Fallout 4 Misty Visions walkthrough. Misty visions. Task #4: “Find out where the rocket launch key is”

14.03.2021

Before you begin completing the main tasks, make sure that you are prepared for the increased level of radiation on the skeleton. Don't forget about the new armor sets and rad-x. It is also worth starting the task with a sufficiently pumped up character.
After completing the task " Revelation", a new thing will appear in the Pip-Boy - you need to listen to the message from the Valentine detective agency. Go to the “Radio” tab and listen to the message. After that, go to Diamond City and talk to the agency Ellie. Now you need to go northeast to the fisherman's house - Kenji Nakano.

Talk to the family and go to the missing girl’s room, you need to collect her holotapes. After looking around, go to the boat house, which is located near the lake. Inside you will find a safe that can be opened using a key, it is hidden in a photo frame on the table.

Listen to the holotape found in the safe, and then talk to Kenji. After telling the girl's parents about the findings, go to Far Harbor, to do this, sit on the boat near the pier.

Walk in the park

Sailing to Far Harbor, talk to Captain Avery, which is waiting for you at the pier. After asking her about Kasumi, your conversation will be interrupted - the city was attacked and the residents need your help. Follow the captain to the wall and help fight off the attack deepthroats And anglerfish. Having dealt with all the enemies, you will be treated more trustingly, and you can learn new information.

After talking with everyone, go to the tavern " Last refuge"(located in the center of the settlement), there you need to talk to old Longfellow(next to it you can find “ Islander's Almanac"). Stock up on stimulants and go to the Acadia. On the road you will come across trappers - these are local thugs. There will be quite a few of them, so it is better to take them by surprise and act covertly. Having dealt with the enemies, you should not relax; on the way you will meet ghouls, swamp creatures and other mutants. Follow Longfellow along the path, he will lead you to one of the followers Children of the Atom. You can find out more information from her, then run after the old man. Once in Acadia, you can ask Longfellow to become your companion, in any case, enter the observatory to complete the task.

Find your place

Go to the observatory and talk to Dima– the main synth who controls the settlement. From him you will receive several side quests and information about Kasumi. After finishing the conversation, go down to the lower levels of the observatory, where the girl will be. Along the way you can look into the laboratory Aster, here at the counter you can get “ Islander's Almanac».

After talking with Kasumi, you need to fulfill her request; you can do this in several ways:

  • eavesdrop on conversations from the warehouse next to the room where the meetings are held - on the lower level, break the door (if you can’t, contact Kogu) and stand near the glass to eavesdrop on the conversation between DiMa, Faraday and Chase.
  • Bypass the security on Faraday's terminal and gain access to his documents - go to the upper level of the observatory and hack the terminal (high skill required).
  • just asking DiMa is possible only with pumped up charisma.

In any case, you will find out the same information and you will need to load the program into the Faraday terminal. After loading, talk to Kasumi and head to Core.

Misty Visions

The marker will take you to Richter, he will send you to a radioactive spring from which you need to drink water. Be careful when setting out, because the radiation level will increase.

After drinking water, the color scheme will change, and you will need to follow the person. He will lead you straight to the Temple, after dealing with the ghouls, open the door, to do this, enter the password MOTHER.

Take the idol and return to Richter, after talking with him the quest will be completed

It's better not to remember

Go to the Core control center. Be careful, along the way you will need to bypass the security system (lasers, turrets) and deal with the robots that block your path. Having reached the control room, pull the lever to activate additional power. After this, load the Faraday program into the terminal. Now you need to solve puzzles and retrieve memories sequentially.

Your task is to direct the beam to the yellow pillar of memories and pave the way for the bugs who will retrieve the memories. To do this, place blocks so that the indexers can pass through and destroy the barriers by directing the beam in the right direction. Also place defense turrets to protect the indexers. And you need to do this several times. After receiving the memories, you will receive information about the location of the new armor and the coordinates of the BIP factory, so go there.

What life should be like

The factory you need is located in the center of the location and most likely you have already been there.

