Fallout 4 old capitol. Road to freedom. Continue on the Path of Freedom

So, Fallout 4 is completed. According to the results. Maximum difficulty "Survival", received all 50 achievements, 226 hours of passage, 3 endings out of 4 possible (all but minutemen), hundreds of legendary swag and 59/60th level of the Persian (depending on the ending option). It feels like I saw 90% of the F4. Falout ate, as they say. Perhaps there are some questions left and a few undisclosed locations or caches, we will find out all this in the guide, which I will start doing after this description.

Now the passage and at the end a little about the impressions of F4.

Shooters building

In the last part, I wrote that I was starting to explore the southern part of the Fallout 4 map. The Riflemen building (in fact, the main headquarters of the shooters) also belongs to this campaign. I usually try to avoid the main entrance. So here. On the side of the building there is a ladder that climbed to the roof. It was difficult, of course, but still easier than if you tumble through the main entrance. Most of the shooters I just threw cryo grenades from above. In the main room on the ground floor, the leader of the mercenaries and the "light weapon" bobblehead.

Milton Hospital

Slightly to the north of the shooters' building is the "neighborhood", which houses the Fallons department store, West Roxbury Station, the Shaw School and the Milton Hospital. There are a lot of super mutants in the district, and after the war with the shooters somehow I don’t want to get involved in another long battle, so I choose an unguarded hospital for research. There are some crazy robots inside, but they are low-level. The layout of the building brings much more problems. It's very easy to get confused here. The main find is an injection carbine (why the translators decided to call almost all weapons in the game carbines is unknown). A rare weapon from which you can shoot syringes with all sorts of interesting effects. I never managed to test it, although I welded a whole bunch of syringes. You will have to look at the Milton Hospital again at the end of the game, when passing through the Brotherhood of Steel.

Fence Street sewer

The entrance to the Fence Street sewer is located just outside of Diamond City. Accidentally discovered the location and at the same time decided to check what was there. And there is a whole story with a maniac. We listen to audio recordings of a certain “Phantom of the swamps” and watch the fruits of his “creativity”. The events took place before the war, so I did not find either the maniac or the detective, to whom the killer addressed on the records, at the end of the path. Either they died a long time ago, or they turned into ghouls, which are rampant here. It's a pity. But on the other hand, I found the Modern Castles magazine and the last cassette. Apparently the detective still fell into the hands of a maniac and experienced hellish torments.

Suffolk County Private School

back to southern edges. The new building, which means new story. Suffolk County Private School. Lots of wild ghouls. But some of them are strange. Pink ... And in the school itself, everything is smeared with paste, also pink. I learned the background from the terminals: the sponsor of the school fed the students this goo, hence the unusual color of the ghouls. By the way, in one of the rooms you can find a unit that was used for production, and boxes of industrial Abraxo, they are also pink just right :) Pasta gives +1 to endurance, although pink ghouls are weaker than their ordinary relatives. The school still has a serious opponent - a very dangerous luminous one. From the loot: the Indestructible magazine and a lot of Vault-Tec lunchboxes.

Quincy careers

Along the way, he discovered the Quincy Quarries location. Strong radiation and ghoul raiders prevented exploration of the area.

Plant "Wilson Atomatoys"

The Wilson Atomatoys plant is also located in the southern part of the map. Super Mutants. Master Super Mutant: Big Mac. Buffout + Honey X + Psycho. I can't say it was difficult. I pick up a box with parts for Buttercup's robopony. It remains to return to Arlen Glass in Sweatshop and give him this junk. I took two robot ponies as souvenirs. But they are so heavy that they break the roof in my settlement. Seriously. Placed on the 2nd floor. After some time, he returned there, and they entered halfway into the floor. Took it out and put it back the way it was. Again the same thing. Then they generally ended up on the first floor and began to fall into the ground already.

Parsons Psychiatric Hospital

I gave the parts to a ghoul, and not far from Sweatshop is the Parsons Mental Hospital. The location opened, but could not enter. Key required. This location is related to the mission with the Cabot family (starts in Bunker Hill, where you need to talk to the ghoul). I'll tell you about it below.

Dunwich Drillers

The Dunwich Drillers quarry belongs to the northern territories. Interesting location. During the passage, for some reason, I remembered Dead Space. You go down to the quarry, and then you go down even lower, and even lower, almost to the core of the planet. Darkness, Necroghouls... Deep dungeons are generally Bethesda's favorite feature :) But the most important thing is that it was here, deep underground, that I picked up a chilling Gauss carbine from the legendary gangrenous ghoul. It differs from the usual one by slightly more damage and freezing during critical shots. And this is the best weapon in Fallout 4. A regular shot does about the same damage as a plasma grenade, and a hidden shot (with pumping the Ninja and Sandman skills) does 4x damage! Ammunition from any arms dealer is relatively light, and most importantly, equally practical at any distance. No Minigun and Fat Man were lying around, and a gatling laser would be more suitable for a disco.

Trinity

Completed the mission "Exit to the bow." It hung for a long time. In general, nothing complicated. I'm going to one of the most tall skyscrapers city ​​- Trinity. Here we fight our way to the very top and listen to the funny remarks of the super mutants, as well as their leader. Bobblehead "Melee" in a cage with prisoners and the opportunity to take the super mutant Strongman as a partner. First of all, I went with him to Diamond City, no one cares. Have you become a brotherhood? There is also zero attention to the partner of the super mutant. Sadness.
Next were: The Quincy Ruins - another stronghold of the shooters with the notorious Clint, a traitor to the Minutemen, who runs around in power armor and a cowboy hat. Warwick Farm - Farmers settled at the sewage treatment plant. Whoo! By the way, at the Institute, in one of the terminals, you can read that the head of the Warwick family is actually a synth. Broken "Northern Star" - a ship with raiders, either the Germans or the Dutch. The main thing is to take away the "dexterity" baby doll here. Hole Hugo - An ammo box and "Mr. Helper" robot model.

