The task in fallout 4 is to free up Dim's memory. Quest “It’s better not to remember” (DLC Far Harbor)

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 about them to the Institute or the Brotherhood of Steel (whom you joined in the original game), 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 DiMe 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.

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:

Stuck on quests related to Kellogg? Here you will find a description of the correct completion of tasks. You will learn ways to fix bugs and overcome difficulties encountered.

Fallout 4: quest Kellogg's Memories, walkthrough

Quests related to Kellogg belong to the main plot of the game and are related to the search for his son. Remember the tips for Fallout 4 walkthrough of Kellogg's memories and the bugs and difficulties associated with this task.

First you need to get to Daimon City and find journalist Piper near the gate. When you meet the mayor outside the gate, ask him about Sean, or talk to the locals. Questions will lead you to a detective agency. Afterwards, you need to go in search of a detective in the old metro. When you find him and return to the agency, tell him about Sean, then the detective will give a tip on the thug Kellogg.

Together with Valentine, find Kellogg's house and give the dog the evidence found in the secret room - a cigarette. Tip: Don't forget to take a detective with you, he will help you hack terminals and will be useful in shootouts.

Reunion

The objective of the quest will be to find your son’s kidnapper and find out where he is. A dog will lead you to Kellogg’s trail. Try to keep up with her and pick up the discovered evidence.

Having found a cigar near the lake, the dog barks, indicating that the trail has been found, we take the cigarette and continue on our way.
The next find will be a bloody rag on the old highway and a bunch of corpses, take the rags.

Then the four-legged assistant will go near the railway and you will meet a Dwarf Yao-Gai, which is not easy to destroy. Tip: climb the broken tree and shoot the bear from there.

Near the railway you will find a house in which you will find a bottle of your enemy’s beer, take it. Next, the dog will find a broken Assaulttron, find out from him what happened to him.

Run after the dog to the rusty chain-link fence and look for bloody rags on the fence. Follow the dog up to the steps of the building. Talk to the dog when it barks at the doors of Fort Hagen and go inside.

Having made your way into the fort, you will encounter an entire army of synths. Fragmentation grenades will be useful to fight them. Destroy or deactivate any turrets you encounter.

Use the elevator to go down, find the blue door and wait for Detective Valentine behind it, then return to the corridor.
Having made your way through the synths and turrets, get to the doors of the command center and find Kellogg, but do not shoot, but talk to him.
Fallout 4 how to talk to Kellogg when he starts shooting as soon as you enter.

Attention: Not everyone is able to talk to Kellogg in fallout 4, a bug that occurs constantly prevents you from completing the game normally.

The reason why in Fallout 4 Kellog immediately attacks, as always, in power armor. If you go to him in it, he will immediately attack without further ado. After you approach him without power armor, he will begin to speak normally. You won't be able to cheat and remove the armor before the conversation; you need to go through the entire building without it. Armor often annoys opponents, so it’s better to go through the game without it (which is a shame).
After you find out where your son is, get ready for a serious fight.

Molotov cocktails and a detective will help you, because Kellogg can become invisible using camouflage. When he finally dies, be sure to take the implants from his body for the next task.

Search the mercenary's computer on the white table. There you will find information about Sean and you can open the door.
Talk to the detective, in response he will offer to contact Piper in Daimon City. Move into the city.

Dangerous thoughts

Tell the reporter that Kellogg is dead and you need help. Ask what to do next. The detective will advise you to contact Amari in Goodneighbor in the “House of Memories”. The detective will mention parts of Kellogg’s brain, say that everything is already there (you took the implants).
Doctor Amarinaide on the outskirts of the old city in Goodneighbor, where you rescued Nick. Talk to the doctor and wait for the detective to explain what you need, and then ask for help.

Give Amarimbrains to Kellogg, and listen to what she has to say. The detective will offer to connect to the mercenary's brain, and you can look at Kellogg's memories in Fallout 4.

