Fallout 4 restore power to the transmitter. Story quest “greentop greenhouse: clean up”

Some time after reviving Sanctuary and helping the settlers, Preston Garvey will turn to the Survivor with a new request - to help return the castle, which once served as the main base of the Minutemen. The castle is well fortified and located in a strategically important place, and most importantly, it has a powerful radio transmitter capable of covering the entire territory of the Commonwealth. According to Preston, with the resumption of the radio station, help to ordinary people will become more timely and many more settlers will want to join the Minutemen. The question arises, what made the Minutemen leave the Castle, if it is so reliable? Harvey told sinister story about a monster that came out of the sea and destroyed the fort. A lot of people died in that battle, and those who remained left the base in fear for their lives.

Having agreed to assist in the liberation of the Castle, we set up our Pip-Boy and set off to our intended goal. Preston Garvey and the assault squad will be waiting for us at the walls of the Castle, in an abandoned diner nearby.

Note
The optimal weapon for dealing with a brood of swamp cubs is melee weapons or pistols that spend little AP to quickly fill the critical damage indicator. At the initial levels, it is best to wear power armor in order to survive the fatal damage from the Swamp Queen.

Having arrived at the designated target, Harvey and his squad will offer us one of the attack plans, namely:

  • Lure
  • Hit from both sides
  • Frontal attack

We choose one of the most optimal options for us. Smoking trunk and furious fight are waiting, forward to the assault on Fort Independence, it’s time to put an end to the damned monster and return the Castle!

The first step is to clear the courtyard and walls of the castle from invaders and their offspring. Swamper eggs will be marked with a marker on the Pip-Boy. And in order to avoid unnecessary problems, it is better not to hesitate, because the Survivor will have to fight with a terrible beast lurking in the depths of the sea - with the Queen of the Swamps herself!

The enemy will turn out to be an extremely dangerous creature. The queen causes severe damage in melee, spits out an equally dangerous poisonous liquid and gives birth to an endless stream of cubs that will attack the Survivor until we are done with their mother. Attack the monster at a sufficient distance, the castle walls will serve as an excellent shelter for the Survivor, and the launcher hidden in the main room will come in handy.

Note
Now the Survivor has access to a workshop and a new settlement - the Castle.

Having dealt with the Swamp Queen and her brood, the Survivor lies in front of new task- Preston Garvey asks to repair the radio transmitter, which is so necessary for the broadcast of Radio Liberty. To turn it on you need ten units of electricity. To do this, you need to build two electric generators of five units each (since there will not be enough resources for one large generator), connect them together with electrical wiring and stretch the cable to the radio transmitter.

Note
On the desk next to the radio transmitter is the magazine "Pistols and Bullets".

Having reported on the work done, Preston did not skimp on praise - this is truly a great event; the Minutemen have not done anything like this for a long time. Now that Radio Liberty is finally working, the Minutemen can always contact the Survivor and tell them which settlement needs help. Thus, we will unite all residents of the Commonwealth and ensure that this union survives!

Target. Talk to Shank.

Go to Shank, who is located near the Yader Town market. Talk to him about everything and agree to establish yourself in the Commonwealth.

Target. Capture an outpost for the gang.

Decide what to do: try to ask the settlers to leave the outpost, or destroy them along with the raiders. The first option is selected.

ATTENTION! When Shank asks which gang you will give the territory to, remember who has how much at their disposal. In total, five different locations were captured. Two each went to two gangs, one to a third. Or did you give everything to one? Then a war will definitely break out! If you acted wisely, as described in the previous suggestions, then give the outpost to the gang that has one zone at its disposal.

Next, you will need to select an outpost located near the settlements. Shank recommends the following outposts: Sweatshop, Krup Mansion, Tuffington Boathouse, and Greentop Nursery. The solution is the Greentop greenhouse.

If the selected settlement belonged to you, then you will lose control over it, after which you will have to capture it again. This was the case in my case with the Greentop greenhouse.

Shank, the boss's advisor.

STORY QUEST “GRINTOP GREENHOUSE: CLEAR”

Target. Greentop Greenhouse: convince residents to leave the settlement.

