legendary luminous one. There were no options at all with him, but when I reached the end of the tunnel, I noticed raiders there with a turret. The idea came up to pit ghouls against people.


To start with a Molotov cocktail and off we go! The first time it almost worked. I flew right under the noses of the raiders, ran into the tunnel and safely blew up a mine.

Attempt 2. Molotov, run, stopping at the edge of the tunnel. The ghouls running after me ran into the checkpoint and everything started to go haywire. I could only watch the dismantling from cover.


But the music didn’t play for long, the luminous one burst into me and nailed me with one blow.

Attempt 3. Something like this


Got to the surface. This is the main camp of the raiders. Behind them, a little ahead, I finally met a dutney. The flies did not share their territory with the midges. I had to tinker with the insects for some time. To pick up the dun iron I had to climb into the most radioactive puddle I had ever encountered. Even after taking Rad-X and wearing anti-radiation armor, the resulting level of radiation was close to lethal.


Back to Diamond City. There is an interesting scene in the market here. Someone named Kyle points a gun at his brother and claims that he is a synth. The city guard shoots Kyle, so it was not possible to find out the details. Maybe that second one is really a synth?...

Diamond City

Gave green paint to Abbott (200 caps and 186 experience). Got some treatment. In the morning I took the remains of the puffball to Dr. Duff (125 caps and 93 experiences). Woman, do you even know how much work it took?

On the second level of Diamond City (for the rich) I went to a colonial bar. There's a showdown between a husband and his promiscuous wife.

Diamond City Blues

I’m walking around the market, and then the same man from the bar, Paul Pembroke, runs up. He asks me to talk like a man with the bartender (Henry Cook) regarding Paul's wife. Well, okay, if you pay, then your problem is solved.


I return to the bar. So man, it's nothing personal - just business, but this is your last chance, either you leave Paul's wife or violence is about to happen. It didn't work out well.


From the corpse I picked up a note about some secret meeting with drug dealers. Therefore, we can say that I don’t need Cook, but I still replayed the episode so that the bartender would stay alive.

As a result, instead of a note, Cook himself talks about Nelson Latimer’s deal. The task is simple: come to the meeting, kill everyone, take the money and goods. Sounds interesting and profitable. I agree.

Now the important point. The quest log says that you need to return to Paul Pembroke. I found him at the bar and told him about Cook's plan. Paul agrees to cover for me and goes to the Back Street Ramp building. If you pass this quest, then it might make sense to create a separate save point in this place...

Diamond City Blues

I go to the next marker, where, in theory, Paul should be waiting for me. Only in this place is a camp of super mutants. How is this possible? How did he get there? Okay, where's my sniper carbine? But he’s not there! Incredibly, somehow I managed to sow it. It’s good that you can buy these weapons on the market without any problems. I chose a slightly modified version.

Back to the super mutants and some time to clean up. Then he started looking for Pembroke and couldn’t find him anywhere. I went straight to where the marker was pointing and didn’t notice it! Now I just watched the video and made sure that Paul was really there.


Only for some reason it’s not quite alive. I'll find him a little later.

Diamond City Blues

There were no problems finding Cook. A gangster meeting is taking place nearby. At first I tried to mine the area around, but unexpected problems arose. The ghoul gangster Trish always remains alive, and you need to talk to her to find out where the drugs are produced. In exchange for information, I promised not to kill her. I release the ghoul, but she gets blown up by a mine! Well, but now you won’t tell anyone anything. Then I said goodbye to Cook, and he, too, was safely blown up by my mine. It turns out that he carried out the case without witnesses :)

But somehow it didn’t work out according to plan. Rebooted. To the right of the gangsters, in the pipe, I found a launcher. I decided to use it. Cool stuff!


But it’s still not possible to leave Trish alive, since Cook finishes her off. That is, one of these two must die. If Cook is killed in the bar, then there is an opportunity to release Trish.


By the way, the reward is impressive. Lantimer has 870(!) caps, plus several boxes really stuffed with Buffout, Psycho and more.

Path to Marowski's Laboratory, Hubris Comics

In this part, I returned to the search for Paul Pembroke and finally found his corpse. He took the key to the Pembroke house from him. It is not yet clear whether this is a bug or not. The marker does not disappear and still says “return to Paul Pembroke” in the log. How did he even die? Fell from the roof?