Still, you shouldn’t let your guard down, there are a lot of mutants near the factory, and there are even more of them on the roof - that’s where you need to go. After clearing the lower floors of the factory, go up to the roof and enter the factory through it. Go downstairs and hack the terminal (Valentine can help here). Open the door and go into the elevator, exit the elevator and dig up the grave, which is located down the stairs. Here you will find various things:

  • Holotape – “What's Done Is Done”
  • Avery's Locket
  • Avery Skull

These things will help you on your chosen path. Carefully inspect the factory and get out of it. Now you have a choice of endings, they are all different from each other and you decide who will survive and who will not.

Far Harbor endings

Good ending

Head to Acadia and talk to DiMa. Sint wants to maintain peace on the island and avoid war, agree to help him and go on the Reformation quest. Having agreed with his plan, go to the indicated marker in Martin's hideout. Here you need to take two holotapes - the first one is near the bed, and the second one is on the table.

Return to DiMa and talk to him, after which you need to persuade the High Confessor to meet. High Confessor Tect is located in the Core, just show him the holotape. Having done this, go to the Core control center and go to the marker on the mini-map. Here you need to kill the confessor, if you don't want to, you can just convince him to run away.

All you have to do is talk to DiMa, and then in the task “ Family Affair» send Kasumi home and talk to her parents. As a result, peace will reign on the island, and the girl will return home.

Neutral

Talk to DiMa and convince him to give up and tell the people the truth. Doing this will be problematic since you need a high charisma skill to convince the synth. Having provided the evidence to Alain, the trial of the synth will begin in Far Harbor.

Its outcome will be influenced by the number of additional tasks you complete; if there are few of them, the inhabitants will go to Acadia and Kasumi will die. DiMa will be executed, and you will need to take part in the destruction of the Core or the colony itself.

Worst

If you don't like the people on this island that much, you can kill them all. To do this, go to the Core and use the launch codes to destroy the cores. Run away quickly to avoid getting hit by the blast wave.


In order to destroy Far Harbor, go to the power plant. There you need to find fuses to open the door. Three fuses are on the shelves next to the closed door, and the fourth is near the large box. Behind the door, destroy the robot and in the terminal select the option " Turn off turbines" In order to put an end to Acadia and the synths there, turn to the Brotherhood of Steel. The result is that all the inhabitants of the island are dead, just like the girl you came here for.

Far Harbor, like the original RPG, it has multiple endings. The main task of the latest DLC today is find Kasumi girl on a distant island. Similar to what happened in the Wasteland, on There are also different factions on the island and the Hero has the power to help some of them and prevent others from achieving their goals. One way or another, the player’s actions will influence the development of the world and the plot.

We'll go into detail below in the guide. All endings and important decisions in Far Harbor.

In the Far Harbor DLC there is three factions: Children of Atom (Core), Far Harbor and synths (Acadia). Despite the fact that at first glance it seems that they have little influence on the world, this is absolutely not the case. They can be forced to live in peace, they can be destroyed, they can... a lot of things.

Choice of Acadia and synths

Basic solution regarding Acadia synths: destroy them or not. You can tell the Institute or the Brotherhood of Steel (whom you joined in the original game) about them, you can even report them to Captain Avery in Far Harbor or Allan (the arms dealer).

If you decide to destroy, you will receive a unique weapon the “Lucky Eddie” sniper rifle, the “Bane of Acadia” perk and the “The Way Life Should Be” achievement.

Kasumi will die during the massacre.



If you want to help the synths– just help DiMe, complete his tasks. Kasumi will survive. We described her fate below.

Far Harbor Choice

If you want to destroy settlement on the pier Far Harbor, then the easiest way is to play around with a wind power plant in the task “ Cleansing the land" As soon as ordered It's better not to remember you will find Capacitor disconnect code, you can immediately begin destruction.

Go to the wind farm service building and select Tempest at terminal 03 and then report to High Confessor Tect in the Core. You will also receive perk “Inquisitor of the Atom”, title “Inquisitor” and armor “Bastion of the Atom” (1 piece) and achievement “Cleansing the Earth”.




