Life on the edge. Far Harbor - completing the quest - “what life should be like” Help the residents of Far Harbor
Kenji offers to use the second boat to get to Far Harbor, of course, if you agree to complete this matter.
Go to Far Harbor
Information
A group of synths trying to build a home in the far north is valuable information for many factions of the Commonwealth. You can tell your faction what you learned, or hide it - it's up to you.
We hit the road, heading for Far Harbor. The boat is parked right in front of the house on the pier. Jump into it and activate the controls - you will be asked to go to Far Harbor.
Welcome to Far Harbor Island!
Walk in the park
Talk to those meeting you
In the previous quest “Far From Home,” you learned that a missing girl named Kasumi had gone to the distant northern island of Far Harbor, and you went after her. You will be met at the Far Harbor pier and don't expect too warm a welcome. They don’t trust strangers here; it’s painfully rare for anyone to come here. The greeters are Captain Avery, a local leader, and Allen Lee. Introduce yourself to them and tell them the reason for your visit or don’t tell them. You might even have time to ask about this creepy place before the alarm sounds.
Follow Captain Avery
There is something in the fog, or rather someone - it is necessary to protect the settlement, the only place where people can still live on this island. Captain Aviri asks for help, and only then does she agree to answer your questions about Kasumi. Follow her up the wall and take a position to defend the Hull.
Defend the Corps
Lizard-like scaly creatures appear from the fog - gulpers and anglerfish, the latter of which spit back poisonous and sometimes incendiary “shells”. Help the residents of Far Harbor kill the vile creatures.
Talk to Captain Avery
After all the creatures are killed, find Captain Avery. She will give you a cap reward in gratitude for your help.
Reward: 275 caps.
Now you can ask questions about the fog, about the creatures living in it, about the inhabitants of Far Harbor. From the conversation you will learn that the situation with the fog has become worse in recent years, and some residents of Far Harbor believe that the Children of the Atom, a religious community that worships radiation, are to blame. But there are also those who do not believe in this, since there is no evidence of their involvement, for example, Captain Avery.
As for Kasumi, Nakano's escaped daughter, she headed deep into the island, to the synth colony - Acadia. In order to get there you will need a guide - Longfellow, since no one navigates the fog better than him. First of all, it is better to look for him in the “Last Shelter” bar.
Captain Avery also asks for help from her people: Sailor, Cassie and other residents of the dock. They need help, even if they don't admit it. The quest “Life on the Edge” is activated.
Take a look around here first. The Corps is the only settlement where the surviving Far Harbor locals live. Here you will find all kinds of shops for exchange and purchase, all types of workbenches and a power armor service station. From merchant Allen Lee, one of the people who met you at the pier, you can find several interesting examples of unique weapons typical of the islanders: the Admiral's Friend and the Fish Trap.
Help: Admiral's Friend
Damage: 157
Ammunition: Harpoon
Rate of fire: 2
Range: 143
Accuracy: 63
Weight: 16.3
Price: 2096 (may vary)
Installed:
Harpoon
Standard sight
Special: Double damage to targets with full health.
Help: Fish trap
Damage: 66
Speed: Slow
Weight: 7
Price: 542 (may vary)
Feature: Reduces action point consumption by 40%.
Talk to Old Man Longfellow
The “Last Shelter” bar is located in the central part of the Corps; you are unlikely to miss this place, since it is the only bar in these parts.
Bartender Mitch is an interesting specimen. You can chat with him about his theories about the fog or rent a room from him for the night. In any case, you will get free beer at the expense of the establishment.
Charisma
You can ask him for something stronger and, if you are convincing, you will go into the fog with a dose of extra courage (persuasive level - medium).
Information
"Wim!" - the favorite drink of the islanders. But perhaps it is stronger than what you are used to. This is something like the local Yader-Cola, there are even special machines. Although Yader-Cola is also available here.
HP: 30
OD: 10
Weight: 1
You will find old Longfellow at one of the few tables in the bar. Tell him you need a guide to Acadia, but don't think he'll happily agree. You will have to convince him by telling him about the missing girl or simply bribing him.
