Fallout 4 foggy island walkthrough. Far Harbor - walkthrough of the quest "Reformation"

  • 01.12.2021

It is worth focusing on some things. Individual elements of the new addition are considered in some detail in and, but it will never be superfluous to emphasize the moments that are really important for successful passage.

Game events in Fallout 4 Far Harbor unfold depending on the actions and decisions of the protagonist. For this reason, it is impossible to give unambiguous advice on the passage of Far Harbor or schematically outline one single line of development of events. A lot of things really depend on the style of play and the options you choose. Both the passage itself and the endings can be restrained-friendly or not very peaceful. Nevertheless, the basic principles can be outlined. As well as the essence of the Far Harbor story quests.

Firstly, you should not headlong to complete the chain of main tasks, since such a straightforward passage can close access to some side quests. Secondly, it is worth protecting yourself well from the increased level of radiation on the island. Do not neglect the protective properties, use rad-x, do not refuse the bonuses that can be obtained by studying. Finally, pay special attention to the development of abilities, this element of game mechanics is of particular importance in Far Harbor.

Far From Home

To start playing Fallout 4 Far Harbor, you need not so much - the presence of the DLC itself and completed in the main game. Use the pipboy to listen to Nick Valentine's detective agency message and head straight to his office. There you will be met by Nick's assistant Ellie, after a conversation with whom we go to the house of the fisherman Kenji Nakano, whose daughter Kasumi disappeared under unknown circumstances.

Talk to the fisherman and his wife, look around, explore Kasumi's room, collect her holotapes. Kasumi's diary is located on the second floor in the back room on the dresser. The final holotape can be found in a boat house nearby. It lies in the safe, the key to which is hidden in a photo frame on the table.

It turns out that the girl tuned in the radio and was able to contact someone who influenced her restless soul. Kasumi already doubts his origin, since he does not remember some episodes from his own childhood and has strange dreams. And the information received from the synths made the girl go to an island in the northern part of the sea. There she hopes to receive answers to her questions.

Walk In The Park Quest

Upon arrival on the island, events will begin to develop quite rapidly. The first people you meet at Far Harbor are Captain Avery, who plays the headman of the fishing village, and the merchant Allen Lee. They will be waiting for you at the pier, but don't really count on bread and salt, they don't like strangers in these places, they don't trust newcomers here. During the first conversation, you can try to endear the greeters and even seem to them as a useful source of information if you decide to share what you learned from Kasumi's diaries.

Your communication with the settlers will be interrupted by the attack of monsters. Head to the wall and help the locals defend their habitat called Corpus. Here you will see new grub and angler monsters for the first time. Deal with all the creatures, if necessary, go downstairs for a thorough cleaning. Now you can count on Avery's more sympathetic attitude and even some financial encouragement from her.

From the conversation, you will learn that the already disastrous situation with the radioactive fog has only become worse recently, and it is possible that religious fanatics, Children of the Atom, who live in the center of the radioactive zone at the old nuclear submarine base, are directly related to this. The territories in the mountains belong to the peace-loving synths, and Kasumi went to them in Akadia. To travel there, Avery will advise you to seek services from the old man Longfellow, who knows the island very well. He can be found in the Last Refuge Tavern. Also, Avery will ask you to help the inhabitants of the dock, after which the quest "Life on the Edge" is activated.

Explore the fishing village before heading to the final retreat. It has everything you need to effectively prepare for a challenging journey. If necessary, it will be here that you can use workbenches or a power armor service station. Among other things, here you can update your own. Allen Lee, already familiar to you, has guns and hooks in the shop, which are most effective for dealing with local creatures. Here you can find a harpoon cannon, an admiral's friend, a fish catcher, a bear trap, a lever rifle and many other types of weapons.