If you decide to help them, then after finding Avery's corpse in DiMa's medical laboratory, you can tell the truth about Avery or not. Tell me– the residents will get excited and rush to destroy Acadia, which will lead to the first point of the material on the destruction of Acadia (the same rewards). Keep quiet- everything will be calm.

Choice of Children of the Atom

Destroying a faction is easy, if you use the key to launch the missiles that are on the submarine where they have settled Children of the Atom and they call this place Core. Go to the center of the submarine, where the High Confessor Tekt lives, and behind his back, insert the flash drive into the terminal. Then quickly leave the Core.

Accordingly, you will receive perk “Far Harbor Resident”+5 to all resistances and achievement "Cleansing the Earth". But, if you decide to help them, you will have to destroy Far Harbor, and the rewards are described just above.

Peaceful (best) ending

But you can do it this way, for the three factions to live in peace with each other. During the mission What life should be like there is a moment for the Hero to tell DiMa about Captain Avery. Say that DiMa did everything right, and he can do the same to the head of the Children of Atom. As a result quest will appear - Reformation. Upon completion of all conditions, DiMa will control the entire island through new proxies and there will be no more bloodshed. The hero receives perk “Defender of Acadia”(in case of severe injury, with some probability you can receive a temporary large bonus to energy and normal damage).

Kasumi will live.

Ending Genocide (bad)

There is a way to destroy all factions. As a result, you will receive only one perk and no more rewards.

  1. Use launch codes to destroy atomic nuclei and explode the Core.
  2. Go to the wind farm and destroy Far Harbor (at terminal 03, select Tempest).
  3. Go to the Brotherhood of Steel and tell them about Acadia. They will send a detachment and destroy the synths.

Of course that Kasumi will die.

Kasumi's fate

Kasumi's story will end after you decide what to do with the island as a whole. She will return to her parents and tell the truth. Talk to her back on the island(before leaving for the mainland) and help me decide whether she wants to return at all or would prefer to stay on the island.

So, we managed to find out that DiMA's earliest memories fell into the hands of the Children of Atom. Now the Survivor is faced with the task of finding out what is contained in these memories. We set up the Pip-Boy and go to the “Core” - the habitat of the Children of the Atom.

Once there, we immediately see a terrifying scene of the interrogation and murder of one of the Children of the Atom by three armed men guarding the entrance to the “Core”. These are the local procedures - checking for lice.

The beginning of the acquaintance is not very successful, but don’t come back empty-handed! The first question from a tattooed big guy named Great Zealot Richter will be - “Are we sent from Far Harbor?” According to him, the inhabitants of Harbor are ignorant pagans who have usurped the land of Atom with the help of unholy technology (fog capacitors) and, in addition, oppress their missionaries. The right to enter the sanctuary of the Children of Atom will have to be earned, because only the chosen ones can set foot on the sacred land of Atom. Richter will tell you that there is a small spring not far from here. The chosen one of Atom must drink from it and get something. Sign. Experience or something else. Well, those whom Atom did not choose... rarely return. We agree to what Atom demands and hope that He will consider our candidacy worthy, otherwise we risk ending up in the next world earlier than we would like. :)

Having reached the place, we discover a source that clearly does not look like an Artesian well, but is a disgusting-looking yellow ditch, which can hardly be called anything other than a “radiation dump.”

Having plucked up courage and taken a sip of this liquid, the Survivor will not die or even bleat, as in the famous fairy tale, but “catch” unreal glitches in the form of a mysterious figure in a female form, who in a voice ordered to follow her. All along the way, the guide figure tells us about the land of the Children of Atom, and the evil creatures encountered along the way do not show any aggression.

At the end of the path, the guide points to the ruins, which are the sanctuary of the Children of Atom, and at the entrance a warm company of Wild Ghouls awaits us, having dealt with them, we will find ourselves inside the building.

The entrance to the sanctuary must be opened using a terminal for which a password is required. The clue is nearby on the wall of the locker. Having opened the cache, we take the idol of the Mother and return to the Great Zealot.