But if I can’t close the quest because of him, it will be a shame, of course. In the meantime, following Trish’s tip, I’m going to the Four Leaf Fish Factory, where I need to find Marowski’s laboratory.

Along the way through the destroyed city, many new locations open up, one of which I couldn’t miss is Hubris Comics. You can probably find a couple of magazines there.

The building is literally swarming with ghouls; it won't be an easy walk. But already on the first floor, in addition to the magazine, I found Grognak’s ax!

If for some reason you haven’t played Fallout 4 yet or haven’t read any news about it, then you probably don’t know that the game world of the fourth part of the series is significantly superior to the locations of The Elder Scrolls V: Skyrim, and therefore the side (additional) quests in there is also more of it than in Skyrim.

Not all missions in this game can be completed in a couple of minutes and with a minimum of effort. Some of them require the player not only to have a powerful weapon, but also to use ingenuity. Therefore, it is not surprising that players sometimes have difficulties completing certain tasks. If you find yourself in a similar situation, then be sure to read our walkthrough of side quests in Fallout 4, where we go into detail about completing each side mission.

Pull the plug

This quest main character received in the Quarry Ticket location. Next to the trailers you can find a neutral character named Sally Mathis (wears a hat with earflaps on her head). He will ask you to help him in one delicate matter. By the way, during your first dialogue with him, you can try to beg him for some caps. If successful, you can get 75 bottle caps from it even before completing the quest. If you have well-leveled Charisma, you can try to “knock out” even more game currency from him.

As for his problem, it is related to the pump, which recently broke down. Even though it is quite old, it should work. Therefore, Sally believes that there is simply a leak somewhere, due to a poorly tightened valve. He will ask you to fix this problem. However, everything is not as simple as it might seem at first glance. The fact is that leaks, according to the quest giver, are under water, and therefore you will have to look for them by air bubbles.

Finding bubbles is quite simple - just climb to any height and then you can immediately see and mark for yourself all the leaks. But problems may arise with repairs, since they need to be carried out under water with high radiation.

First valve

We advise you to save before diving into the water. Don't forget to also wear an anti-radiation suit or drink anti-radin (if available), otherwise you will have to often emerge from the water so as not to die from radiation. To repair pipes, you just need to turn the valves.

Second valve

It is located directly opposite the first valve in the very corner. Fortunately, there is no need to dive deep into the water. We recommend that after repairing the first pipe, you immediately get out of the reservoir and walk along the ground to a place as close as possible to the location of the second valve, and from there dive into the water.

Third valve

It is installed opposite the second valve - also in the corner. You can use the stairs as a guide. In addition, the valves are clearly visible from the bubbles on the surface of the pool.

After fixing the pipes, you need to approach Sally Mathis again and chat with him. He will ask us to start the pump. We go to the device and activate it. Next, the swampers will immediately attack us. These are very dangerous monsters, especially if your hero does not have powerful weapons. In battle, try to shoot the swampmen in the head (from the front), since the entire back of the monsters is protected by a strong shell. As soon as you kill the last creature, talk to the peasant again and receive your well-deserved reward from him.

Troubled waters

This quest can be obtained in the Greygarden location. Once there, find Manager White and talk to her (yes, she is a female robot). At a certain point, she will start telling us about water, and then ask us for help in solving one small problem. They mainly get their water from the old station located in Weston (located south of Greygarden), but it has recently stopped supplying water. The girl will ask you to go to the station and find out what happened there.

So, we head to the Weston water treatment plant. Let us note in advance that it is guarded by a dozen strong super mutants who can turn a low-level character into dust, so we do not recommend going there with a weak hero.

Note: do not forget that super mutants are capable of not only shooting at a character from cover, but also, if necessary, running up close to the hero and painfully hitting him with cold steel, and therefore you should not sit in one place all the time - constantly move.

If you have a good stealth skill, you can take out the super mutants one by one using a sniper rifle. We recommend killing the enemy with the rocket launcher first. After destroying all the enemies, carefully search the battlefield - there are many useful items here. Then you can go inside the station. Once in the building, we find the elevator and go down to the lower levels.