Wait until the first connection attempt occurs.

Enter the memory capsule

The first attempt failed, and the doctor will suggest that both you and the detective try it.

Now it's all out and you're in Kellogg's memories. You will see life through the eyes of a mercenary, you will see an already adult son who was taken to the Institute. There you will also learn about Virgil, a scientist who escaped from the Institute and where he is located.

You got into the brain, but how to get out of Kellogg's memories in Fallout 4? In order to get out of there you need to look at the picture on TV of what is there.

After the journey, we talk to the doctor and go look for the scientist in the Glowing Sea. This concludes the passage of Kellogg's memory successfully in Fallout 4 and we will not hear about him again.

You managed to find out that DiMA's earliest memories fell into the hands of the Children of Atom, because DiMA once gave them his former home - a submarine base. You need to find out what is contained in those memories, and for this you will have to get to know the Children of the Atom better.

The Core, as the Children of Atom called the submarine base, is located southwest of Far Harbor and Acadia. The path there will be difficult and unsafe, swamps, forests and rocky areas will await you, but we love adventures, right?! In addition, along the way you can complete some quests received from the inhabitants of Far Harbor (quest “Life on the Edge”) or the synths of Acadia (quest “Ideals of Acadia”).

Along the way, you may also stumble upon interesting locations, for example: Horizon Flight 1207, home to an interesting resident of Far Harbor.

A super mutant named Erickson lives here, he is friendly, surprisingly, of course, unless you decide to attack him. He built a camp for himself at the site of the plane crash and is now engaged in trading, although not very successfully, and also trains wild dogs and sells them. After a short conversation, you can purchase a guard dog from him for 250 caps. He has a choice of mutant hound and wolves.

In his hut you can't take anything, only steal, of course, if you haven't killed him. But otherwise, there is something interesting here. Having hacked the terminal (medium level) inside the plane, you will find yourself in the cockpit, where there is a red industrial box with ammunition, weapons and armor.

Don't forget who the Children of the Atom are, a sect that worships radiation, so stock up on medicine and radiation protection. As you approach the Core, you may encounter a Legendary Fogman, so be on your guard.

At the very entrance to the Core you will witness the reprisal of Atom’s guilty henchman. Talk to the Great Zealot Richter, who carried out the execution, and tell him that you want to join the Children of the Atom. The decision about who is worthy of joining the family is made by Atom. You need to go through the ceremony and prove your faith before His eyes. Agree to fulfill the will of the Atom and the quest “Misty Visions” will be activated, after completing which you will be able to enter the Core without any problems from the Children of the Atom. Also, after joining the family, the quest “That’s what Atom wants” is activated, aimed at helping other members of the Atom family.

Inside, the Core is a complex of wooden huts and passages built on the base of a submarine. On the ship you will find the Great Confessor Tekt, leader of the Children of Atom. After talking with him, which, in fact, is not necessary, you can build your initial opinion about this sect and about the attitude towards other inhabitants of the island, and also ask about the previous confessor and his disappearance, about the murder of a missionary in Far Harbor and whether they are creating Children of the Atom are fog or not. If you wish, you can even request access to DiMA's memories. For the Great Confessor, this is a sign of the mercy of the Atom. The only condition is that everything you find must be immediately brought to Takt.

To access DiMA's memories you need to get to the Core Control Center, which is located on the top level. Climb the metal stairs to the very top. If you talk to the zealot at the entrance, you will find out that many have already tried to get to the secrets, but could not, but they activated the pre-war protection system that DiMA warned about.

The very first corridor will become for you an obstacle course of moving laser traps, and once you fall into them, you will be fired at by four turrets at once. Don't forget to collect the ammo from the racks at the beginning and end of the corridor.

Continue moving forward along the corridors and passages, periodically destroying turrets, Protectrons and robots of the Mister Brave model. Look around carefully, because boxes of ammunition are scattered here and there, and near the stairs leading up you will find a box of explosives. When you reach the control center terminal, you will be greeted by stronger protection - in the form of an assault gun, protectron and turrets at the same time. After destroying them, use the terminal to open the door and look in the chest next to the door, where you will find ammo, armor and weapons.