Witch Museum "Salem"

You can't enter the witch museum through the main door, but there is an entrance to the basement on the side of the building. Nearby is the corpse of Private Hart. I pick it up and listen to the recording, after which the quest - Fatal Eggs - is activated. The bottom line: the mercenaries stole the eggs of the death claw to sell to some customer. Talon tracked down and killed the thieves inside the museum. I killed the deathclaw. The eggs were almost all broken except for one. You need to make a choice: take the egg to the customer or return it to the nest. I chose the second option and took it to the nest, where I picked up a deathclaw glove nearby.

Massachusetts State Capitol

Began to complete the task "Road to Freedom", which is about finding the Underground. Along the way, a new state capitol location opened up. Well, I think we should go check while here. Went in and took off. Corridors, terminals, a dungeon under the building, then swamps, a swamp queen, a gang of raiders. When I got out of there already and forgot that I was going to look for the Underground.

performance island

An island in the southeastern part of the map. And this is the largest area under his settlement. To gain access to the workshop, it was necessary to start the generator on the green ship (in the southern part of the island). In the same place, by the way, you can find the baby doll "Luck" on the shelf of a metal cabinet. After starting the generator, ordinary bog bogs, bog hunters, and a bog womb queen came out to boot. Yeah. I remember the beginning of the passage, when the victory over any legendary ghoul was given with such difficulty. And now there is nowhere to put the meat from the swamp queens.

Vault 81, Curie

Now I don’t remember why I returned to Vault 81, but in my opinion there was something on the radio about Austin’s illness (student guide). In short, he came to the Vault. Here they report that they say so and so, Austin was bitten by an infected mole rat and we need a serum. Try to search in the hidden part of Vault 81. The task "The Nook" begins. Okay, it will be done. Lead.
In the secret part of the Vault, experiments were carried out to create viruses, so there are a lot of infected mole rats here. After the bite, you will get a sign for mole rat disease. Minus 10 health points for the rest of the game.
At the end of the labyrinth of corridors, I found Curie's robot. You just need to talk to her, introducing yourself as a guard, and Curie will open the door. The robot gives the serum from the disease and asks to take it with you. On the table is a baby doll "medicine". All. We leave and into the ward to Austin. I did not immediately notice the mole-rat disease in the characteristics, so I suggested that the doctor fully use the medicine on Austin. At that moment, I thought that I was doing a good deed, and this deed of mine would somehow be reflected in the final screensaver ...
As a reward, the doctor gives a short injection carbine. The same as in the Milton hospital. And the caretaker donates an entire room in the Vault.
And yes, I hacked the terminal (very hard) next to the reactor. There is nothing particularly interesting, the same story about experiments with mole rats.

Letter in a bottle

I wrote about this incomprehensible letter earlier. Near the Mehkra plant, a letter in a bottle can be found on the shore. It turns out in quests, where Miscellaneous, this task appears. We swim along the marker to the indicated place and dive into the water. There is a chest under the water that needs to be opened. Made.

Chancer

In the fourth chapter of the passage, I wrote about a meeting with "a certain Chancer." At that time, I barely escaped. In fact, Chancer is not he, but she. I was walking along some station and accidentally stumbled upon their gang again. Crumbled like kittens.

Unpredictable behavior

Curie wants to become human, or as human as possible. You need to find a specialist neurosurgeon. Hint: Dr. Amari is needed, which can be found in Goodneighbor, in the building where the memory machines are. Nick Valentine is waiting for me here to continue the main story mission, so I'm doing it at the same time. Everything is simple. See Kellogg's memoirs. To get out of the memories, you need to activate the TV. Somehow I didn't understand it right away. Made. It remains to transfer the mind of Curie into a person, or rather into a synth.

Combat zone. Kate

Another dangling task is "Explore the combat zone." The combat zone is something like fighting without rules near Diamond City. I killed all the raiders here, after which I talked with Tommy (a synth agent, by the way). Ghoul offered to take Kate as a partner. Why not? Plus, she's voiced really well.

Road to freedom. Subway

Now it's time to return to the search for the mysterious Underground. This organization is engaged in the "liberation" of synths from the Institute. Finding them is easy: from the starting point next to the Swan Pond, you need to follow the red line on the road. End point of the route old church. Underground headquarters in the basement. On the front door, you need to spin the wheel to form the word RAILROAD. Press the button after each letter. Made. In the Underground, I converted to Islam on a mission to find some kind of device. Most importantly, in this quest, the secret of the elevator in the basement of Joe Slocum was revealed. It's just an exit from the old Underground base.