Charisma
You can use your charisma. Tell Longfellow that you are willing to take risks, and that this is not what you had to do (level of persuasion - easy). Or convince him that he shouldn’t care (level of persuasion - medium).
Getting the current quest is not so easy; you must first complete a number of tasks from the “Miscellaneous” section.
In Far Harbor, you can accidentally meet a robot named Pearl. She heard that a detective has arrived on the island and she needs your help. There has been a murder at the hotel where she works, and Pearl's employers want someone to find out exactly what happened.
Charisma
You can ask where the murder took place (level of belief - easy).
You can also find out who the deceased was (medium level of belief).
And finally, ask who Pearl's employers are (the level of persuasion is difficult).
Don’t forget about the monetary reward (level of persuasion - easy, medium, difficult).
If you agree to investigate, then she can accompany you to the hotel or meet you already on the spot. You will have a task in the “Miscellaneous” section - “Meet Pearl at the Cliffs Edge Hotel.”
Meet Pearl at the Cliff's Edge Hotel
The Cliffs Edge Hotel is located north of Far Harbor. It can be reached along the road along the coast. Pearl will be waiting for you at the entrance. Some guests show aggression, but the guests are in a more protected place. You need to get to them. You will receive the next task from the Miscellaneous section - “Follow Pearl through the Cliffs Edge Hotel.”
Follow Pearl through the Cliffs Edge Hotel
Follow Pearl through the hotel and deal with rowdy visitors along the way - feral ghouls. The hotel is completely destroyed and there is nothing much to profit from in it. In the toilet on the second floor (lock level is easy) you will find a first aid kit. In the kitchen on the third floor you can refresh yourself with food and drinks, Yader-Cola for example.
Eventually, Pearl will lead you to the elevator. Having gone down on it, you will find yourself in a closed part of the hotel, or rather to the entrance to Vault 118. Click on the button on the control panel of the shelter and talk to Maxwell. Introduce yourself as a detective and he will open the door for you.
Maxwell will meet you at the entrance. Mr. Parker, the hotel's principal owner and financier, has died. You will have another quest from the “Miscellaneous” section - “Follow Maxwell to the crime scene.”
Follow Maxwell to the crime scene
Follow Maxwell. He will lead you to a restaurant hall, where in the middle lies a corpse, whose death you need to investigate. Surprise... all the guests of the refuge hotel are robotic brains. Suddenly.
From this moment the full-fledged quest “Brain Death” begins.
Talk to Maxwell
Maxwell offers to examine the crime scene, and at the end tell about everything that can be found. You can also question guests, but he warns that you should only make accusations if you are absolutely sure of it.
Examine the crime scene for clues
Get closer to Mr. Parker's corpse. By pressing the [E] key, you can examine the robotic brain. It seems the brain container was broken by something. You will find blood stains nearby, follow the trail of blood. In the corner to the left of the stage you will find a Fensbuster baseball bat - the murder weapon.
Fraction: Children of Atom
Locations to explore:
- Source of the Atom
- Sanctuary of the Children of the Atom
Completing this quest will be your rite of passage into the ranks of the Children of the Atom, whether your reason for coming here is because you want to worship radiation, or because you need to infiltrate the submarine base to uncover the secrets of DiMA's memories of which you found out in . The ritual is that the chosen one of the Atom must drink from a source located near the Core and receive something, a sign or a vision. Those not chosen by the Atom rarely return.
Drink from the source
The source is located not far from the Core, a little to the west. Walking in a straight line, you will most likely come across a group of young swallows that you will have to deal with.
Go to the Atom source and drink water from it, or rather something liquid and most likely with an off-scale level of radiation. After this, a black figure will appear to you and tell you to follow it.
Follow the figure
It’s as if you’re running after someone in a dream to somewhere unknown. Landscapes and wild creatures rush past, but they don’t see you. A ghostly figure will lead you to the sanctuary of the Children of Atom and disappear.
Explore the sanctuary
The Sanctuary of the Children of Atom is positively glowing from radiation, but in addition to it, you should beware of wild ghouls, of which there are also quite a few here. Go inside the building.
Open cache
Inside the sanctuary is a Children of Atom cache that you need to open. To do this, use the terminal, to hack which you need a password, which is what you have to find.