Behind the door is the same terminal where you must insert the Faraday program and extract the memories, but first turn on the auxiliary power. The switch is on the wall located behind the terminal.

Be prepared for the fact that as soon as you turn on the power, you will be attacked by the legendary stormtrooper - a rather strong enemy.

  • Save right before turning on the power in case of death.
  • Scatter a couple of mines in advance in front of a metal door that cannot be opened, from which an assault gun will appear.
  • The most important thing in fighting an assault gun is not to let it shoot an energy beam from your head, as it will kill you almost immediately. Or try to evade it.
  • Don't paint yourself into a corner, as the Assault Gun will constantly attack you in close combat. Move and try to keep him at a distance so that you have room to maneuver.
  • Choose a more powerful weapon and stronger armor.
  • Don't forget about your health level - restore it if necessary.

Retrieve DiMA Memories

The pre-war defense system is over, it’s time to move on to extracting DiMA’s memories. To do this, go to the terminal and use the Faraday program. The terminal contains 5 memories, each of which must be retrieved separately and in order. One memory retrieved will open access to one or two more.

What is the essence of DiMA memory extraction? You are in DiMA's long-term memory simulation, which is what he sees when he sits in his chair in Acadia. You are now dealing with early synth technology. The yellow column in the distance is the long-term memory sector and your goal, but you cannot retrieve the memories on your own. The Faraday program that you downloaded to the terminal will help you with this. The program is represented in the simulation by indexers, small friendly bugs. They have only one task - to get to the yellow column, download the memory and deliver it back to the access point (the blue column). You need to help them get there and back safe and sound. If you need to leave the simulation, you can do so at any time, all progress will remain saved.

Move code arrays to build a path for indexers

To begin with, you have at your disposal arrays of code - the building blocks of a computer program. They are lighter and have a slight glow. You can use them to fill holes that block the path of the bugs.

To make the task easier, save code arrays in the workshop using the key. This will allow you to take several blocks at once, rather than running back and forth for each of them.

Route the decoder relay to the firewall

You will also have to deal with the security system. The red wall of translucent blocks is a firewall blocking the path for you and the indexers to the memory sector. To bypass the firewall, that is, destroy the wall, you need to direct the green beam of the decoder into the firewall breach, into a block that is different from the rest of the red wall blocks.

The decoder repeater is a block with a polyhedron inside. It helps guide the decoder beam through enemy firewalls, reflecting it. Select a block with the [E] or keys, then expand it with the mouse keys or by physically moving and place it in the correct direction with the same keys that you selected.

Build and place protective constructors to cover indexers

As soon as the “bugs” reach the yellow column of long-term memory, the enemy security system will turn on. You need to quickly place the protective constructs that are already in your workshop in the amount of 5 pieces. They resemble turrets in appearance and action - these are your “weapons” to protect indexers from enemy countermeasures security systems.

Place defensive structures in several places, usually near the yellow column and the blue one. But if these places are protected by walls of code arrays, then in open places on the path of indexers.

Then all that remains is to wait for the indexers to reach the access point from the long-term memory sector. Each “bug” carries 20% of the memories, so 5 bugs must reach the access point. If the indexer is damaged, he does not die, but only loses part of his memories. Therefore, the “bugs” will run back and forth until they extract 100% of the memories. When the file is completely extracted, exit the simulation by pressing the key.

Retrieve Memory 0V-9AX0

In the first flashback, DiMA talks about his relationship with the people of Far Harbor as getting worse and spiraling out of control. But he sees a way out - it’s enough for at least one of the residents to side with the synths. DiMA did something inappropriate that no one should know about. Attached to the file are the coordinates of a medical laboratory located in the basement of the Vim! lemonade factory.