commonwealth
  1. Plant "General Atomics". Already been here and described in the passage, but could not deal with the last robot at that time. Made. There was nothing interesting in his room, by the way.
  2. Gwinnet Restaurant and Gwinnet Brewery. Super Mutants. Cleaned up.
  3. University Point. Synths. Cleaned up. There are many terminals in the building from which you can find out the fate of the previous inhabitants.
  4. Saugas Ironworks. Raiders with flamethrowers and Molotov cocktails. In the blast furnace "Sogas" a cut-scene with the leader of the raiders Slag and the son of farmers Jake. Task: take the sword from Slag and return it to his parents with Jake. Done. The raiders have been eliminated.
  5. Vault 95. I already described clearing this place, but I had to go back and repeat everything again, although this time it was easier. For what? In Vault 95 there is a special apparatus for cleaning drug addicts. I noticed it for the first time, but did not understand what to do with it. It turns out the device belongs to the main quest for Kate. “I’m a drug addict and I inject psycho behind your back blah blah… help…” Come on, I also inject him and everything is normal. But once a person asks, then you need to help. After the cleansing procedure, Kate will react negatively to medication.
  6. Fallon's department store. Super Mutants. Cleaned up.
  7. UFO and alien pistol (alien pistol). I have already found a UFO near the settlement "Station Oberland" ( link), but at that time did not find an alien. Came back and checked the area around the plate again. I noticed green blood stains on the ground. I followed the trail and found a terrible humanoid in the cave. Killed and took the gun. But the developers specifically fucked up this weapon. If earlier it was possible to disintegrate even a death claw from it, now you will have to tinker with an ordinary raider.
  8. Pickman Gallery. Raiders. Cleaned up. Pickman himself is some sort of Satanist. He killed raiders for fun. There are corpses, heads and creepy paintings all over the house. In the basement, I saved Pickman from reprisal (you can also pick up a baby doll there) and as a reward, the maniac offers to look into his house for the painting “Picnic for Stanley”. Allegedly, there will be gratitude (a knife and a note). Everything is done by markers, so there are no difficulties with searching and so on.
Cabots

Now a series of tasks dedicated to the Cabots. In Bunker Hill, the ghoul Edward offered a job for the Cabot family. Well, why not? I go to the Cabot house, and then using the intercom (you can not notice it), I ask you to open the door. Inside, everything is somehow preserved in excellent condition.
After talking with Jack Cabot, I'm promoted to the first task - Express Delivery. Everything is simple. We need to return some serum that the raiders stole. Location: Parsons Butter Mill. Made.
The second task is Emogene and her lover. Jack's sister is missing. We go to the Third Rail, where they give a tip to the location of Emogene. It turns out that she is with her brother Thomas, who is the head of the Pillars of the Community sect. Only in the process of passing I interrupted this whole gang ( link). Surprisingly Brother Thomas respawned. He sits on his chair, surrounded by the corpses of his comrades-in-arms, as if nothing had happened. He didn't recognize me, but he refused to take me to Emogene. Probably, he could have been killed again, but everything worked out with a conviction with a charisma check. Emogene turned out to be a wrinkled woman, which is somewhat suspicious. Everything is explained in the last part of the quest.
The third task is the Secret of the Cabot House. Jack told the story of his family. They have been living for several hundred years at the expense of the serum obtained from the blood of their father. The head of the family Lorenzo Cabot 400 years ago during the excavations found a mysterious artifact that makes its owner immortal, and also gives powerful telekinetic abilities. Apparently, at the Cabot family council, they decided that dad was now dangerous, and it was much more practical to put him in a special cell and keep him in the basement of the Parsons Psychiatric Hospital. At the same time, resourceful relatives use Lorenzo's blood to create a rejuvenating serum for themselves.
But the raiders, who tested the effect of the serum on themselves (see task 1), somehow found out about Lorenzo. Bandits have taken over Parsons Hospital, so Jack and I must go there and solve the problems with the classic force method. I honestly do not understand why Bethesda imposes companions to complete some quests. Apart from problems and bugs, there is no benefit from them.
With fights we go down to the basement of the hospital, where we have to make an important choice: kill Lorenzo or release him. For the sake of interest, I decided to release it. In this scenario, Lorenzo reports plans for revenge and offers to join him in the Cabot house. If you talk to Jack after that, you can still side with the family and help them kill Lorenzo. I decided to go that route. As a reward, caps and a Lorenzo pistol, which looks like a regular zeta pistol, only with a screwed-on artifact (useless). Then after a while, by the way, I met Jack. He was gray-haired and said that his mother had already died. Well, what can you do, you have already stayed here for 400 years.
The second option is to help Lorenzo kill the family. I read that in this scenario, the old man will supply a mysterious serum, which I must say is much more interesting, since the serum gives +5 to strength and +50 damage resistance.

Fallout 4 endings

Well, now about the endings of Fallout 4. There are four of them in total, according to the number of factions: for the Minutemen, for the Brotherhood of Steel, for the subway, for the institute. I went through 3 options (all except the minutemen), and I can say that they are considered the same.
For the BS we destroy the Underground and the Institute. At the end, we undermine the Institute, watch a nuclear explosion and a splash screen.
For the Underground we destroy the BS and the Institute. At the end, we undermine the Institute, watch a nuclear explosion and a splash screen.
For the Institute we destroy the Underground and the BS. At the end, we undermine the Pridwen BS, watch the explosion and the splash screen.
Bethesda cheated. They even removed the epilogue, which used to tell how the actions of the protagonist affected the world.
I will not describe the tasks separately, but rather I will talk about the factions.