On the shelf you will find a note “Sacred Elements”, which tells you how to open the cache of the Children of the Atom, and under the shelf there is a cache with lids. In the note, the emphasis is on the word ELEMENTS, taking this into account, it is worth taking a closer look at the table with chemical elements hanging on the opposite wall. On the side of the cabinet, standing against the same wall, you will find a luminous inscription made of several chemical elements, the letters of which form the word “MOTHER” (from English - mother). Click on the text and examine it - this is the password for the terminal.
Take the idol
Inside the shrine's cache there is an idol of the Mother on the desk, take it as proof that you opened the cache and completed the ritual.
Return to the Great Zealot
Return to the Core and tell Great Zealot Richter what you saw. He will be slightly surprised, because the Mother of the Fog herself, the messenger of the Atom, appeared to you. She serves as a guide for those who have an important role to play in His plans for the future of the Children of the Atom family. Now you need to say about your decision - whether you are ready to take a place in the ranks of the Children of the Atom or not. Agree.
Richter suggests going inside the Core and after the sermon, show the idol of the Mother to the High Confessor, and then return to him, since the Great Zealot has an assignment for you - the quest “The Heretic”. The Great Zealot also warns that any action against the family is punishable to the fullest extent. Receive from him the Attire of the Servant of Atom, which does not have to be worn, although it has resistance to radiation damage (25) and radiation itself (20).
Welcome to the Core!
Fraction: Residents of Far Harbor
Who issues: Captain Avery
Locations to explore:
- Frame
- City of Far Harbor
After defending the Corps from attack in the quest "A Walk in the Park", Captain Avery asked you to help the people of Far Harbor, and the quest "Life on the Edge" was activated. She also has a quest for you, but you can only receive it after you reach Acadia at the end of the quest "A Walk in the Park." Captain Avery is worried about the city's water supply: the fog condensers protecting the road to the nearest water treatment plant have failed. She asked you to find Howard Dunabar, who was tasked with repairing them. Most likely he fell into the claws of the swampers. Captain Avery hopes that you will agree to go on a reconnaissance so that you can repair the capacitors if Howard is no longer there. Of course she is ready to pay. If you agree, then head southwest out of the city.
Find Howard Dunbar
First you need to find Howard and find out what happened to him. In any case, he took the spare parts for repairing the capacitors with him, they need to be picked up. Approaching the outskirts of the city behind one of the houses you will find Howard Dunbar in the company of swampers. Kill these creatures, unfortunately, this will not save Howard, but at least avenge him.
Take the parts for the fog condensers from him and go fix them yourself.
Use power modules to repair fog capacitors
All broken fog capacitors are nearby. You'll find the first one a few steps away from Howard's body, and the rest a little further up the road.
In order to repair them, just get closer to them and press the [E] key - nothing complicated. At the last broken capacitor, you may have to kill a couple more swampmen.
Return to Captain Avery
Return to Captain Avery and report that you were able to repair the fog condensers protecting the road to the Far Harbor water treatment plant. You will also have to break the bad news about Howard's death. She, as promised, will pay you in caps.
Charisma
You can demand more money from Captain Avery for risky work (persuasion level - easy, medium, hard).
Reward: 200 caps (standard)
Fraction: Children of Atom
Who issues: High Confessor Tect
Location for research:
When you agreed to join the Children of Atom family, you activated the quest “That’s What Atom Wants,” which involves helping family members. High Confessor Tect, leader of the Children of Atom, has a mission for you. One of the members of the small commune has been on his radar for a long time. Your task is to check it. If you find evidence of heresy or treason, you will need to bring it to the High Confessor. Prove that you can be trusted and he will reward you. Any evidence of conspiracy against Tekt and the family or disrespect for Saint Atom will do. He gives you a note with instructions.
Read the High Confessor's note
Read Tekt's note, in it you will find only one name - Obert. The note can be found in your Pip-Boy in the “PREV” → “Miscellaneous” → “Note from the High Confessor” tab.