"The Last Refuge" is located in the central part of the Corps, here you can chat with the bartender Mitch, adding new facts to the treasury of knowledge about the mysterious fog. But, as you remember, the main purpose of visiting the tavern is to get to know Longfellow. In order for him to undertake to help you with your journey to Acadia, you will have to use the power of persuasion. One way or another, it is here and now that you get a new companion. Also, take a look around the tavern. On one of the tables is the Islander's Almanac issue, which will give access to new abilities, and collected as you progress through Far Harbor, will allow you to get the corresponding trophy from.

Going to Acadia, listen to the advice of your guide and for the time being try not to climb ahead of old Longfellow. Explore the area on your way. Food and medicine supplies that have been prudently taken with you can be replenished in one of the abandoned eateries in the dilapidated resort town. There you will also encounter trappers. This is a cross between raiders and shooters. This is where you can take the initiative for the first time, which Longfellow will appreciate after the fight. Having dealt with the aggressors, climb onto the roof of the supermarket and take the explosives, it will come in handy later.

On the way, you will come across an abandoned hut where you can profit from weapons and ammunition, and there you will also find no less useful items on the dock. As you move around the island, you will come across foggy ghouls, due to the higher level of radiation, differing from their counterparts on the mainland. You will also see wolves, zaglots and swamps. This completes the acquaintance with the local fauna, but you will meet an intelligent creature. A preacher from among the Children of the Atom will tell her version of the spread of fog across the island and offer to join the only correct faith by going through a ritual in the Core.

Climbing higher into the mountains, you will eventually reach Acadia. At the very top is the observatory. Here the air is clean and nothing reminds of the existence of an ominous fog. In a building near the barrier, you can profit from ammunition.

Your guide Longfellow will say that he has done his job, but if you ask him for a new favor, he will gladly become your companion. Among other benefits that such a partnership provides, you will be able to use his workshop in Far Harbor.

For further passage of Fallout 4 Far Harbor you need to enter the observatory and start the "Find your place" quest.

Fallout 4 full walkthrough

Fallout 4 has a lot of varied and interesting adventures. And to fully complete the game, gamers will have to spend a huge amount of time. But the developers do not stop there and constantly pamper players with new large-scale additions. One such DLC is Fallout 4: Far Harbor. How to start the implementation of this add-on and what awaits you ahead, our short review will tell you about it.

Before installing Far Harbor, you should know about some of the features of this DLC. As in the original game, your decisions directly affect the further course of events. This brings some "flavor" to the passage. After all, you do not know what the fulfillment of this or that task will "result in".

In our guide, you will find a description of the story missions. But the add-on contains a huge number of side missions. And if you want to completely immerse yourself in the history of the DLC, then we recommend starting the passage with them. After all, some secondary quests will disappear as soon as you complete this or that main task.

How to start the Fallout 4: Far Harbor DLC

To launch this add-on and start completing missions, you need not so much. First of all - it is to install the DLC in the main folder of the game, well, and go through the storyline to the task "Revelation". After that, turn on your pipboy and look for a message from Nick Valentine's agency. Next, go to the office and talk to Ellie's assistant. From her you will receive a task to find the missing daughter of a fisherman.

Travel to the scene and chat with Kasumi's parents. Find the girl's notes on the second floor in the old chest of drawers, as well as the key to the safe hidden in the photo on the countertop. The next holotape is hidden in the boathouse opposite the main building. Review the information and share it with your parents. After that, an island icon will appear on your map, where all the adventures of Fallout 4: Far Harbor will take place. All that remains is to move there and start exploring a new location.

Walk in the park

Let's proceed to the main questline of the Fallout 4: Far Harbor add-on. How to start DLS and find a girl? First of all, chat with Captain Avery. He and his assistant will be waiting for you at the dock. During the conversation, be careful with the answers, because while the locals do not consider you their friend and may treat your hero with some hostility.

At some point in the conversation, the attack of the mutants will begin. Move aside to the "Corps" after the captain and help the locals repel the attack. Be careful, there will be quite a lot of mutants. And in order to continue the passage of tasks you will have to kill a lot of anglers and gulps. And they are considered one of the most dangerous opponents in Fallout 4: Far Harbor. How do I start the next mission? After the victory, go to Captain Avery, who will give you a well-deserved reward and tell you about old man Longfellow. This character can help in the search, so let's go to him.