Minutemen

I just don't like the Minutemen. Firstly, some kind of faction directly saturated with Americanism. Corrosive anthem from which the head hurts, cowboy hats, muskets ... Secondly, they really are nobody. Consider one black man who gives me orders and at the same time mockingly calls the general. They are not perceived as an integral and powerful faction with their own ideology. Third, no respect for me. The negro scolds and gives instructions; the settlers think I'm a synth spying on them; besides, they constantly ask “Hey, are you from the Minutemen? Go clean up the ghouls there, huh?” It's just ridiculous when you're level 55, you've created a couple of dozen settlements, and the settlers don't even know who you are. But I especially finished off the episode when passing for the Institute. The Minutemen gathered to storm the house in which the group from the Institute was located. I mean, I go up to "my" minutemen and say - the order to disperse, everything is under control. To which they answer me: “we don’t have an army here and we don’t have to listen to you.” Your own mother. And why do I then the rank of general? And why do I need you bums at all? Every organization must have a leader, even if it is not an army. Otherwise, anarchy arises and everyone does what they want. So the Minutemen are complete crap.

Brotherhood of Steel

Brotherhood of Steel. Everything is clear here. It really feels like a brotherhood. Everyone knows who you are, they call you by your title. Manufacturability, militarization and order. But there is something from the Nazis in them:) Tough. Hatred of super mutants, ghouls and synths. Dangerous guys who in the future may become an analogue of the Enclave. And yes, attention is one of the main spoilers. Paladin Dance is actually a synth. However, he apparently did not even know about it. Maxon orders to kill Dans, and you understand that there can be no other way out. There is no place for weakness and pity in the Brotherhood of Steel.
It's easier to get through them. Serious fire support, but a giant robot hurling nuclear warheads with remarks about Chinese communists looks too stupid.

Subway

Subway. Terrorists and partisans. Virtually zero technologies (with the exception of PAM). Controversial ideology with the "salvation" of synths. In Fallout 4, the Underground does not pull on a strong faction, but their requests are hoo - to destroy both the Institute and the BS at once.

Institute

In the case of the Institute, a classic plot twist is used, when the enemy is actually not an enemy at all. Although why then the synths tried to kill me, of course no one will explain. And to be honest, I did not understand what their ideology is. Well, ok, they are introducing their synth agents everywhere, but what is the profit for the Institute from this if they are not going to crawl out of the ground? What are synth gorillas for? And why has Sean aged and Kellogg not? If Kellogg's life was extended, then why was Sean allowed to grow old, because for the Institute he is much more important. Lots of logical inconsistencies.
Although it is interesting to work for the Institute, of course. Everywhere there are secret agents, operations to return synths, super technologies, and no one even guesses that you are from the “creepy” Institute.

conclusions

Graphics and engine

I can say for sure that Skyrim differs from Oblivion more noticeably than Fallout 4 from Fallout 3 :) We added colors, tightened textures and detailing. Everything else is the same. I can’t say that this is a bad thing, but some more significant progress would not hurt.
Many complain about loading interiors. They don't do that in modern games anymore. I agree. For example, to get inside the Prydwen, you need to look at as many as 3 loading screens.

Combat is incredibly cool due to the physics engine, a large number weapons and no less available abilities for pumping. Assault rifles, sniper rifles, pistols, heavy weapons, grenades, mines, knives, etc., etc. And all this in a completely open world.

Exploring the world

10 out of 10. It's really interesting to explore, because there are many locations, they are diverse (factories, department stores, bars, ships, abandoned and operating shelters, settlements, dungeons, etc., etc.). And almost everyone has their own story, which is revealed through terminals, notes, audio recordings, or is told by a character. Plus added a new feature - distress signals.
But there is a downside. Bethesda why only 2 cities?

Even the main theme music of Fallout 4 is the same as in Fallout 3, only slightly reworked. Well, like the whole game actually. Background music turned off. There is a radio.

satellites

On the one hand, it's good. There are many of them, each has its own story and many cool replicas. Some quests are personal. But AI spoils everything. They get into a fight when you try to sneak up unnoticed, and they just get under your feet. I even walk through the door through the apartment, and instinctively there is a desire to drive the dog away, although I don’t have a dog ...

crafting

Of course this is a plus, but I don't really like the idea of ​​crafting from the "worst" modifications to the "best". No one will install intermediate improvements, naturally everyone will want to hang a better barrel, a better magazine, and so on. The crafting system can and should be improved.

Construction

The idea with the construction is incredibly cool, but the implementation is still damp. And the multiplayer is missing. It is much more interesting to think over the defense of the settlement, taking into account the attack real people, not bots. It can be done as a separate mode from the single player campaign, like DayZ. Or combine single player and multiplayer, as Ubisoft did with Watch Dogs.

The dialogue system in Fallout 4 is generally satisfactory. Previously, games used to write a full answer, because the characters were not voiced. Now there is no need to pile up the entire text of the conversation. Of course, it would be better to have 20 answers at a time, and for the NPC to react differently to each of your remarks. Or even better: create artificial intelligence so that anything can be said. It must be understood that the possibilities of even a developer like Bethesda are not unlimited.

The beginning is intriguing, but the end is blurry. There is no obvious enemy, there is no charismatic villain either, it is not clear why I should destroy the Institute, the BS or the Underground. The last tasks are not interesting to pass.

About complexity

In Fallout 4 there is no need to "survive" even on maximum complexity"survival". This is not a Wasteland, but some kind of communist paradise. After a few hours of playing, you will need several chests to stack mountains of weapons and supplies. From the first minutes, power armor, a minigun and a laser musket are given. Yes, they should kill for a pack of salt!
Raiders never tried to catch me, although I carried swag with me to buy the whole Diamond City with giblets. Where is the logic? Were in New Vegas raider ambushes. Why not add?
In Fallout 2, not from a good life, you had to rob civilians and kill merchants. But there's no reason to be "bad" in Fallout 4. It never even crossed my mind to kill someone for money or goods. You can walk into any shed and walk out like you're walking out of a supermarket.
Know the criminality motherfucker.
Waiting for mods.