First panel

Below you will be immediately greeted with cheerful bursts of automatic turret. You can turn it off only using the terminal located at the top, or by breaking it (shoot, shoot and shoot again). On the way you will meet two more turrets. After their destruction, you will have a new task - you need to drain the station. The fact is that it was flooded with all kinds of garbage and waste, so you have to get rid of them. To do this, go to the panel on the left and pull the lever. A certain amount of waste will disappear, but this is not the end.

Second panel

Now you need to go to the second panel. Go up the stairs to the door located on the left side. On the way to it you will have to kill two swampers. Near the panel you need to deal with another swamp. In addition, a turret will start shooting at you from above. Destroy all enemies, and then activate the lever. Half of the waste has been removed.

Third panel

We head to the penultimate panel. Swampweeds will emerge again from places that have been drained. Getting to the new panel is quite easy, since it is clearly visible on the map and can be seen directly from the place where the second panel was located. Kill all enemies and pull the lever.

Fourth panel

After the third dumping of waste, we advise you to quickly hide under some kind of shelter, since turrets will appear at the drying sites and two of them will immediately open fire on you. Destroy the defense mechanisms, and then go to the room ahead. On the way to it, you will be attacked by swampers, so be on your guard.

After draining all the waste, we go to the main pump. Fortunately, it is located not far from the fourth panel. To activate the pump you just need to pull another lever. Now you can return to White. She will reward you with lots of great food and bottle caps.

Your order is accepted

You can get this quest at the diner run by Trudy (on the map the cafe is called Drumlin Diner). Having reached the right place, you will see a bandit named Wolfgang and his girl near the entrance. After talking with them, you can find out that Trudy owes a lot of caps dangerous people, since her son bought drugs on credit. Of course, the mother of an unlucky child does not plan to return the caps for drugs. In this case, there are two options for solving the problem: negotiations or firefight. If you choose the latter method, you will need to chat with Trudy.

When talking to Trudy, you can intimidate the woman or offer her to solve the problem peacefully. However, you can even come to an agreement with her and kill Wolfgang and Simone at her request. For this, she will give you caps and start trading with you (she has some great items for sale). If you decide to help the bandits, but cannot come to an agreement with Trudy, then you will have to kill the woman and her son. In general, it all depends on your own sense of justice.

Human factor

This quest can be taken in a small settlement called Alliance. However, the first thing you have to do is try to get into this village. It is surrounded on all sides by a high concrete wall and protected by numerous turrets. A security guard sits near the entrance conducting the test. Everyone who can pass it has the right to join the Alliance. However, the test is quite easy and you only need to answer it with friendly and peaceful answers. Some even point out that Swanson lets him in regardless of what answers the player gives, but we advise you not to risk it.

Once inside, walk forward a little. At a certain point, you will encounter a settler talking to Honest Dan. The latter tries to find out from his interlocutor where the caravan disappeared to. After their short dialogue, you will be able to talk with Dan.

It turned out that Dan, at the request of a certain Stockton, was looking for a lost caravan. But the mission turned out to be too difficult, since he only managed to find the remains of a caravan on the border of the settlement. These remnants brought him to the Alliance. He invites us to do this too, and divide the reward in half. We agree and begin the task.

The first step is to go northeast of the Alliance. There you will come across the remains of a caravan and many corpses. It can be seen that he was attacked right near the settlement. Take a look at the box of blue color. In it you will find Dizer's Lemonade. By picking up this item you will complete additional task quest.

This drink can only be purchased in the Alliance, which means that the caravan was in this settlement and then moved on. It turns out that the locals are not saying something. Do not forget that not all members of the caravan died (Amelia Stockton could have survived, since her body was not among the corpses). Dan also gave advice to look into the Alliance barracks to find evidence.

At this point, you can advance the quest in two ways: get into the barracks or talk to Penny. The first method requires an average level of lockpicking skill, and the second requires well-developed eloquence. If you have not developed any of these skills, then return to this task later.

We advise you to immediately go to the house. You can enter it from three entrances. The easiest way to get into the building is to break into the door located on the left side of the building, since in this case no one will be able to detect you.

When you enter the house, find the bedside table located near the main entrance. There you need to take the note Jacob's Password and the key to the Alliance house. Next we find the second cabinet, standing between the two beds. In it you will find a letter Alliance Reminder. After reading it, it's worth talking to Dan about synths.