You will find Sister Oberta on the ship, going down two levels to the tomb (a large vessel with radiation warning stickers), where your Geiger counter will start going off scale. After talking with her a little, she will blab about her dissatisfaction with the Grand Confessor Tect, and then quickly correct herself.
Charisma
Ask Sister Oberta if she likes Tekt, and she will say that not many people like him (persuasive level is easy). She will immediately regret what she said and ask you to leave.
Inspect Sister Oberta's bed
Despite what Sister Oberta said about Tect, you have no evidence of treason or conspiracy yet. Inspect her sleeping place, you will probably find something in her personal belongings. Sister Oberta's bed is located in the room adjacent to the tomb.
Under the mattress you will find a note from Edgar in which he tells Oberth that because of his friendship with Martin, it is better for them not to meet and to continue exchanging messages through a box in the pantry, as he is afraid that someone will begin to plot against her. The note also says that Edgar hid a spare key to the box behind the bench in the locker room at the entrance.
Open Edgar and Obert's chest
The chest is in the corner of the storage room located to the right as you descend from the top level of the ship. You won't be able to open it without the key. The spare key, as written in the note, is in the locker room at the entrance - this is the first room on the left side after you entered the Core. There, behind the first bench, you will find the keys to the chest. Now go back to the ship to the box. There you will find a note from Obert.
Read Obert's note
Find the note in the inventory: "PREV" → "Miscellaneous" → "Obert's Note". It says that Tect arranged Edgar's death because he is afraid of Martin. Allegedly, the High Confessor knows: only Martin was worthy to lead the family of the Children of Atom. This note is already direct evidence of a conspiracy against Tect.
Talk to Sister Obert (Optional)
You can, if you wish, talk to Obert and say that you found her note about the High Confessor Tekt. She will beg you not to give her the note and to forget about this incident. You have several options:
- Advise her to run away, as she is still in danger.
- Ask for payment for the note - she will give you about 100 caps, and then decide to give the note or not.
- Give her the note, the only evidence against her.
Report to the High Confessor
You've found the evidence, the question is what do you do with it. In any case, to complete the quest you need to talk to High Confessor Tekt.
You can:
- Give him Obert's note, and thereby betray her betrayal and most likely doom her to death.
- Lie that she is devoted to her family (average persuasion level) and save her life.
If your conviction does not work, and you have already given the note to Obert, then you have no choice but to lie that there was no evidence. The High Confessor will be disappointed and will not reward you, but the quest will be completed.
Reward: Inquisitor's Hood
Help: Inquisitor's Hood
Damage Resistance: 2
Intelligence: +1
Weight: 3
Price: 250
Peculiarity: Radioactivity increases the wearer's intelligence.
Fraction: Residents of Far Harbor
Who issues: Cassie Dalton
Locations to explore:
- Far Harbor
- National park camp
- Dalton Farm
- Brooks Head Lighthouse
After helping in the defense of the Corps in the quest “A Walk in the Park”, the quest “Life on the Edge” is activated, as Captain Avery invites you to help the residents of Far Harbor in their affairs. Among other things, this quest includes the optional task "Help Cassie Dalton." You can find her sitting at a table on the pier near the Last Resort bar.
Cassie Dalton is the last of her kind. She believes that the island took revenge on her family for their greed and greed and killed one family member after another. But, with your support, the last Dalton heiress will have a chance to avenge her relatives.
The first chapter of Retribution will be about Cousin Pete, a good guy who fell into the clutches of a pack of wild ghouls while picking berries at a national park camp. Pete was able to reach the city, but died that evening. And the ghouls still occupy the national park camp located west of Far Harbor. Agree to deal with them.
Destroy wild ghouls
If you were paying enough attention, you probably noticed the outdoor recreation area when you first walked into Acadia with old man Longfellow in the quest A Walk in the Park. This is the beginning of the national park camp. Follow the path to the right and reach the tents, barn building, and several other camp buildings. There you will find ghouls.
It won't be difficult for you to deal with the ghouls; there are no more than a dozen of them here. When you're done, look around here. In one of the barns you will find a cache with lids on one of the wooden boxes, as well as a yellow box with useful supplies in the nook next to the barn. There is a First Aid kit in the toilet. And before you return to Cassie Dalton and tell about your success, you can have a good sleep in one of the tents, next to which, by the way, there is a box with explosives.