That's all!

"The Way of Freedom" or "Find the Underground"

You can find the mysterious organization "Underground" even before the passage of the main plot.

Options for finding a secret organization:

1. Walking along the streets of Diamond City, the Survivor will inadvertently hear the townspeople talking about the Institute, synths and kidnapping. This is how the quest “Road to Freedom/Follow the Path of Freedom” begins.


2. If by the time of completing the quest of the main plot "Molecular Level" you have not yet found the "Underground", then the game will direct you straight to the "Good Neighbor". In the House of Memories, the Survivor will have a conversation with Dr. Amari. It turns out that she cannot decipher the hunter's chip, but she will tell that she knows the exit to such an organization as the "Underground" and will give the code phrase "Follow the Path of Freedom."


No matter which option you choose, there is only one path waiting for the Survivor: “Follow the Path of Freedom”.

So, we set up our pip-boy for the main task and go to the Boston Common. This is the beginning of the path.


In the park near the fountain you will see a sign with the inscription "At the end of the path, follow the light of freedom" (translated from English). There you can also chat with a robot tour guide and learn about the "Way of Freedom" and the history of the "Boston Common".


Note:
Be careful, a swan lives in the pond near the fountain, but not a beautiful one, but a terrible mutant, thirsting for destruction and new victims. If you are not ready for such a meeting, stay away.

From here, from the Boston Common, you will follow the "red path", passing through the memorable places of the once wonderful city. Stops will be famous historical sights.

The first sign of the "Way of Freedom" with the code 7 and "A" is located here by the fountain, a red line stretches from it like a pointer.


Throughout the path, it will be interrupted by blockages, but it is not difficult to find a continuation, it will be much more difficult to fight off cruel raiders, bloodthirsty ghouls and terrible super mutants blocking your excursion. Arm yourself well, and not only with a super-weapon, but with a pen and a sheet of paper, because you will have to write down the codes that you will see when examining the "Signs of the Path of Freedom".

Next stops:



"Massachusetts State Capitol", next to it you will find the next sign with the code 4 and "L".


"Old Granari Cemetery", next sign 2 and "A".


"Old Capitol", sign 6 and "O".


Old Corner Bookstore, Sign 3 and I.


Faneuil Hall Sign 5 "R"


"Paul River House", sign 8 "D".


The path ends near the "Old North Church" with a 1 "R" sign.


Entering the church (get ready, hordes of wild ghouls live here) turn right, you will see the sign "Light" (white drawing). Get down to the basement and follow the catacombs for the "Light of Liberty", it will lead to the "Ring of the Sign of Liberty".


This is where the codes that you examined throughout the journey come in handy. First you need to make a word, which is quite simple. If you have gone through the entire route and written down all the codes, then it remains only to put the numbers in order and you get the word "RAILROAD".

By turning the ring clockwise or counterclockwise, point the red arrow at the code letter, then press the button after each letter.


If a miracle happens and secret door opens, it means you have completed the task, the "Underground" has been found!

System requirements:

Minimum

Processor Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3 GHz or equivalent
8 GB RAM
30 GB free hard disk space
NVIDIA GTX 550 Ti 2 GB/AMD Radeon HD 7870 2 GB or equivalent

Recommended
Windows 7/8/10 (requires 64-bit OS)
Processor Intel Core i7 4790 3.6 GHz /AMD FX-9590 4.7 GHz or equivalent
8 GB RAM
30 GB free hard disk space
Video card NVIDIA GTX 780 3 GB/AMD Radeon R9 290X 4 GB or equivalent

Fallout 4 is one of the most anticipated games this year and will release on November 10 this year for PC, Xbox One and Playstation 4.


The game will take place in Boston, Massachusetts. The story will unfold both before the bombs fell, and 200 years after these events, when our character (male or female) emerges from Vault 111 to see a brave new world.

Below is all the information about the game that we know. As soon as new information becomes available, we will include it here.

SETTING AND WORLD

New locations were revealed at QuakeCon, including the Corvega, a power plant that the Raiders have taken over, and Lexington, a suburb of Boston designated as the "Cradle of the American Revolution". A huge chemical plant will be located in it, and the location will also be full of ghouls, which have become much more dangerous. Fallout 4 has been confirmed to take place in Massachusetts, including Boston itself. Certain areas of Boston are in good condition, although it is not yet known whether they survived the bombings or were rebuilt after Great War. Among these zones is a block next to Fenway Park, called the City of Diamonds (Diamond City).

Todd Howard describes the environment as much more intense than in Fallout 3, but also clarified that the places where the bombs fell would be quite gloomy.

In the trailer, we also saw mutants exploring the wastelands, armored robots or marauders, and business locations in old Boston.



Also, a modified version of the ship will appear in the game "USS Constitution". Thanks to new engines, this ship is now an aircraft.


In addition, the Massachusetts State Capitol and a statue of Paul Revere were displayed.


The Monument on Bunker Hill was also shown in a somewhat ruined state.



CHARACTER CREATION
Fallout 4 begins before the bombs fall. Your character is a member of a family that lives near Vault 111. The initial stage of the game will include creating a character and learning how to play. It ends at the moment when the bombs start to fall and the family runs to the Vault to save themselves.



In Fallout 4, you will play the role of either a wife or a husband who lived before the bombs fell. At the beginning of the game, you will be able to customize your appearance while narcissing in the mirror. Character customization in Fallout 4 is much deeper than in any previous Fallout or Elder Scrolls. Players can use a special tool to fully customize their appearance along with other features. After you leave the bathroom, your choice of character will be completed and you will not be able to change it in the future.
Bethesda does not want to share the details of the plot, so we will know it after the release of the game.