Move to the settlement, talk to the main one, marked with a marker. Use Charisma multiple times if you don't want to waste caps. On the other hand, you can tell the residents to leave immediately, and then offer about 1000 caps.

Target. Build a signal flag for your gang in the workshop in the Greentop Greentop settlement (or the location you choose).

Use the workshop, go to the very last section (new) - “Raiders”. Select the first item - flags. Depending on which gang you are giving territory to, plant a signal flag.

Target. Meet with the squad.

Just chat with a marked member of the selected gang, who, in a group with his friends, will arrive at the newly captured settlement.

Target. Talk to Shank.

Chat about everything with Shank, who will tell you that now you need to provide the ranger outpost with supplies.

Target. Force settlements to supply your gang with supplies.

There are two ways - either resolve it peacefully, or get into a fight, like last time. The first option is selected. So, now all gangs have the same number of zones - some have two zones in Yader-Mir, while others have one zone in Yader-Mir and an outpost on the territory of the Commonwealth. Therefore, you can choose any gang that will look after the settlement that delivers supplies to the outpost captured minutes earlier. Make a choice (in our case – Adepts).

Select a settlement from the possible ones.

STORY QUEST “COUNTRY CROSSING: EXTORTION”

Purpose (optional). Turn on the radio transmitter in the Greentop settlement of Teplitsa.

First, return to the captured settlement, a raider outpost. Enter the workbench menu, go to the “Raider - Resources” section and select the Yader-Mir transmitter. Having created it, install it at any location. The task is completed even without connecting to power.

Target. Country Crossing: Convince the villagers to supply your gang with supplies.

Just chat with the settler and try to negotiate using caps or charisma.

PLOT QUEST “HOME, SWEET HOME” (CONTINUED)

Target. Talk to Shank.

Return to Yader Town again and talk to Shank. It turns out that enemy raiders are about to attack your outpost in the Commonwealth. It's up to you to decide whether to communicate with them or kill them. Because this bad people, you can even go into battle without hesitation.

Target. Greentop Greenhouse (or an outpost you captured): Meet with a raiding party.

Return to the outpost you captured, where one of the three gangs is located. Talk to the gang members to update the objective.

Target. Greentop Greenhouse: protect the settlement.

You can use charisma to drive away the raiders, or silently attack them.

Target. Talk to Shank.

Report to Shank that you completed the task. Shank will complete the introduction and introduce you to the contents of the outpost.

Send Shank to an outpost, or offer to carry out additional operations (to capture other points).

Purpose (optional). Talk to Shank about new operations.

Target. Provide the outpost with everything necessary (N%).

If you have this task, then something is missing in the outpost. There should be no problems with food, so the marker will probably point to the workshop. Make sure you have enough energy, bed and protection. Be sure to add an amplifier to the transmitter that increases the signal from the Yader-Mir radio wave and, for example, a kiosk with medications. In general, something that improves the mood in the settlement. You need to achieve 100% results.

Target. Create raider outposts (1/3).

In total, you need three captured and well-functioning outposts. There is already one. Just communicate with Shank, choose operations, create an outpost. Click on the outpost you would like to capture. Shank will tell you whether it's possible or not. If not, then choose another place.

When you capture two outposts, and there are three in total (when capturing, you need to either convince the settlers to leave, or kill them, and then hang a flag through the workshop), then the task will be completed. But a new one will become available - “Demonstration of Force”.

NOTE. If you want to access the tribute chest, you will need to create five more, for a total of eight raider outposts.

STORY QUEST “DEMONSTRATION OF POWER”

Target. Talk to Shank.

This happens if one of the gangs does not like that others have more territory. Return to the indicated Yader-Mir location and talk to the gang leaders who are waiting for you.

There are two options:

– Or look for a previous save and make one of the decisions in favor of the gang (give them territory).
– Either agree with these circumstances and go to destroy the gang and its leader.

In any case, one of the gangs will not like something after the previous task. You will have to destroy it! You can simply choose which gang you want to get rid of - give the last two outposts from the previous quest to the gangs you want to keep.

In our playthrough, a gang of Adepts was destroyed.

After talking with the leaders of the other two gangs, you will have no choice - you need to agree to severe punishment for the traitors.