Having Jacob's password in hand (considered the main one in the settlement), we go to his house and sit down at his computer terminal. In it we find a report about the fisherman. Having studied the draft, we leave the house and head towards the exit of the village. There you will be met by Jacob, who will offer caps for silence. In this case, there are three ways: first, agree to the bribe and stop the investigation; continue the search and head to the secret Complex; come to a compromise (this requires a well-pumped eloquence skill). The last option is the most preferable, since in this case you will not have to kill Jacob.

Now we go to Dan (located in Bunker Hill) and tell him everything we know. In this case, he will wait for us near the Complex and help clear it of villains. The entrance to the Complex is located in the pipe in the middle. To do this you will have to dive into a body of water. There is a hatch in the pipe leading to the Collector.

Go forward along the pipe and destroy the small squad of three and the turret. After killing all the enemies, search their corpses, as one of them has a key that opens most of the doors in the Complex. In it you have to fight a large number of opponents. Kill everyone and slowly move towards the desired point on the map.

Eventually you will meet Dr. Roslyn Chambers. From her you will learn that the Alliance is conducting experiments on finding synthetics and the test that everyone takes before entering the settlement is part of this research. The girl assures us that Chambers is a synth. Now you have to make a choice: either free Amelia, or agree to give her up for experiments.

Since we play as good heroes, we decided to free the “princess from the clutches of the terrible dragon.” To do this, you will need to kill Roslin and open the first cage to release Amelia to freedom. After this, we talk with Dan and take our share from him. This ends the quest.

Clear the northern area

This quest can be obtained in Baner Hill from a woman named Deb. She will ask you to help her solve a difficult problem. The merchant will tell you that there is an old military camp on the northern road. Many caravanners complain that wild ghouls have settled in this camp, attacking everyone indiscriminately. If we destroy this group, we will receive a good reward.

By the way, the reward can be increased if your hero has a well-developed eloquence skill. Afterwards we go to the military training camp and kill all the ghouls there. It will be easier for high-level characters to do this. Then we return to Deb and take the reward from her.

Silver Cloak

This quest is taken in a rather original way. First of all, you need to cross the bridge to the other side where Diamond City is located. After a certain period of time, an inscription will appear on the screen, according to which Pip-Boy managed to detect a new signal. Switch to it in the Radio menu and listen. At this moment, the corresponding task will appear in the log.

First, you will need to chat with Kent Conolly, who lives in Good Neighborhood. He is a ghoul and spends almost all his time in the House of Memories. He will tell us that he wants to create his own superhero, capable of destroying all evil in the Wasteland and saving people from the bad guys. Gul will ask us to help him with this, of course, for a generous fee. He will then say that his character is based on the Silver Cloak series, and therefore we will need to get his costume. To do this, you need to go to Hubris Comics, where the first episode of this television project was filmed and the props remained.

Note: There are a lot of locked doors, safes and terminals in Hubris Comics, so we recommend going there with a character who has good hacking and opening skills, otherwise you won't be able to get a lot of interesting things.

Once in Hubris Comics, you will first need to kill a group of wild ghouls. After destroying all the monsters, we look for a cash register on the first floor. It will contain the key to the warehouse. Then we go to the second floor and fight the wild ghouls again.

The hero will have to go through four floors. Each one will contain ghouls and unique items. We will find the silver cloak on the top floor. There we will have to fight the boss. Next, we pick up the suit and take it to Kent.

He will improve the cape and tell us that we are better suited to be a superhero. Having returned the suit to us, the ghoul will ask us to listen to the Silver Cloak radio station while in Good Neighborhood. Having entered the city, we learn that it is being terrorized by a certain guy named Wayne Delancey. We find him in an alley and kill him. Then turn on the radio again.

Our second target is AJ, a drug dealer who even sells drugs to kids. It will be more difficult to deal with him, since he is protected by two thugs. After eliminating the next victim, we again listen to the “Silver Cloak” radio station.

Kent will tell us that we need to come to the Third Rail club and ask Whitechapel bartender Charlie about the assassin, whose name is Kendra. Having learned the whereabouts of the girl, we head to her lair. We deal with the crowd of her raider guards, and then kill Kendra for all the atrocities she has committed. By the way, it will be possible to find a contract for the murder of Shelley Tiller. If you wish, you can complete it and get a good amount of caps.