While much of the story remains hidden for now, there are a few details that we already know.

Your character will most likely be the only survivor of Vault 111, which means that your family will die in it.
There will be about 200 years between your entry and exit from the Vault.
Your family robot Codsworth will somehow survive and meet you at the exit of the Vault.
Your character is fully voiced.
The game will take place in post-apocalyptic Boston and its environs.



CHOICE & CONSEQUENCES
Quests will have more forks than they did in Fallout 3, and the game will somehow handle failed missions better without requiring reboots.

SATELLITES, RELATIONSHIPS AND SEX
One of the new features in Fallout 4 is that you can give commands to your companions. For example, you can ask them to pick up some item, or use an object located at a distance.




Director Todd Howard revealed that the companions will be immortal, as the company doesn't want the player to reboot in any situation other than their own death.

It is also known that Psina is physically based on the head designer's real dog, which the studio recorded in various situations in order to give players a Psina that is as close as possible in behavior to a real dog.

There are a dozen potential companions in the game, including Mr. Helper, Piper, Dogmeat, and Garvey. You can start relationships with human companions regardless of gender. You can also play the game without companions if you so desire, or learn abilities that will enhance them.

Approximately 1000 names have been recorded by the company, if you choose one of them, then the characters and companions will refer to you by it.

Dog- this is an indispensable canine companion of the hero in the Fallout series of games. You can order her to search the house for prey, and you can find her almost immediately after leaving the shelter. It can also examine corpses.


Piper- this is a charming girl (woman?), dressed in a red cloak and a newspaperman's cap, a liar and a scoundrel.

Preston Garvey will be the leader of the Commonwealth Minutemen faction, which you can join and subsequently take him as a companion.



Preston, potential companion of the player


CHARACTERISTICS AND PERKS
Your stats will again be governed by the SPECIAL system, which will be represented by 7 stats - Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck.

There will be 70 abilities in the game, which will depend only on your SPECIAL characteristics. This means that the skills, most likely, will not be. In addition, each perk has a certain number of ranks, as a result, the total number of abilities, including ranks, will be 275.

In the initial values ​​of the parameters (S.P.E.C.I.A.L.) you can invest a total of 28 points. This will make it difficult for you to max out one or another stat (S.P.E.C.I.A.L.), but you can still choose a value of 10 for one of them if you're willing to ignore the rest. Even though you set the parameters (S.P.E.C.I.A.L.) at the very beginning of the game, even before the nuclear war, we will allow you to change them before leaving the Vault, after you have already spent some time in the game.


Leveling is based on gaining experience points, as in Fallout 3, and not on the use of skills, as in Skyrim. However, the rate of leveling up is comparable to that of Skyrim, i.e. faster than in Fallout 3. This means that you - especially at the beginning of the game - will have more opportunities to level up and choose a skill. Also, unlike Fallout 3, which had a character level cap of 20, Fallout 4 does not have a level cap, and we have balanced the game so that the game is fun and challenging for high-level characters as well.

When you get a new level, you will be able to choose one of the abilities from the table. Here's what that table looks like:

Each value of each S.P.E.C.I.A.L. (from 1 to 10) corresponds to the ability. You can choose any ability if its required level is less than or equal to the value of this parameter (S.P.E.C.I.A.L.) of your character. For example, if your Charisma level is 10, you can choose the Intimidate ability, which allows you to manipulate people.

Our goal was to balance all abilities, regardless of what parameter value they require. But the higher the requirement, the more specialized or exotic the ability is. For example, the level 1 agility ability is "Duelist" (pistols deal 20% more damage), and the level 10 agility ability is "Gan-kata" (the second target in V.A.T.S. takes 25% more damage regardless of from weapons).

In addition, each ability is actually a miniature "ability line"* with several levels, each of which gives the character something new. Gun Kata increases damage, increases the number of targets, and allows you to instantly land critical attacks. High levels of "Duelist" increase the range of pistols, give a chance to disarm the enemy and even cripple him.

These additional ability levels can only be used by a higher level character, allowing us to reward you for developing both a specific S.P.E.C.I.A.L. stat and individual abilities. In addition, this gives us the opportunity to include in new system our favorite abilities from previous games. For example, the Paralyzing Palm ability from Fallout 3 became the 5th level of the Iron Fist ability. But only a level 46 character who already has 4 previous levels of Iron Fist can get it. In addition, we have made it so that high levels old abilities gave the character something new. For example, Sturdy Backbone not only increases the maximum weight of the load, but also allows you to use the fast movement of the weight or even run, spending action points on it, when the maximum is exceeded.

With every S.P.E.C.I.A.L. 10 basic abilities are linked, for a total of 70. If you factor in ability levels, the total number is over 270. This number also includes "training" abilities for each stat (S.P.E.C.I.A.L.), which allow you to increase one of the S.P.E.C.I.A.L. by 1. This gives you all the benefits of the stat boost (S.P.E.C.I.A.L.) and allows you to choose higher level abilities in the future.

You may find it all very difficult at first, and when you first level up, the ability scheme will scare you a little, because there are so many possibilities. However, it's actually an incredibly elegant system, and one that allows us to reward you both for picking a particular playstyle early and for gradually developing your character.