Road to Acadia

You will find the old man in the Last Shelter tavern, located in the center of the settlement. Next to the character, you can find the "Islander's Almanac" - a rather useful book that gives a bonus to experience. Talk to Longfellow and go with him to Acadia. Before leaving the settlement, do not forget to visit the merchants and stock up on ammo and stimulants, because the path will not be easy. On the way, you will meet a large gang of bandits. It is better not to engage in open combat with them, but to destroy opponents secretly. After all, the robbers have a numerical advantage.

Do not relax even after the destruction of the gang, because you will also encounter ghouls, swamps and other dangerous mutants. Follow Longfellow until he leads you to one of the followers of the Children of the Atom group. Chat with this character, but don't stay too long. After all, a preacher can call her comrades. On the way to the city, Longfellow will say that his mission has been completed. If you want, you can ask the old man for one more favor. In this case, the character will become your companion. Longfellow is an excellent companion who knows all the secret paths, in addition, he will allow you to use his workshop, and will also negotiate with the local residents for various assistance.

Find your place

At the end of the path you will find yourself in Acadia - one of the main Far Harbor. How do I start the next task? Upon arrival in the city, go to the observatory and find the lord DiM in the central part. The head of the synths will not refuse to talk to you and will give you several additional tasks that are best done right away. In addition, the character will indicate the location of Kasumi. Go to the lower levels, looking into Aster's laboratory on the way. Another copy of the Islander's Almanac is hidden here.

Talk to Kasumi and fulfill her request. This can be done in different ways:

  • Eavesdrop on conversations.
  • Hack Faraday's terminal (this requires a high level of "Intelligence").
  • Ask DiM. This option is possible only with the pumped skill "Charisma".

Having learned the information, download the program to Faraday's computer. After that, talk to Kasumi and go to carry out a new task. But before that, stock up on anti-radiation drugs, because without them you will be very difficult.

Hazy visions

Follow the marker and find Richter. This character will direct you to a radioactive source from which you need to drink water. Do not forget to use Antiradin, because there is a fairly high level of infection. After drinking the water, you will see how the colors will change. Next, you need to follow the person who will lead you to the Temple. Here you will have to fight with ghouls. After the victory, break open the door (password MOTHER). Take the idol and return to Richter. This completes the "Misty Visions" mission, and you can proceed to the next mission in Fallout 4: Far Harbor. How do I start the quest to find memories and complete it successfully? You will learn about this in the next block.

Better not to remember

Now that the Core is available for research, don't rush there. To begin with, replenish the supplies from the merchants, because the path will be dangerous. Do not forget to talk to Confessor Teckt, who will give access to DiM's memories. On the way to the control center one of the followers of the "Children of the Atom" sect will meet. You can take an additional task from this character.

On the way to the core, you have to overcome an ingenious security system. Avoid lasers and turrets and destroy robots on the road. Get to the control center and pull the lever that activates the auxiliary power system. Now you need to solve the puzzle and extract all the memories. To do this, destroy the barriers with the beam and place blocks by turning the indexers in the desired direction. After retrieving all the memories, you will be presented with information about the location of the new Power Armor. In addition, you will have the coordinates of the BIP factory. The further path lies in this place.

What life should be

And now, we come to the final mission of the Fallout 4: Far Harbor add-on. How to start completing this quest? First of all, visit the merchants and replenish your arsenal and supply of first aid kits, because this adventure will be very dangerous. Next, open your pipboy and find the factory in the center of the map. Perhaps you have already visited this location, and then you can simply use "Fast Travel". If not, then select the nearest point and walk to your destination.