Next we learn that Mayor Hancock finds out about Cloak's actions. He will want to meet with us. We go to a meeting with the head of the city and talk to him. He will tell you that all the bandits we killed were the sixes of a certain criminal boss, whose name is Shinjin. He is Hancock's sworn opponent, and therefore the mayor will ask us to continue to destroy gangsters in the name of justice.

Hancock will tell us that it is necessary to eliminate Shinjin's "officers" - Smile Kat and Northey. The latter is very afraid of Cloak, and therefore will not fight him back, and Kat will meet the hero with a small army. Having killed the villains, we return to Kent in the House of Memories.

A concerned Irma will meet us and tell us that someone has kidnapped Kent. At the radio station, you can hear a looped message left by Shinjin. He declares that he will kill Kent if the Silver Cloak does not appear at the appointed place. We go to the meeting and kill all the bandits. Then we go to Shinjin. He will be surrounded by the remaining thugs holding Kent at gunpoint.

During a conversation with Shinjin, you can scare his henchmen, and then they will run away in all directions. Otherwise, you will have to fight with the entire crowd and at the same time try not to let Kent die. After the battle you should return to the mayor. During the dialogue with Hancock, you can encourage Kent. Gul will say that this is not how he imagined the fight against crime bosses and will say that he will stop giving tips on criminals, but at the same time will continue to improve the suit. You can come to Kent in a couple of days, and he will improve the cloak, increasing its protective characteristics.

Explore the Pickman Gallery

The quest can be taken from Hancock, the mayor of Goodneighbor - you just need to ask him about his job. He will tell us that he recently heard about a strange place called Pickman's Gallery by caravanners. Raiders almost always “hanged out” there, but lately they have become quiet and do not carry out forays. The mayor of the city is worried about this, and therefore he will ask us to inspect the gallery. You can bargain with the mayor and ask him for a larger amount of caps than he offers at the beginning.

We go to Pickman's gallery and kill all the raiders who meet us on the way. We go inside the building and destroy all the enemies. It is necessary to inspect all the rooms and corpses. At one of them you will find a note with the title “Message from Jack”. We put it in our inventory and return to the mayor for the reward. That's it, the quest is completed.

Clear warehouses in Good Neighborhood

While in Good Neighbor, you can receive a mission to clear out warehouses from the Whitechapel robot Charlie. Naturally, it will not do without corpses and blood. If you are interested in such work, then you are welcome.

So, a mysterious client might give you a couple of hundred bottle caps for killing a few bad guys. You have to eliminate people at three points, leaving no witnesses behind. The main problem is that these places are near warehouses, and therefore Charlie cannot send his bullies there, otherwise everyone will know that it was him. For this reason, he decided to hire you. The base reward is two hundred caps, but you can increase the reward amount and find out who the customer is if your character has well-developed eloquence.

From the very beginning of this task you will have to solve the problem with locks. It is quite difficult to get into the warehouses, since they are all locked with red locks, that is, entering these premises is illegal. Once inside, you will notice several dots on the mini-map. We advise you to sit down and eliminate all enemies quietly. However, no one forbids you to break into the warehouse and shoot all the bandits with thunder and bang. After destroying the first squad, you will need to deal with the remaining two.

It’s the same with them: we break into warehouses and eliminate the thugs. The main thing is that no one notices you breaking into warehouses, otherwise you will be held accountable in Good Neighborhood. After eliminating all opponents, we return to the robot and tell him about the completed task. He will give you the reward you deserve. The quest will be considered completed.

Diamond City Blues

This quest can be taken from a boy named Paul, who lives in Diamond City. You can find it in the central part of the town. He will tell you that his wife often goes out with another man. Paul wants to chat with this bad man, but does not want to be violent. For this reason, he asks you to intimidate his wife's lover. This is how this mission begins.

When you get to the bar, you will see that Paul is not such a friendly interlocutor, as he is about to shoot Cook. It is necessary to calm the boy down so that he does not make a terrible mistake. If you cannot convince Paul to lower his weapon (low eloquence), then Cook will immediately attack you, and you will not be able to calm him down - you will have to kill him.