Return to Cassie Dalton
Return to Far Harbor and meet Cassie Dalton. She is very happy about your victory. What does she reward you for?
Reward: 200 caps (+100 caps)
Charisma
You have the right to demand more money from Cassie for your efforts (persuasion level - easy). If the persuasion works, you will receive another 100 caps on top.
But the story of Cassie Dalton and her family does not end there. The second chapter is about her grandfather George. He lived on a farm north of Far Harbor until the island set a fogman on him. Cassie's grandfather fired back at him until all the farm workers escaped, but he himself died defending them. Cassie asks you to destroy this creature.
Destroy the Fogman
To find the Dalton farm, you simply need to follow the road along the coast, north of Far Harbor. I advise you to do just that, because after going 2/3 of the way, you will discover something interesting. In an abandoned truck with the logo of the local lemonade “Vim!” The T-51 power armor in the Vim! color scheme awaits you. Freshness". There will also be a power armor service station inside if you want to patch up or modify yours.
Reference: T-51 power armor in the Vim! Freshness"
The T-51 Power Armor offers stronger protection than the T-45 model found on the roof of the Liberty Museum in the quest Freedom Calls. This model is not a priority for any of the groups, but you can find spare parts for it, as they are scattered throughout the Commonwealth. This particular piece of armor is distinguished by its coloring, made in colors and with the logo of the islanders’ favorite lemonade “Vim!”
When you reach the Dalton farm, it will not be difficult for you to find this creature that killed Grandpa George. Kill the fogman and avenge the Dalton family.
Return to Cassie Dalton
Return to Cassie Dalton and make her happy that Grandpa George can rest in peace, because the fogman is dead. Cassie gives you the Dalton farm, you can now use the farm workshop. Cassie also thanks you with the lids.
Reward: 200 caps (+100 caps)
Charisma
You have the right to demand more money from Cassie for your efforts (persuasion level - easy), just like last time. If the persuasion works, you will receive another 100 caps on top.
Let's move on to the last part of the Dalton family story. Cassie's late husband was a fisherman and loved to fish near the lighthouse, which is southwest of the city, near the quarry. The trappers who decided to settle there killed Danny. Their leader simply put a bullet between his eyes for fun. Cassie wants revenge for her beloved husband.
Fraction: Residents of Far Harbor
Who issues: Sailor
Locations to explore:
- Far Harbor
- Eagles Cove Tannery
This quest is one of the optional tasks of the quest “Life on the Edge”, where Captain Avery asked you to help the residents of Far Harbor. The sailor just needs help.
To strengthen the walls of Far Harbor (the so-called Corpus), she needs special tools, and she is willing to pay 450 caps to find them. You need to pick them up from the Eagles Cove tannery, where they definitely belong.
Charisma
You can try to negotiate a larger reward for a dangerous task (persuasive level - medium).
Pick up power tools
The tannery is located on the northwestern coast of the island - the path is not close. Along the way you may encounter various creatures and trappers.
In a small building next to the tannery, which previously, apparently, was a canteen for local workers, you will find a first aid kit in the kitchen, and Vim! lemonade on the tables. On a ship at the pier, you can get hold of medicine by going up to the upper room. When searching for power tools in this area, beware of ghouls.
In the annex to the tannery, located at the front of the building, on the second floor you will find a cache with lids on the table, and in the corner there is a safe (lock level - difficult) with medicines, ammunition and a stealth battle.
You can get into the tannery itself from two entrances: the one on the right of the building (it is marked with a mark), and through the entrance (the lock level is very difficult), which can be accessed from the annex by entering a rusty door. The latter will lead directly to the place where the power tools are in the tannery.
Let's go through the door that doesn't need to be broken down. Immediately as you enter, you will see a locked door opposite (lock level - medium), ghouls are waiting for you behind it, as well as a safe (lock level - difficult) with useful supplies. Clear the first floor of these radiation creatures and go down to the basement. A more serious enemy awaits you there - a glowing ghoul that can revive already killed ghouls. But I think you can handle it too. With him you will find the key to the tannery, with which you can open the door locked with a very complex lock and go straight outside.