Target. Find and kill Nisha (or the leader whose gang you are destroying).

Go up the mountain along the path, kill the gang members. Go inside the Yader-Mira power plant. You need to climb to the very top of the power plant, killing enemies along the way. Next, get out onto the roof and deal with the last enemies and the gang leader.

The Yader-Mira power plant, where an enemy gang has settled.

Target. Take the key to the control center.

Search the gang leader's body to collect the key to the control center.

Target. Get to the control center.

Enter the blue building on the roof using the same key.

Target. Activate the main switch.

Interact with the marked remote control with the button. This way you will return electricity to Yader-Mir.

Target. Talk to Gage.

After talking with Gage, you will complete the storyline of the post-apocalyptic RPG Fallout 4: Nula-World add-on to the website

FALLOUT 4: NUKA-WORLD ENDINGS

The game has several endings - one bad and three good.

First you must understand that you will not be able to keep all three gangs alive. The starting point for which ending you will earn starts with Yader-Mir. You yourself choose the gangs that will live in a particular territory.

First ending. Bad-good

SIDE QUEST “HUNTING SEASON”. GOOD ENDING?

At the beginning of Yader-Mir there is the Yader-Town market. Go through it, the door on the left. Here you can purchase useful items. One of the traders' names is Mackenzie. Talk to her and get an offer. She will offer you to kill all the gang leaders. What will come of this? Let's check!

Target. Find and kill Mason.

Target. Find and kill William Black.

Target. Find and kill Maggie Black.

Target. Find and kill Nisha.

In general, you will have to destroy the leaders of three (the Operators have two leaders), then return to the market, clear everything there and talk to Mackenzie. This way you will free all the slaves and save Yader-Mir. But all tasks related to the storyline and the capture of the park will be failed. It seems that the gangs have been destroyed, but you will not get satisfaction from this.

Second / third / fourth endings

You have already received one of them. To take others, you need to pay less attention to Operators or the Pack in order to destroy them.

ATTENTION! Depending on which gangs remain, you will receive unique perks - one per gang.

The Operator perk is called “Professional”. The level of stealth in the shadows and damage from silenced weapons increases.

The Pack perk is called "Pack Leader" (in the ability section look for "Pack Alpha Male"). Damage resistance is significantly increased, and the damage dealt in melee and melee weapons also increases.

The Adept perk is called "Adept". Killing enemies with melee weapons restores 25% of your Action Points.

SIDE QUEST “STRICT DISCIPLINE” (REPEATED)

The task is taken in the lair of the Adepts from their leader Nisha. Talk to her to learn about the goal.

Target. Rexford Hotel: Put a collar on the target (Scavenger).

Return to the Yader-Mir monorail and ride it to the Commonwealth. Move to a location not far from Good Neighborhood. Approach the indicated point and follow to Good Neighborhood.

Walk around the building to the left and enter the Rexford Hotel. Move towards the target, which is in the back room opposite the entrance. There are three options:

– Press the CTRL key to enter stealth mode, then approach the Scavenger and press R to put on the collar (the corresponding inscription will appear). In this case, if you succeed, no one will raise the alarm.

– You can approach the Scavenger and use charisma during the dialogue ( easy level) to suggest wearing a necklace. But in this case, Markovski and his bandits will attack you, as the Scavenger will raise the alarm.

– The third option is to invite the Scavenger to come with you. Mid-level charisma required! If he agrees, go towards the exit and through the blue door on the right. Go downstairs. Here you can use the second option, asking the Scavenger to put on the necklace through the dialog box. He will scream, but no one will attack you.

Target. Return to Nisha.

Return on the Yader-Express to the Yader-Mir park, where you will report to Nisha about the completion of the task.

SIDE QUEST “GUARDING THE GOODS” (REPEATED)

Target. Meet with the squad.

This side quest Everything is taken from the same Nisha, the head of the Adepts. A mandatory condition is to complete her previous task called “Strict Discipline”.

Navigate to the Commonwealth, select the nearest control point to the marker - for example, “Atomic Cats Garage”.