If you're a longtime Fallout fan, you'll notice that this system has incorporated skills from previous games. The previous skill system was a bit confusing and limited the freedom of choice in the end. Some of you have had questions such as “Which is better - charisma or the skill of "Eloquence"? Why are assault rifles in the Light Weapons category? In addition, many abilities simply increased the skills associated with them. The Weapon Zealot ability increased 2 different skills. In Fallout 4, Weapon Zealot levels increase the ability to create and modify weapons. In Fallout 3, Stealth was a skill, and you just increased its value. In Fallout 4, Stealth became an ability called Infiltrator, which not only makes you harder to detect, but also includes the former Silent Run and Light Step abilities. By bringing these systems together, we have highlighted the fundamental role of S.P.E.C.I.A.L. and make your decisions more meaningful.

In addition, you can get unique abilities by reading magazines that can be found in the game (and there are over a hundred of them). Some of them give a separate ability, while others increase the level of the ability associated with this journal. For example, the game has a 10-issue Grognak the Barbarian comic series, and each of them grants an additional Barbarian level that increases melee critical damage.

Video about characteristics and abilities from Vault-Tec:


V.A.T.S.
V.A.T.S. returns to the game with some changes. Time when aiming now does not stop completely, but only slows down, which gives you the opportunity to aim and shoot. There is also a new command called Critical Hit. Its exact purpose is unknown, but most likely your character can deliver an enhanced attack for a larger amount of action points.

MODS & MODS FOR XBOX ONE AND PS4
During the presentation, information was also received on how the mods will work in Fallout 4. Everything will be about the same as in Skyrim, but the company may intervene if the modification contains stolen content or nudity.

It looks like they will allow mod hosting on Bethesda.net and the same service will be available for console mods. For consoles, modding will have a number of restrictions in order to prevent a complete crash of the game, however, most mods can be installed.

It was announced at the Xbox press conference that the mods you use on the PC version can be run on the Xbox One. Also, mod support will not be available immediately after the game - it will be several months after release before the company publishes a developer kit. The Creation Kit for Fallout 4 is expected to be released in Spring 2016. In addition, it is known that this is the same tool with which the developers themselves created games.

In addition, the Xbox One versions of Fallout 4 come with a free copy of Fallout 3.

Mods will also be available on PS4. Todd Howard confirmed this, but noted that when this will happen is still unknown. The reason for this was the fact that Bethesda initially worked closely with Microsoft to introduce modifications to the game on Xbox One.

DURATION OF THE GAME


According to the main producer of the game, Jeff Gardiner, the duration of Fallout 4 (with a detailed study of the world).

"I've played about 400 hours now and still find things I haven't seen yet," Gardiner said.



NEW EXPERIENCE - SECOND SCREEN
In the middle of the presentation, the company revealed that there will be a "Pip-Boy" app that you can run on mobile devices that will allow you to climb your Pip-Boy while playing without having to open it on the home screen. The Collector's Edition of the game will also feature a real Pip-Boy where you can pop your smartphone in to get the most immersive experience of the game.



CLASSIC PIP-BOY GAMES
On your Pip-Boy you can play classic Donkey Kong games andMissile Command made in the Fallout theme.

CITY BUILDING


In Fallout 4, you can build settlements in various places. This also includes the ruined settlement where our character once lived. Players will be able to disassemble old buildings, as well as collect materials to use them in the construction of their own buildings. You can build houses, bars, shops and even houses (and booths) for your companions.



During the rebuilding of settlements, NPCs and merchants will come to it - to look or stay. You can also build protective structures, which will be needed, as your city may be attacked by raiders and other hostile characters and creatures. The larger your settlement, the more people will stay there and the better items merchants will sell.

CREATING ITEMS


You can not only build, but also create items. This includes weapon parts, the weapon itself, as well as a host of other items. There are approximately 50 base weapons in the game and more than 700 modifications that you can use to fully customize the weapons for yourself.



When crafting a weapon, you can completely change the mechanism of its action. For example, you can start with a basic weapon like a laser pistol and turn it into a laser rifle or a scatter rifle. The same can be done with any other weapon in the game, giving the player full control over their arsenal.

Known weapons:

laser pistol
Single Charger
baseball bat
Assault rifle
Plasma Pistol
junk jet
"Fat Man"
modified Lewis machine gun
10mm pistol
Minigun
grenade launcher
Laser rifle (Fallout 3)
Plasma Rifle (Fallout 3)
hunting rifle

The modification system also extends to armor, for example, you can customize your own power armor.

In addition, the armor is split into parts so that players can choose different parts for the helmet, legs, arms, or torso.

SYNTHETICS/ANDROIDS
This has been talked about in other games and something has been shown in game form, there will be synthetics / androids in the game. It is not yet known how many of them there will be and what their role in the plot will be.

ENEMIES


Although there is no information about specific enemies yet, we could see some of them in the video, including:

Raiders
Yao-gai
Security robot
super mutants
Super Mutant Behemoth
Swamp Queen
synthetics
Radscorpions
Deathclaws
Protectron
ghouls
Bloodsucker
Brotherhood of Steel

How the level of creatures will relate to the level of the player, Bethesda describes as "Rubber adjustment". This means that one zone will have enemies in a certain low-level range, while another zone will have enemies in a certain, much higher-level range.



SOMETHING ELSE


At the end of the presentation, the city and other details of the game were shown.