Retrieve Memory 0J-2NN8

In the second flashback, DiMA talks about finding a key that can be used to launch a nuclear missile stored on the submarine. He no longer wants to lie to Confessor Martin and the Children of the Atom, so he decided to forget about it. He can't let the people who first accepted him for who he is die. Attached to the entry are the coordinates of the Grand Harbor Hotel, where there is a safe room, and the code: 485130, which will most likely be needed to open it.

Retrieve Memory 0H-3X0P

In DiMA's third memory, you learn about a backup plan involving the residents of Far Harbor. In case they find out the truth (most likely this is memory #1) or become xenophobic, DiMA has created a program that turns off the turbine that powers the fog condensers in Far Harbor. If you turn off the turbine, the fog and the creatures in it will penetrate the city. But DiMA is sick of just soap, so he deleted this memory and hid a copy of the program in case he still needed it. Attached to the record are the coordinates of the location of the shutdown program and the wind farm service building where the turbine is located.

Retrieve Memory 0Z-7A4K

Retrieve Memory 0Y-8K7D

DiMA's fifth memory contains information about the coordinates of modern models of combat armor that were being transported to the base on the day the bombs fell. If the containers remain sealed, then the armor should be in excellent condition, and you can find it and use it for its intended purpose. DiMA doesn’t need it, he saved this memory just in case. After listening to this memory, the quest from the “Miscellaneous” section is activated - “Find a container with Marine Corps combat armor.”

In Dima's memories you managed to find information about secrets scattered throughout the island. You need to uncover them. All retrieved memories will be recorded on a holotape, allowing you to listen to them again at any time. But before you leave the Core, make sure you have a good look around here.

On the first shelf near the entrance you will find two nuclear blocks for power armor. Climb the wooden ramp located on the opposite wall from the entrance to the Core and go through all the huts, thereby becoming acquainted with the main part of the Children of the Atom family. In the first building you will meet Sister May. You can bargain with her, for example, she has a unique item - Marine Corps Reconnaissance Armor for the right hand, and if you offer her help, you will receive the “Washing” quest from her.

Help: Marine Corps reconnaissance armor for hands

Damage Resistance: 24

Energy Damage Resistance: 24

Radiation Damage Resistance: 10

Weight: 14

Price: 17810

Installed:

  • Marine assault armor

Right hand feature: Increases movement speed by 10%.

Left hand feature: Briefly slows down time in battle if your health is below 20%.

Going further you will meet the Archimika, who can treat you if necessary, and you can also buy medicine from her. In her room you can find stimulants. If you go up the stairs, in the upper building you will meet Kane, a weapons and ammunition dealer. He also has several unique items - the Kiloton Radium Carbine and the Marine Corps Reconnaissance Armor for his left hand (read the help above). You can also find ammunition in his and neighboring rooms.

Reference: Radium carbine "Kilotona"

Damage: 49

Radiation Damage: 50

Ammunition: Cartridges.45

Rate of fire: 40

Range: 203

Accuracy: 96

Weight: 16,1

Price: 1047

Installed:

  • Reinforced receiver
  • Long barrel
  • Full stock
  • Staff store
  • Medium sight
  • No muzzle attachment

Peculiarity: Bullets explode on impact, dealing 15 points of area damage.

But now you can go for the secrets of DiMA.

Find DiMA's secret medical complex

From DiMA's first flashback, we learned about a secret medical complex where he created something that the residents of Far Harbor should not know about. The coordinates point to the Vim! lemonade factory, which is located south of the Core. Get to it, but beware of super mutants as you approach - the factory is teeming with them.

The factory consists of several buildings and has many entrances (in the screenshot is the Vim headquarters building). By entering any of them, you will complete the task stated above, and the quest “What Life Should Be Like” will be activated. By the way, while at the factory you can complete the side quest “Washing” from Sister May if you managed to chat with her while you were in the Core with the Children of the Atom.