If you take this route, you will meet several Minutemen along the way. The fact is that it is they who will attack the detachment of Adepts in the future. Don't touch them for now, go further to the indicated building. The task should be updated.

Target. Kill all opponents.

Kill all the Minutemen that attack you. Hide inside the building, behind the remains of a nearby car, to attack some of the enemies and hide from others.

SIDE QUEST “NEED TO THROW OUT THE GARBAGE”

Target. Kill the Scavenger in the Bench location.

The task is given by Nisha, the leader of the Adepts. A prerequisite is to successfully complete the previous mission “Guardian of the goods”.

Talk to Nisha and learn about the defector who went to the Operators. You need to eliminate the target. Follow to the Commonwealth, move to Diamond City. In the city, go down and to the right. Find the entrance to the Bench building. Inside, the Garbage Man will be sitting on the sofa. There are two options:

– Or you kill him in front of everyone and engage in battle with the rest of the characters, among whom there is an important NPC for the original Fallout 4.

– Or you invite the Scavenger to go with you (if you used this option in one of the previous quests, then charisma is not required). Take the Scavenger to the back room and shoot him accurate shot to the head.

Target. Return to Nisha.

Return to the quest giver in the Adept camp and complete the task.

SIDE QUEST “THE THING WAS SECRET WILL BE REVEALED

Target. Meet with the squad.

The task is taken from Nisha, the head of the Adepts, after completing the quest “We need to throw out the trash” (required!). Talk to the woman in the Adept camp, on the top floor.

Move to Commonwealth, to Andrew Station. Move north, where a squad is waiting for you.

Target. Kill the guards near the cache.

Enemies will be everywhere - outside and on the territory of the place where the cache is located. One enemy will probably be at the top. When you kill everyone, return to Yader-Mir and report the work done to Nisha.

ATTENTION! After this task, Nisha will continue to give out new ones, but similar to those that already existed - attach a collar to another Scavenger, eliminate him, etc.

SIDE QUEST “ONCE AND FOR ALL”

This is the first task that can be taken from the leader of the Operators - Maggie Black. Just talk to her in the Salon.

Target. Kill the Super Mutant Leader in the Long John's Landfill location.

Go to the indicated location in the Commonwealth. It will be here great amount super mutants, but your target is marked with a red marker. It is enough to destroy this enemy and hide from the rest. You can use a rocket launcher to finish off the enemy faster. Return to Maggie and turn in the quest to her.

SIDE QUEST “IMORAL BATTLE”

When you're through storyline, leave the Commonwealth and return to it again, you will hear a message from a passerby: someone has come for a test.

Target. Talk to Fritsch.

Go inside the indicated Yader-Arcade building and talk to its owner, a raider named Fritsch. There are three options for the development of events (a person appeared who went the same way as you):

1. You are fighting a poor fellow from the Wasteland.

2. You state that you will not fight. In this case, he will be buried in the labyrinth.

3. You order Fritsch to release the man. The task will fail.

Target. Enter the Yader-Mobilchikov arena.

If you agree to fight, this task will appear. Prepare for battle. The match will take place in a 1 vs 1 format.

When you restore Sanctuary Hills and help the Minutemen, Preston Garvey will tell the story of Fort Independence. Once upon a time, the main base of the Minutemen was located there. The main goal of the quest: regain control of the fort.

Using the marker on the radar, follow the meeting point. There will be Minutemen located near the diner. Before attacking the Fort, you will have the choice of attacking directly through the main entrance, splitting up and attacking from the flanks, or trying to lure your opponents outside the Fort and ambush them.

After choosing your plan of attack, attack the fort and deal with the Swampmen. Try to shoot them in the head, since the body of the monsters is quite protected. Keep your distance if you don't want to get hit on the hump with a claw. Most of the enemies hide underground and pop out when you get too close.

After defeating all the Swampmen, you will need to deal with their eggs. Eggs are found in the Fort Independence courtyard, indoors, and even on the walls. You need to be very careful, because the Swampmen themselves are often hiding next to the clutches. Shoot all the eggs so that little Swampmen do not hatch from them.