Richter clearly did not expect to see the Survivor alive and in his right mind, he immediately rushed with questions - “What did the Atom show us?” Having told us that a creepy-looking woman who looked more like a shadow shrouded in fog brought us to the sanctuary, Richter, praying to Atom, said that this figure was none other than the Mother of the Fog - the messenger of Atom. It turns out that he serves as a guide for those who have an important role in His plans and in the future of the family. After drinking water from the source, Atom gave a vision. Only those who are truly worthy of becoming Children can experience them... But He sends not only a vision to the chosen souls. In our case, this is the Mother.

To enter the Core, the Survivor will have to join the family of the Children of the Atom.

Note
Don't take Old Man Longfellow with you, he'll be pissed off if he agrees to join the Children of the Atom

Now the path to the “Core” is open, all that remains is to listen to the sermon, and then show the idol to the Supreme Preacher. Richter will give the Survivor the vestments of Atom's servant.

Having worked as a spy and infiltrated the synth society in the quest “Find Your Place,” you head towards the lands of the Children of the Atom to get Dima’s memories. But you should understand that when you come to the Children of Atom, you will not receive trust from them, since you are a stranger to them. To gain the trust of the Children of Atom, you will need to complete the quest “Misty Visions”. This is the same ritual that the preacher you met on the way to Acadia told you about.

Mission “Visions In The Fog”

You can get this mission from Richter, and from him you can also get the side mission “The Heretic” (The Heretic), at the end of which you will receive the incredibly lethal melee weapon “Judgment of the Atom”. Just before starting this mission, you will need to go to to a radioactive spring to drink water from. Thus, you formally become one of the Children of the Atom. As you move closer to the spring, you will notice how the radiation level increases.

After you drink from the radiation spring, you will notice how your consciousness changes under the influence of high levels of radiation. You will notice a ghostly figure on the mountain. If you follow her, you will find yourself near the Temple of the Children of the Atom. At the entrance you will have to deal with the ghouls. To unlock the door, you will have to enter a password. The password is written on the side of the login. Enter the password “MOTHER” and enter the temple.

In the temple you will find an idol. Take it and go back. When you return, you will tell Richter what happened to you during the “Initiation”. Richter will decide that this is a sign that the Mother of the Mist has accepted you. From now on, you are a full-fledged Child of the Atom. Now the trust of these fanatics has been won and you can go to the core without hindrance to begin completing the main mission.

Quest “Best Left Forgotten”

Well, now you have full access to the core to thoroughly explore it. First of all, you need to rummage around in search of merchants in order to profit from various useful things. Also, you will need to communicate with High Confessor Tekt. During his confession, Tect will reveal some plans to destroy the settlement in Far Harbor. After communicating with the confessor, you will gain access to the place where Dima’s very memories are located.

On the way to the control center, where Dima's memories are stored, you will come across one of the Children of the Atom. From him you can take the side quest “The Trial Of Brother Devin”.

Don't think that you will get control center easily. This center is equipped with a security system that will need to be overcome. You will need to avoid laser beams and try to survive while passing by activated turrets. You will need to carefully explore the premises of the center, as well as clear them of security robots. When you get to the computer room, you will need to pull the auxiliary power lever and load the Faraday program. Then, as you solve the puzzle, you will extract the knowledge you need one by one.

Extracting Dima's memories. Puzzle 1:

DiMA memory retrieval. Puzzle 2:

DiMA memory retrieval. Puzzle 3:

DiMA memory retrieval. Puzzle 4:

Quest “It’s better not to remember” - another story quest in the Far Harbor Fallout 4 add-on. It is after this quest that every step of the main character is very important, because it can lead to one of the 4 endings of the Far Harbor add-on.

For convenience, use summary:

Walkthrough of the quest “It’s better not to remember” (DLC Far Harbor)

Task #1: “Gain access to DiMA’s memories”

The first task is too extensive to complete and its completion depends on completing the additional quest, but more about everything. In order to get to the Core, you need to move from Acadia in a southwestern direction. The road to the Atom children's base is long and dangerous; along the way you will encounter swamps, rocks, and areas contaminated with radiation, so take plenty of “medicines” with you. You can also complete several side quests along the way. Already approaching the Core, do not lose your vigilance, you may be attacked by the Legendary Fog.