A spacesuit was shown, which could mean traveling in space.
A location known as the "Freedom Museum" was shown infested with Raiders.
Just like in previous games, the enemies will have different names that reflect their difficulty, such as "Raider" and "Raider Beast".
Super Mutant Behemoth Returns to Fallout 4
Swamp Queen Shown And She's Terrible
Synthetics seem to exist in Fallout 4. Previously, we could only see one of them in Fallout 3, where we went on a quest to save or kill an android.
Raiders and other enemies now wear power armor. Now it is not only owned by the Brotherhood or the Enclave.
The game now has destructible environments. For example, explosives can blow up parts of buildings.
Radscorpions and Mole Rats can now break out of the ground right next to you.
When you are wearing power armor, the interface will be different.
Deathclaws still exist in Fallout 4
A new enemy has appeared, called a bloodsucker, it seems to be a mutated mosquito.
A rotorcraft is shown and you have the option to fly it. You can summon it with a smoke bomb, but you cannot control it. This is likely a new form of fast travel that replaces instant travel in Fallout 3 and NV.
The Brotherhood of Steel will be present in Fallout 4.
The game will have a jetpack that can be attached to power armor that will allow you to hover.
The game will have an airship with the namePrydwen. On it we can see the sign of the Brotherhood of Steel.
A powerful laser beam was also shown hitting Boston. It looks very similar to the destruction of Megaton in Fallout 3, or the firing of the Archimedes in Fallout New Vegas.
Many motion animations in the game were created using Motion Capture technology, however the mouth animations are preset and will play based on the words/sounds the character makes.

11 December 2015 2:16

Locations to explore:

  • Boston Common
  • north end
  • Old north church

Follow the Path of Freedom

If you want to fight the Institute, you should have been told to find the Underground. And you have only one code phrase at your disposal: "Follow the Path of Freedom."
This quest can be started in several different ways:

  • While exploring the area near the Park Street station, either while traveling around Boston, or during the passage of the Valentine's Day story quest.
  • As a result of a conversation with Dr. Amari at the beginning of the story quest "Molecular Level", when she suggests that you contact the "Underground" for help in deciphering the hunter's chip.
  • Or you just heard the rumors in the Diamond City Market or the Bench Bar, or maybe from the guards in Goodneighbor.

Continue on the Path of Freedom

One way or another, to start searching for the Subway, you need to come to the Boston Common, next to which the Park Street station is located and in which the Swan Pond (by the way, it’s better to stay away from it for the time being, since killing this mutant swan is far from simple). There near the fountain in the distant pre-war years began tourist excursion"Way of Freedom", which led tourists along the red path, passing through the streets of Boston. You can learn more about the history from the robot guide standing nearby. Now there is a sign with the inscription “At the end of the path, follow the lantern of freedom”, a sign of the Way of Freedom with the code “A7” and from it a red narrow path, as a sign where you need to move on.

Follow the red trail around the perimeter of the Boston Common. You will come across the Massachusetts State Capitol, and next to it you will find the next sign with the code "L4".

On the way to the next sign with the code "I3" near the bookstore "Old Corner" expect confrontations with feral mongrels, ghouls, super mutants and raiders. Yes, and no one said that finding the "Underground" would be easy.

We go further along the red carpet to Faneuil Hall and the sign with the code "R5". Here you will have to face wild ghouls, super mutants and mutant hounds. Be especially careful with kamikaze super mutants - shoot at the hand in which they hold the bomb, or simply run away from them so as not to shatter into pieces.

And the trail continues and leads us to the house of Paul River, or rather to what is left of it, and to the next sign of the Path of Freedom with the code "D8". Beware of super mutants and mutant hounds here.

The trail ends near the Old North Church with the "R1" sign. Pay attention to the picture of a lantern on the wall of the church. Remember that inscription - "At the end of the path, follow the lantern of freedom." It looks like we've come to the right place.

It is worth noting that, in principle, it is not necessary to follow the red path and find all the signs with the code. You can immediately go to the Old North Church if you know where to look for it. The main thing is the code word, which is written below. And then you can follow the instructions below. But, in my opinion, it is much more interesting to follow the secret path and solve the riddle.

Find "Underground"

Enter the church. It is teeming with wild ghouls, in fact, like its catacombs, and that is where we need to go. As you enter, turn right - you see a white lantern again - there, under the collapsed part of the balcony of the church, there is a door leading to the catacombs.

Follow them, killing ghouls along the way, until you come across a Freedom's Path Ring, similar to the ones you saw on the way to the Old North Church, and a white lantern pattern on the floor.

Now the most interesting. Remember all the codes we found along the way? We put the numbers in order and get the encrypted word "RAILROAD" (the original name of the "Underground"). It is he who must be entered with the help of this ring. How to do it? We turn the ring clockwise or counterclockwise, pointing the red arrow at the desired letter, and then after each letter we press the button. If you did everything right, then the wall will move off and, voila, the secret organization "Underground" is found.

Talk to Desdemona

Desdemona leads the Underground. Answer her questions as you wish.

Charisma

If you want to know more information, then the question "Who are you?" ask her better "Who are they?" (the level of persuasion is easy).

So, after talking a little and agreeing to help her, you can start quests from the "Underground" and get to know this organization better.

Clue

In the hall where Desdemona will lead you, on one of the desks, another Awesome Cool Stories magazine issue 9. It unlocks a new magazine perk for you, with which the damage from the cryolator is 5% higher. All magazine perks can be viewed.

And if you go out through the secret passage of the headquarters of the "Underground" (go through the rift on the opposite side of where you came from), then hack the terminal at the exit (the level is difficult) and use it to open the door to the closed part of the room, where you can take a nuclear block for power armor.

The door leading outside is also opened with the help of a terminal, but a different one (the one near the door) that does not require hacking. For one thing, leaving through the tunnel, you will remove the chain from the front door - now, if necessary, it will be easier to get to the headquarters of the Underground.

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