Find out where the rocket launch key is

From the second memory, we learned about the location of the key to the nuclear missile. He is at the Grand Harbor Hotel, which is located southeast of the Core. Be careful when you get there, there are super mutants here again and not of the lowest level. When you manage to get inside, the current task will be completed and the new quest “Cleansing the Earth” will begin, in which you will continue to look for the key.

Find out the capacitor shutdown code

DiMA's third memory contained the coordinates to the location of the program that shuts down the turbine that powers the fog condensers in Far Harbor. The old synth did a good job of hiding it away. His hiding place is located far to the west of the Core, almost at the edge of the island map.

On the way there you may come across various creatures, so be careful. But besides this, you can come across some pretty interesting hiding places.

On your way there will be a small location without a name, which is a ruined mansion with a barn. As you pass by, you will hear explosions and gunshots. These are trappers. Deal with them.

In the barn on the second level you will find a note from a certain Dylan, which says that he buried goods in an old grave. There, next to the note, you will find a box with ammunition, and in the other corner a large suitcase (the castle level is difficult) with a large amount of caps, medicines, ammunition, weapons and armor.

The grave is located between the barn and the mansion. Approach it and press [E] to unearth the buried treasure. But don't forget to take a shovel from the barn. You will find it under the stairs between the shelving and the weapon workbench.

I like 75

Go get DiMA's memories to the Children of the Atom. However, before you can access the memories, you will need to gain the trust of the cultists. They will give you the quest "Misty Visions", which is the same ritual that the preacher mentioned in.

Mission "Visions In The Fog"

This quest will be given to you by Richter, and from him you can receive the additional task “The Heretic”, for completing which you will be given a very powerful melee weapon, the Court of the Atom. But first, Richter will send you to a radioactive spring, from which you will need to drink in order to become a follower of the cult. As you approach the place marked with the marker, the radiation level will increase.

After drinking water from the source, you will experience a change in consciousness under the influence of radiation. A ghostly figure will appear from above the mountain. Follow her, she will lead you straight to the Temple of the Children of the Atom. At the entrance, deal with the ghouls and use the password MOTHER, which can be found on the side of the entrance, to unlock the door.

Take the idol and go back to Richter. Tell him about your adventures, for him they are a clear sign that the Mother of the Mist has accepted you and now you are allowed to join the Children of the Atom. Thus, having won the trust of religious fanatics, you gain access to the Core and can begin the main mission.

Quest "Best Left Forgotten"

So, the Core is now available for your research. First, see what you can get from the local merchants and talk to High Confessor Tekt. By the way, in his sermon the confessor voices plans to destroy Far Harbor. After speaking with Tect, you gain access to the center where DiMA's memories are stored.

On the way to the Core control center with the memories of an old synth, you will meet one of the Children of the Atom, who sympathizes with his fellow man, and from whom you can take the additional quest “The Trial Of Brother Devin”.

Access to the control center is protected by a security system that you have to overcome. Avoid the laser beams and be careful of the activated turrets. Explore the premises and destroy robots guarding secrets. Having reached the room with computer equipment, turn on the additional power lever and load the Faraday program into the terminal. Then solve puzzles to retrieve one memory after another.

DiMA memory retrieval. Puzzle 1:

DiMA memory retrieval. Puzzle 2:

DiMA memory retrieval. Puzzle 3:

DiMA memory retrieval. Puzzle 4:

DiMA memory retrieval. Puzzle 5:

The basic principle of solving Fallout 4 Far Harbor puzzles to retrieve DiMA's memories is to direct the beam at the memory pillar and pave the way for the bugs, who will pick up the necessary information and deliver it to the original location. At the same time, it is necessary to destroy force fields and place protective turrets. Having solved all the puzzles to extract DiMA's memories, among other things, you will gain information from the Marine. The main value of this quest is the information received, and the fate of Far Harbor depends on how you use it. This will have to be decided in the task “What life should be like.”

Complete walkthrough of Fallout 4

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