When you approach the entrance to the Core, you will see a group of Atom’s children organizing a demonstration execution of their brother. You need to talk to the leader of the execution. He will invite you to join the Children of the Atom brotherhood, but in order to prove your loyalty to the brotherhood, you will have to complete the “Misty Visions” quest. After completing this quest, you will be able to move around the territory of the Core without obstacles, and this is exactly what you need to successfully complete the quest “It’s better not to remember.”

Quest “Misty Visions”- this quest is a kind of initiation, initiation into the brotherhood of the Children of Atom. In order to complete this quest, the main character needs to drink from a sacred spring, follow the vision that appears to the main sanctuary of the Children of Atom, get an idol there and return back.

To complete the task of gaining access to memories, the main character needs to get to the room from which all control of the Core takes place. If you talk to the guard at the entrance to the control center, you will find out that you are not the first to come for DiMA’s memories, all your predecessors failed to do this, but they launched a security system and now the path to DiMA’s memories is guarded by laser traps, machine gun turrets, mine traps, protectrons and other troubles. As a result, you will reach a terminal in which you need to install the Faraday program in order to take away the memories, but in order for the terminal to work, you need to turn on the electricity, this is done with a switch on the wall.

Attention: after turning on the electricity, the main character will be attacked by the last defender of the control center - the “Legendary Stormmatron”. This is a very serious opponent, so it would not hurt to save before meeting him.

Task #2: "Retrieve DiMA's memories"

After the “Legendary Stormmatron” is defeated, you need to use the terminal and download the Faraday program. Now we have a slightly unusual task ahead, to extract DiMA’s memories, this task is unusual in its appearance, there have never been such tasks in Fallout 4. The main character finds himself in a “simulation” in which a code modification mode is possible, you can add cubes to pave the way (blue cubes are an array of code), you can install repeaters and protective blocks to protect memories from enemy programs - viruses. There are 5 DiMA memories in total; extracting the first 3 is enough to complete this task.

Memories look like green bugs that need to be guided to the yellow column. Retrieving memories is, at its core, a puzzle-solving task, building a safe path to the yellow pillar.

After extracting the first three memories, the task will be completed, but if you extract the remaining two, you will find out the places where you can find the “Marine Corps Wetsuit with Helmet” and “Marine Corps Armor with Helmet”.

Task #3: “Find the secret DiMA medical complex”

The secret laboratory of one of the founders of Acadia is located very close to the famous Vim lemonade factory. What is this factory famous for? And it is famous for the fact that it is simply teeming with super mutants. So you will have to shoot a lot there. As soon as you enter the building you need (this is the Vim headquarters building), this task will be completed and the quest “What Life Should Be” will automatically begin.

Task #4: “Find out where the rocket launch key is”

In order to find this very key, you need to visit the Grand Hotel Harbor location, super mutants also live here, so be careful. The task will be completed immediately after you enter the hotel building and the quest “Cleansing the Earth” will automatically begin (provided that you did not first go for the code to turn off the capacitors).

Quest “Cleansing the Earth”— this quest offers 3 options for a forceful solution to the conflict on the island. The main character can destroy Far Harbor or the Core, or destroy both of them, and then annoy Acadia. All in your hands.

Task #5: “Find out the capacitor shutdown code”

To complete this task you will have to run a lot. The point you need is located almost on the edge of the map, west of the Core. Having reached this point, you will see a small island on which you will find the “DiMA Cache”; from this cache you will take out a suitcase in which the code you are looking for will be located.

After you take the code, this task will be completed and the quest “Cleansing the Land” will begin, if you did not start it earlier. At this point, the quest “It’s better not to remember” is considered completed and you can continue completing the quests “Cleansing the Earth” and the quest “What Life Should Be.”

Important: It is from this quest that the branching of the storyline begins, so carefully weigh each step, because it is your actions that will lead you to one of 4 endings.

  • On the way to the Core, you can look into the interesting location “Horizon Flight 1207” and get acquainted with its inhabitant;
  • While in the Core, be sure to find Sister Mei, you can buy very good things from her, as well as take on an interesting quest.


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