Around this time, a huge monster will appear on the location. This is the female Swamp queen. A very, very powerful enemy that you have to destroy. In melee mode the damage is huge. In addition, the queen can set cubs on you, spitting poison that kills you in a matter of seconds. During the battle you need to be inside some room. Periodically look out from the shelter and shoot at the queen. You can find a launcher with missiles. They are here! After destroying the queen, kill the remaining Swampers and prepare for the next task.



Go to the courtyard where Garvey gathers all the surviving faction members. Preston requests that the radio transmitter in the center of Fort Independence be activated to inform the Commonwealth members of their return. You will need ten units of energy. To do this, construct two large generators, then connect them together with a wire and extend another wire to the radio transmitter. Activate the transmitter.

After you're done, talk to Harvey Preston. This will complete the quest.

Old Guns

At the end of the previous task, you need to talk with the last leader of the Minutemen, Garvey, and find out about Ronnie Shaw. If Harvey does not want to share any information with you, then you need to wait a while. Shaw is one of the surviving Minutemen waiting inside the Fort. Return inside the Castle and find Ronnie. After talking with a fan, you will receive information that military weapon Minutemen are hidden in the arsenal under the walls of the Castle. Follow Ronnie to the place where you can go down to the weapons warehouse. Activate construction mode and clear the rubble. You will see a tunnel that you need to go into immediately.

Defuse mines and traps, of which there are quite a lot in the tunnels. There are also enemy turrets here. Moving forward, reach the huge hall where the Sergeant security robot is activated. He attacks you immediately. The enemy is strong. Therefore, do not rush to enter the room. Temporarily hide in the corridor, periodically looking out and shooting the enemy. It is advisable to use energy weapons against him in battle. The missiles he fires at you kill you almost instantly. Let Ronnie and the other Minutemen distract the enemy, since he still won’t be able to destroy them. After defeating the Sergeant, find the corpse and read the notes of the Minuteman General. Get to the weapons depot (arsenal).

Inside armory a lot of weapons that you can take with you. Don't forget to take the blueprint with a new defensive weapon. Talk about everything with Ronnie Shaw, who will order that very weapon be made and installed in the castle, and then tested. Activate the “Construction” mode and enter the “Special” section. Here, find an artillery installation and create a new weapon. After this, assign one of the Minutemen to oversee the installation.



After the cannon is built, talk to Ronnie again. Get flares from her. The woman will ask you to test a new or old weapon. Follow the marker on the map to the diner where you met the Minutemen before attacking Fort Independence.

Activate the radio and select the Radio Liberty wave. Listen to the messages, throw a smoke grenade at the indicated location, run away as far as possible. When the fireworks show is over, return to Harvey Preston and talk to him about everything. For completing the quest you will receive a reward!

Expansion

This quest is repeatable. He is issued on an ongoing basis by sniper Harvey Preston. In addition to the word “Expansion,” the quest title always contains a prefix with the name of the settlement. The goal of the quests in this series is the same. Harvey Preston will indicate the name of the settlement where you should go. There you will need to completely destroy raiders, ghouls and super mutants. After clearing the area, you have access to a new place - the workshop. A recruiting beacon is being built in the settlement. After this, you can return to Harvey and turn in the task. The lighthouse will allow other Minutemen to follow the signal and settle in that same village.

The settlement is threatened by enemies

This is another type of repeating quest. When you get to the settlement, talk to its resident and find out that they are being attacked by opponents. You will have a new place on the map, where enemies are constantly coming from. Go there and kill everyone you see. Check your Pip-Boy periodically. When all the enemies are defeated, the “Cleared” message will appear in the pip-boy at the location. Head back to the settlement and talk to the person who gave the quest.

Settlement defense

You will also receive messages for help from time to time on your Pip-Boy. You need to help the settlements that belong to you. Follow the marker on the map and get ready for battle. Destroy the attacking enemies while preventing the village residents from dying. Fortify settlements, create strong walls and strong defensive weapons. Place traps, mines, etc. If you do all this, then enemies will be less willing to attack the area.

If you do nothing, take no action, do not react in any way to the incoming signal asking for help, then the settlement will be captured by opponents.