Between the shelves you will find a bag with the power tools you came for, and next to it a large red bag with ammunition, explosives and weapons. The exit is behind the last shelf.
Give the tools to the Sailor
The power tools have been found - now we need to give them to the Sailor. But here's a surprise... on the way out, a certain Mike Machete will approach you. He has been watching these ghouls for a month now, he wanted to kill them and take the same tools as you. It turns out that Palmman instruments are very rare. He is offering you 2,000 caps right now as opposed to 450 caps from Moryachka. You decide.
Charisma
You can raise the price to 2,750 caps if the persuasion works (persuasion level is medium).
If you agree to sell the tools to Mike, the quest will be completed, but the Sailor will no longer want to deal with you, and most likely you will no longer receive quests from her.
If you refuse to sell the tools, you will receive the reward agreed upon with the Sailor and strengthen your relationship with one of the residents of Far Harbor.
Reward: 450 caps from Sailors or 2,000 caps from Mike Machete.
Fraction: Residents of Far Harbor
Locations to explore:
- Far Harbor
Meet Captain Avery
After you stand up for the Corps along with the people of Far Harbor during the quest "A Walk in the Park", Captain Avery is ready to trust that you will not cause problems and asks you to help her people: Sailor, Cassie and the other residents of the dock. Even if they brush off your help. And thanks you in advance.
Help the residents of Far Harbor
Some of the residents will ask you for help, while others will need to offer it. Each of the residents has their own problems, but you can help each of them. And of course, not for thanks, but for a reward.
Help Cassie Dalton (Optional)
Cassie Dalton is an old woman, the last of her kind. She believes that the island took revenge on her family for their greed and greed and killed one family member after another. She needs revenge, and she asks you to do it for her. You will find her sitting at a table on the pier near the entrance to the Last Resort bar. She will give you the quest "Blood Wave".
Help the Sailor (Optional)
The sailor is impressed with how you defended the Corps along with the residents of Far Harbor. She may even come to you to ask for help. The sailor monitors the condition of the Corps and its fortifications. To repair it, she requires special power tools, which can be found at the Eagles Cove Tannery. If you agree, the quest “Hole” will be activated.
Help Captain Avery (Optional)
Captain Avery will also need your help, but not right away. This quest will appear after you reach Acadia with Longfellow in the quest A Walk in the Park.
Captain Avery is worried about the city's water supply because the fog capacitors that protected the road to the nearest water treatment plant have failed. She sent Howard Dunabar there, but he did not return. She hopes you'll go investigate and, if the worst happens, fix the fog capacitors instead of Howard. This quest is called "Safe Path".
Talk to Teddy Wright
After you have provided assistance to the residents of Far Harbor, not necessarily all, Teddy Wright, the local doctor, will approach you. He considers you an interesting specimen and would like to help you win the respect of the harsh islanders. He came up with a crazy way to win over even the most stubborn local resident. In the old days, leaders were chosen using the so-called “Captain's Dance”. Teddy invites you to perform it, but more about this in Fraction: Residents of Far Harbor
Who issues: Teddy Wright
Locations to explore:
- Far Harbor
- Coast by Emmett's Road
After helping some Far Harbor residents on the quest "Life on the Edge," Teddy Wright, a local doctor, comes up with a crazy way to win the respect of the island's stubborn residents. You need to perform the “Captain's Dance”, this is how in ancient times the islanders chose their leaders. As legends say, the strongest, most severe and most insane applicants entered the water and began to lure the monsters of the island to themselves. After the potential captain killed the queen of the swampweed, the fogweed, or the one who crawled, he called the inhabitants of the island and shared the spoils with them. If you manage to “dance,” you won’t be appointed captain, but you will definitely be respected.
Teddy Wright takes you to an area favored by swampers - on the coast, near Emmett's road. Go there and throw a piece of any meat into the water to attract the attention of these creatures. And he will make sure that someone witnesses your feat.
Throw meat into water
The area with the swampers is located on the western part of the island, get to it, and along the way, you may come across some creature, whose meat you will then use for bait.