However, it doesn’t matter whether Cook lives or dies. The fact is that if you don’t shoot him, he will tell you about a deal on which you can make good money. The bandits are going to exchange drugs and caps. You can kill everyone there and take both the drugs and the money for yourself. If you kill Cook, then in his pockets you will find a note about the above deal and will still be able to visit it. Therefore, you can safely attack this wife snatcher.

The transaction should take place near the Back Street Ramp (located in the northern part of the city). Here you will find Nelson and Trish guarded by several bandits. You can immediately attack them without wasting time on idle chatter. After the battle we speak with the surviving girl.

If you decide not to finish off Trish right away, she will tell you exactly where the drugs are created. It turns out that the gangsters have a large industrial complex. This laboratory is located in the Commonwealth. The girl will tell you that you will not be able to find this plant and enter it without her help. There are three solutions to this situation:

  1. shoot Trish and try to find the laboratory yourself (located in the south of Boston, at the Four Leaf Fish Factory);
  2. agree with the girl and let her go after breaking into the plant;
  3. persuade Trish to give you the password and tell you the exact location of the complex (high eloquence is required).

Let's go to the factory. Along the way you will meet various super mutants, among which will be the legendary super mutant. In general, the battle will be difficult. Afterwards you learn that you need to climb to the roof of the factory. To do this, go to the back of the building and go up the stairs. On the roof you will have to kill several wild ghouls. This is where the entrance to the secret laboratory is located.

Inside the factory there are many traps and a massive door with a password. You can get the password from Trish. If you shot her, then enter the word Applejack into the computer terminal - this will open the door and disable all the traps. Don't forget to search the corpses (Nelson has about 800 bottle caps).

In the laboratory you will need to kill all employees and wild ghouls. After that, you can run through the complex and find many useful things. This will complete the quest.

When visiting Diamond City Blues in Fallout 4, you may come across a place called the Colonial Bar. On your first visit, you will be greeted by a short scene in which the husband will accuse his wife of drunkenness and infidelity. After the fight between him and the bartender, it will be possible to receive this task.

How to get a?

Follow Paul out of the bar and talk about what happened. If he has already left, then you can find the character in the market area. He will tell you that he suspects his wife of having an affair with the bartender and will offer 80 caps for intimidation.

Walkthrough

We return to the bar with or without Paul (you can persuade him not to go) and talk to the bartender Henry. Here you have two options if your unfortunate husband still went with you:

  • Stop him from shooting Henry;
  • Let the bartender be killed.

In the first case, we receive a promise that he will no longer pursue Darcy and then propose a deal - we will need to make a deal with the guys from, together with a certain Nelson, and disrupt it, taking everything for ourselves.

If you killed Henry, then we look for a note on his body relating to the next stage of the quest.

Here you can offer your nervous companion Paul to earn money or go to the meeting place yourself. When you are on the spot, you should not get too close to the bandits - it is better to shoot from a distance, since it will not be possible to come to an agreement with them in any case.

When it's all over, you will find the wounded Trish, who will ask for mercy for information about the location of Marowski's laboratory. We chat with the wounded bandit, asking for security and password information.

If you saved Trish’s life and Henry was nearby, then he attacks her and may die, and if he survives, he will still leave, since he cannot return to Diamond City because of Marovsky.

50:50 — you take 500 caps and half of the drugs (they will give you another 4,500 upon sale). Also, with this option, Paul will become the new owner of the bar and will sell drugs in it;

70:30 - this option requires an easy eloquence check, but is more enjoyable, since you will take all the drugs and 500 caps. Paul will demand his 500, but they can not be given immediately, but a little later or never given at all;

Take it all- in this case, you take everything, but you may run into a bug in the quest due to which Paul can still take all the drugs himself.

Now we go to the laboratory, bypass the lasers, or enter the password if you recognize it, and deactivate the protection. Inside you will find various supplies and more than five ghouls in protective suits.

Helpful information

  • You can steal boxes with the help of Dogmeat even before talking about the division, through the search for objects dialog;
  • Having accepted the screw, you can easily encircle more than 3 boxes while Paul collects drugs from one;
  • If Henry does not kill Trish, then later Marowski himself will come to you and demand the return of 2000 caps for the goods, since she told him everything;