Oberland Station: Raiders threaten the settlement

This quest is given by Preston Garvey. This mission will become available only when you fulfill certain conditions, namely: the “First Step” assignment has been completed, you have agreed to become a general of the Minutemen. So, you must communicate with the inhabitants of the Oberland station. Harvey Preston is a strong teammate to take with you. On high levels complexity, he is a valuable ally and partner.

When you arrive at the Oberland station, find the resident marked with the marker and talk about everything. Raiders are blackmailing residents for supplies. Naturally, you must help them. Head towards Diamond City, where the next marker is located. Kill three raiders outside and a whole group of enemies inside the building. You will also encounter turrets. After the area has been cleared and the target has been updated, go back to the Oberland station and chat with its inhabitants. Next, talk to Harvey Preston and gain experience. Quest completed!

Settlement "Somerville Place": The settlement is threatened by raiders

The mission can be received from Harvey Preston or from local residents of the town itself. In any case, you will need to communicate with the townspeople. Next, follow to Hyde Park (you will need to cross the swamp) and completely destroy the raiders. Report on the completion of the assigned task.

Expansion. Restaurant "Starlight"

After helping the residents of Oberland Station, you spoke with Harvey Preston and received a reward. He will immediately give you the next task. Move to the indicated location and clear it. Set up a recruiting beacon and report to Harvey that the mission has been completed. There is nothing supernatural here.

Cleaning up. Greentop Greenhouse

Follow to “Greentop”, where you need to talk with one of the village residents who is begging for help. You must clear a certain location from monsters. Surprisingly, the place that needs to be cleared is located almost at the other end of the map. If you decide to complete the task, then follow there. Near the Sun Tides commune you will see Professor Goodfils. He won't talk to you. Clear houses, killing ghouls and bugs. Get ready to meet the legendary Ghoul. After you shoot him two or three times, the Ghoul will mutate and become a fairly serious opponent. Keep your distance. By the way, you can still use melee weapons with high damage.

There is a robot assistant here that can be reprogrammed. The terminal for this purpose is located in the center of the room. It will need to be hacked. If the hack is unsuccessful, remember that the robot is attacking you. After killing the Legendary Ghoul, return to Greentop and report to the residents about the successful completion of the mission.

Sweatshop: Greenskins

Move to the place called "Sweatshop". It is located in the northern part of the map. Intelligent Ghouls live in this place. Find Wiseman and talk to him about everything. He will tell you about the mayor of Diamond City, who drove out the intelligent ghouls. Wiseman complains about super mutants living nearby and constantly robbing ghouls. After opening the journal, select this task and move along the map to the indicated location.

At first glance, the task sounds simple. But you will be surprised that in the place that needs to be cleared, there can be two Legendary Super Mutants at once. More precisely, one Legendary super mutant and one Legendary robot. To kill them, your character must be highly upgraded and well equipped. And some tips for fighting:

Don't try to kill two legendary enemies at the same time,
kill normal enemies first,
Take powerful legendary weapons with you.

When you kill everyone, then go to Wiseman and talk. Now you can use the Sweatshop workshop. The most interesting thing is that Wiseman is ready to become a member of the Minutemen. Return to Sanctuary and talk to Preston Garvey. The quest will be completed.

Inner work

This quest will only be available if during the construction of the teleport for the quest " Molecular level"Sturges helped you. Start the quest "Establishment" closed type" At the Institute, access the terminal and insert the hologram recording, then delete the data. Complete the remaining main quest objectives and then return to Sturges. You can give the hologram recording to any of the factions. This will not prevent you, for example, from collaborating with the Minutemen in the future.

Minutemen's Choice

This quest will be available if you have been expelled from the Institute for any reason. This can happen, for example, if you refuse the Father's first offer. Chat with Harvey Preston on all possible topics. Harvey will either say that you need people (you need to take control of at least eight settlements), or he will say that you already have all this. In the second case, Harvey will also report that the Institute is going to attack the Castle. After this, the next quest will be activated.

Castle Defense

After you have eight settlements, this quest can be taken either in a conversation with Preston Garvey, or upon returning to the Castle. Listen to the Radio Liberty frequency to find out where the attackers will attack from. When defending the castle, pay attention to the state of the generators and synthetics that will teleport through the walls. This is a long and drawn out battle. You must carefully prepare for it by building the defense of the Castle. First, repel the Institute's attack, and then talk to Preston and Ronnie Shaw.