To start the Captain's Dance, you need to lure out the local fauna by throwing fresh meat into the water. To do this, you need to go to the “PREV” item in your Pip-Boy, select the “Help” section, and then, having found the meat of any animal (swamp, mole rat, yao-gui, etc.), press the [R] key. to throw it away.
Kill the swampers
Several swampers with armor and a low level will come out of the water for meat - it won’t be difficult for you to finish them off.
Throw more meat into the water
However, this is too easy for the captain. Continue to tease the local critter and throw more meat into the water, repeating the procedure described above.
Kill the swampers
In the second round, you will have to fight the swamp hunters, who spit streams of poisonous liquid, and the Swamp King. It will be a little more difficult to deal with them, but you probably haven’t been in such Fellaut troubles.
Kill the swamp queen
You enraged the swamp mother by killing her children. Now we have to deal with her. Kill her. Here are some tips:
- Stay on the move at all times to avoid the fountains of poisonous liquid that the swamp queen spits out.
- Try not to wade into deep water - this will slow you down and prevent you from shooting.
- Beware of the swampwort babies that the queen releases to help herself. They are not so much dangerous as they are annoying.
After the swamp queen is dealt with, return to Far Harbor to Teddy Wright.
Return to Teddy Wright
Upon his return, Teddy Wright will announce to the assembled residents that you have performed the Captain's Dance and are worthy of their respect. He invites you to go to the Last Resort and talk to Mitch. He and some other residents who did not trust you before will give you a new job. Your quest “Wind of Change” is activated.
Reward: Captain's cap
Help: Captain's cap
Damage Resistance: 2
Energy Damage Resistance: 2Tourist center of the national park
Mitch, the bartender from The Last Resort, is worried about his Uncle Ken and asks you to find him at the national park visitor center. Ken is the only one left to live in the center of the island, and he may be in danger. You might even be able to persuade him to move to Far Harbor. Mitch is willing to pay you for the service rendered.
Charisma
You can immediately hint to Mitch that the service is not cheap (the level of persuasion is complex).
Find Uncle Ken
The national park visitor center is located north of Far Harbor and can be reached by following the road heading north. When entering the territory of the tourist center, carefully watch your step - Uncle Ken does not like uninvited guests, so he stuck mines and set traps everywhere.
Don't expect a warm welcome, but if you mention Mitch, your uncle will immediately warm up. He asks you to make something on the workbench, since he did not have time to reload the traps, and someone will definitely attack the center.
Protect the tourist center
Hurry up, you don't have much time before the trappers attack. The workshop is located outside, you can build a couple of turrets or set traps. To do this, select the “Defense” tab in the workshop menu, and from there go to “Traps” or “Turrets”. Although you can try to simply recapture Uncle Ken’s camp the old fashioned way, killing everyone with weapons and throwing grenades, for example.
Talk to Uncle Ken
After all the enemies have been killed, talk to Uncle Ken. This is your chance to convince him to come with you to Far Harbor rather than stay in the national park tourist center alone among enemies.
Tell Uncle Ken that Mitch wants him to move to a safer place (medium persuasion level). But don't think that persuading him will be easy. If he falls for the first persuasion, your second round awaits (persuasion level - medium and difficult).
Don't leave without checking out the visitor center, there's some interesting stuff waiting for you.
Quest "Reformation" - a story quest in the popular game Fallout 4, leading to one of the peaceful endings of the Far Harbor add-on. Quest "Reformation" is an alternative to the “power” quest “Cleansing the Earth”.
For convenience, use summary:
Walkthrough of the quest “Reformation” (DLC Far Harbor)
The "Reformation" quest leads to one of the "peaceful" endings of the Far Harbor DLC in Fallout 4, in the previous quest "The Way Life Should Be", the main character learned that DiMA was involved in the murder of Captain Avery and her subsequent replacement with a synth. The main character decided not to tell the settlers of Far Harbor about this, so as not to provoke a subsequent conflict, because it is clear that upon learning this news, the settlers will first kill Avery and run to destroy Acadia. Instead, the main character decides, with the help of DiMA, to replace the head of the children of Atom, confessor Tekta, with a synth. To do this, you need to somehow lure Tekt out of your home and, after eliminating him, replace him with a completely identical synth. These are the problems the main character will have to solve in the “Reformation” quest.