Minutemen ending

So, your connection with the Minutemen has reached its climax. The next step is an attack on the Institute. Chat with Preston and Sturges, who will tell you that there is another way to the Institute. The data you stole during the quest " Inner work", revealed interesting facts.

Head to the river in Cambridge, east of Greentech Genetics. It is recommended to take power armor or radiation protection suit with you. Immerse yourself in the water and swim towards the marker. Activate the keyboard. After opening the gate, go down through the pipe to access the sewer. Follow the arrows through the sewers. Hack the terminal and the lock on the door, go through the hole in the wall. Follow the security door to the northeast of the first passage. Get to the open pipe and follow it through to get to the Institute. Open the hatch to go inside.

Download the sequence that Sturges gave you. This will allow Preston to teleport to the Institute. Talk to him to get the device. Make your way through the indicated area, killing any synthetics that get in your way. Follow the hatch to get to the biological research laboratory. Move towards the reactor. Press the central elevator button to enter Father's room. You will receive a password for it or you will have to hack the terminal. Do one of two things and activate the lock. When Preston asks for a favor, choose whether to help him or not.

Go back to the reactor room. If you have not evacuated the center, you will meet synthetics and scientists. Gain access to the reactor door and activate the housing. Sturges will teleport you to the control room. Talk to Preston, after which Sturges will talk about some child nearby. Chat with him, after which you will have a choice:

Agree to save him, after which Sturges will look after him,
say that the child must stay.

Move to the roof of the Mass Fusion building, where you can press the button to complete the mission. Talk to Harvey Preston to complete the last task and see the ending.

Joint forces

This quest will only be available when the Brotherhood becomes hostile towards you. When this happens, talk to Harvey Preston and create an artillery installation for defense. You must build these installations in five different settlements that you control. When the installations are in place, talk to the Minutemen radio operator and give the order to open fire. The Brotherhood will counterattack. Defeat them and speak with Preston again to complete the task and receive a special reward.


Additional quests for the Minutemen
First step

This is another quest for the Minutemen faction, which will allow gamers to visit several new locations, the first of which is Tenpines Bluff. From there you will need to go to the Corvega plant to clear the building from raiders.

Talk to the residents of Tenpines Bluff

Open your Pip-Boy and look at the map to see the location of Tenpines Bluff. You can go there through Concord, or directly through the forest. You can use the dot at the bottom of the screen to move in the right direction. Kill various opponents along the way. In general, get to the settlement.

Kill raiders at the Corvega plant

After talking with the villagers, you will need to move south. The place you are going to needs to be walked around on the left side. If you move along the flank, you will encounter a minimal number of Ghouls. These are not such dangerous opponents, but if you don't have good weapons, then it’s better not to mess with them. When you get to the factory, try to find any door other than the main entrance. By the way, there is a passage nearby with one guard and a turret. Be careful as there are other raiders on the rooftops. Take your time, kill them one by one.

When you find yourself at the factory, kill the enemies in the first rooms using a shotgun. Pay attention to the fountains that will allow you to restore your health. The plant itself is a kind of labyrinth, therefore it is pointless to describe all the movements from room to room. Use a shotgun in most cases, since enemies will attack you from close range. Search their bodies for loot. Use Molotov cocktails and grenades to kill enemies in cover.

After clearing the top floor, exit through the door onto the roof and kill another dozen raiders. If you kill all the raiders on the roofs, but your mission objective does not update, then simply return inside the building and look for the remaining enemies.

Report to the residents of Tenpines Bluff about the successful completion of the mission

When the work is done, search the plant, collect useful items, and then leave the building through any door. Open your map and fast travel to Tenpines Bluff. Inform the village residents about the successful cleanup.

Return service

Go to the Abernathy farm and receive this task. You are first ordered to obtain a medallion located at the Olivia satellite station. Follow the location and talk to Mr. Abernathy. He will tell the story of the raiders who killed his daughter and took the medallion. Head to Olivia Station and kill everyone you see. There will be one raider here with power armor, so be careful. On the lower tier, find and take the medallion. Return to the farm and give this medallion to the quest giver. Abernathy will join the Minutemen.


Can't complete the quest Storming the Castle? Here you will find instructions on how to complete the task the first time and what secrets and Easter eggs await you inside. You will find out where the weapons are hidden and how to deal with the Boss.

Fallout 4: assault on Fort Independence, walkthrough

Preston Garvey gives this task, saying that in order to restore the Minutemen’s former strength, they need to rebuild their old base, which is located on the territory of the Castle. To do this, he will invite the hero to meet near the Castle when it is ready, and the Pip-Boy will appear Fallout quest 4 Assault on Fort Independence. Until this quest is completed, we will no longer be able to cross paths with Preston.

The main task will be to clean up all kinds of evil spirits in Fallout 4 Fort Independence. The hero learns that the castle was destroyed by an unknown creature that crawled out of the sea and firmly settled there, scattering all the inhabitants. Assault on Fort Independence Fallout 4, the walkthrough will begin when you find a group of Minutemen led by Preston in a destroyed house, not far from the Castle. He will offer to choose one of three plans for clearing the territory. What you choose doesn't matter of great importance, the result is the same - a serious battle with monsters awaits you ahead. Your opponents will be a whole bunch of swampers, big and small. Advice: take a partner with skill and stock up on heavy weapons.

Part one

Fallout 4 passage of Fort Independence will be a real test of your strength and accuracy. The first task will be to clear the yard. You will be attacked by soft-shelled Swampers, whom you have probably already met and know how to deal with them. Advice: shoot accurately in the head, one or two hits are enough for them to die quickly. A lot of trouble will be caused by nests with swamp eggs from which Cubs will hatch. All these evil spirits will consider you their main enemy, so if possible, immediately shoot as many eggs as possible before any of them hatch yet.

Part two

After the adults are killed, it is necessary to destroy the remaining eggs in the nests in the yard, inside the building and on the walls. Attention: do not rush to destroy them! First of all, check all the nooks and crannies of the castle for weapons and ammunition, as they will be very useful in the final battle with the monster.

By destroying the eggs while completing the Fallout 4 Assault on Fort Independence quest, you will find that an enemy has appeared that is much more serious than the various small fry - the Uterus of the Swamp. Now we will see with our own eyes who destroyed the Castle.

It would not be difficult to kill her by hiding in the building and shooting from the loopholes and windows. The problem is that she appears before you destroy all the remaining eggs and swamps on the territory of the Fort. Plus, during the battle, she manages to spawn entire flocks of Cubs, which will not have any difficulty getting you even inside the Castle.

In progress last battle you will have:
Boss - Swamp Queen, who spits acid;
a bunch of different small fry that you can’t hide from, and that will chase you and constantly annoy you.

The main damage will be done by the Matka, spitting acid rain at you, from which even power armor. Caught in acid rain. immediately go into the Pip-Boy and start healing, since the damage from it is not instantaneous, but lingering and you simply won’t notice how you die. The giant is well damaged by the launcher that you will find in the building and the rockets to it. You can deal with small items using a flamethrower and charges for it, you will also find them in the building.

Final part

The next task will be Fallout 4 Assault on Fort Independence to turn on the radio transmitter. To do this, you will need to build generators with a total capacity of at least 10; if possible, build 15 at once. Hold down the V key and the construction menu will become available to you. We make generators and connect them to the remote control, after which Preston will be delighted, we talk to him and the quest will be accepted.

Adviсe

The task is completed, but it’s too early to leave, since the Castle is also your settlement and needs to be equipped. From the created generators, draw a wire to an inconspicuous post that stands inside the yard near the hole in the wall. This way, you can electrify the entire Castle, since the wiring and lighting inside are already installed. Also, if there is enough power, the water treatment plant, which is already connected and located behind the castle, will automatically start working. In this simple way you will solve your water problem.

If you are curious, you will find a basement in Fallout 4 Fort Independence. To do this, in construction mode, find a blockage in one of the rooms and dismantle it, this will lead you to a dungeon with chemicals. laboratory and a small warehouse of provisions and weapons, you can also find a nuclear unit below.

Backgammon