Task #1: “Visit Confessor Martin’s old hideout”
After the main character and DiMA come to the decision that Tekt needs to be replaced, they begin to come up with a plan to lure Tekt out of his home. The solution to this problem is found by DiMA; it turns out that Tecta is very afraid of the return of the former head of the children of Atom - confessor Martin, whom everyone considers dead, but no one has seen the corpse. DiMA invites the main character to go to Martin’s abandoned hideout and get there any halo recordings with the voice of confessor Martin, based on these recordings, DiMA will make fakes, after listening to which you might think that Martin is going to return and take power from Tekt.
Therefore, the main character needs to go to an abandoned shelter and look for halo records there. There may be wild ghouls lurking around the hideout, but they are not a difficult enemy.
Task #2: “Transfer records to DiMA”
Having received the records, we return to DiMA, he quickly prepares a fake and gives it to you with the task of ingratiating yourself with Tekt.
Task #3: “Gain Tekt’s trust”
It’s quite easy to gain trust in Tekt, you just need to complete a couple of quests for the Children of Atom faction and the trust of the confessor Tekt will be yours.
Task #4: “Show the fake post to Tekt”
After the main character has won the trust of Tekt, you need to show him the halo-recording. During the conversation you will tell Tekt that you found a halo-recording from which it becomes clear that Confessor Martin is going to return and overthrow Tekt, and since you are loyal to Tekt both in soul and body, then you will help him develop a plan to prevent Martin from coming. But it is worth discussing this in a place where you cannot be overheard, for example in the tunnels that run under the control center. Apparently Tect had been expecting something like this for a long time, because he immediately believes in this fake and agrees to a meeting in the tunnels.
Task #5: “Eliminate Tekt and hide his remains”
We follow Tect into the tunnels under the command center. After he is left alone with the main character, there are 2 possible paths:
- You can, as planned, kill Tekt; he has long been just a confessor, so he is no good as a fighter. It’s easy to kill Tekt, and you can remove unique equipment from his body;
- You can tell Tect that DiMA ordered to kill him, and convince him to leave the island and never appear again, he loses power, but his life remains with him.
June 24, 2016 17:23
Fraction: Residents of Far Harbor
Locations to explore:
- Far Harbor
Meet Captain Avery
After you stood up for the Corps along with the people of Far Harbor during quest “A Walk in the Park”, Captain Avery is ready to trust that you will not create problems and asks you to help her people: Sailor, Cassie and other residents of the dock. Even if they brush off your help. And thanks you in advance.
Help the residents of Far Harbor
Some of the residents will ask you for help, while others will need to offer it. Each of the residents has their own problems, but you can help each of them. And of course, not for thanks, but for a reward.
Help Cassie Dalton (Optional)
Cassie Dalton is an old woman, the last of her kind. She believes that the island took revenge on her family for their greed and greed and killed one family member after another. She needs revenge, and she asks you to do it for her. You will find her sitting at a table on the pier near the entrance to the Last Resort bar. She will give you quest "Blood Wave".
Help the Sailor (Optional)
The sailor is impressed with how you defended the Corps along with the residents of Far Harbor. She may even come to you to ask for help. The sailor monitors the condition of the Corps and its fortifications. To repair it, she requires special power tools, which can be found at the Eagles Cove Tannery. If you agree, you will be activated quest "Hole".
Help Captain Avery (Optional)
Captain Avery will also need your help, but not right away. This quest will appear after you reach Acadia with Longfellow in quest “A Walk in the Park”.
Captain Avery is worried about the city's water supply because the fog capacitors that protected the road to the nearest water treatment plant have failed. She sent Howard Dunabar there, but he did not return. She hopes you'll go investigate and, if the worst happens, fix the fog capacitors instead of Howard. This quest is called "Safe Way".
Talk to Teddy Wright
If you haven't completed all the quests listed above, then at least make sure you talk to the said villagers who were offered to help, just so you can get quests from them and complete them later.
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