Factory "BIP" has become a haven for super mutants, so there will be many of these creatures in the area. Get to the medical center and enter this building. After clearing each floor, go up to the roof and find the entrance to the factory floor. On the upper level you can find a unique one so don't forget to look around. Get down and hack the computer. Enter the elevator and ride it. Down the stairs, excavate a grave containing Avery's skull and medallion, as well as a holotape. You will need these things in order to decide the fate of the island. Before leaving the location, search it well, because in the boxes you can find a lot of useful things.

Expansion endings

After passing the final mission, the fate of the inhabitants of the island depends only on you. And you can choose any of these options:

  • A good ending where everyone stays alive. Return to Acadia and speak with DiMa. The quest "Reformation" will start. Follow the marker to find Martin's hideout. Take two holotapes and return to the steward. Next, go to Tekt and show him your findings. Now you need to go to the Core control center and convince the confessor to escape. If this fails, then you can simply kill Teckt. It remains only to talk to DiMa and complete the quest "Family Business". As a result, there will be peace on the island, and the girl will return to her parents.
  • The ending is neutral. Go to DiM and convince him to surrender to the authorities and tell the truth. This can be done only with the pumped skill "Charisma". Give Alena the evidence, after which the trial of the synth will begin. If you have completed a lot of additional tasks, then DiMa will be acquitted. If the number of completed secondary quests is not enough, then the inhabitants of the island will attack Akadia. As a result, Kasumi will die, and the ruler will be executed.
  • Bad ending. To kill all people, go to the control center and destroy the cores. Get out of there quickly, because a blast wave can overtake you. To destroy all the inhabitants of the island, go to the power plant and turn off the turbines. If you want to destroy the synths, then call the Brotherhood of Steel.

In general, if you want to experience a new adventure in the world of nuclear post-apocalypse, then you should definitely install this add-on on your computer. Here you will find many dangerous opponents, loyal friends and difficult tasks. And all it takes to have a ton of fun is to start playing Fallout 4: Far Harbor.

After listening to the radio station (from Valentine's detective agency), we go to the office of a private detective in Diamond City.

Nick's assistant - Ellie Perkins will tell the Survivor about a certain client Kenji Nakano and offer to investigate his case.

Nakano is a fisherman living on the outskirts of the Commonwealth. He promised to tell all the details in person, Nakano was very alarmed and in a hurry, muttering something unintelligible under his breath. With a high charisma skill, you can find out the details that Nakano's daughter and a walkie-talkie are involved in the case. In any case, we will find out all the details by talking to him in person. We leave for the Nakano residence in the northeast of the Commonwealth. On the way to the customer's house, disturbing speeches of its inhabitants are heard, it is time to find out the details.

Note
If you take Nick Valentine with you, he will comment on our actions and give advice.

From a conversation with Kenji Nakano and his wife, Rei Nakano, it turns out that their daughter Kasumi is missing.

Note
With a high Charisma skill, Nagano will talk about how he and Nick Valentine became friends.

It turns out that Kasumi loved to tinker with all sorts of equipment and her last project was a walkie-talkie. Parents' opinions differ: the father is convinced that his daughter has been kidnapped and she is in danger; and her mother thinks that Kasumi herself decided to leave, because she is 19 years old, and live her life. Both parents agree on only one opinion - their daughter sailed away on a boat.

Note
Kenji can be persuaded to pay more than 300 caps to find Kasumi, Nick will support this initiative citing travel expenses. Initially, 350 caps will be offered for our services, but you can bargain and get 400 or even 500 caps. Do not forget to save before each step of increasing the cost of our services :)

Kasumi's room is upstairs, we can inspect it or we can ask both parents. We go to the girl's room and examine her, we find several holographic records with the description of projects. On the chest of drawers is Kasumi's diary, from which we learn about the boat house in which the late grandfather worked and the mention of the key to the safe.

If you choose the option with asking parents (you need a high skill of charisma), you can find out that their daughter spent a lot of time with her grandfather in the boat house, unfortunately, the grandfather recently died and the whole family began to swear more often.

In any case, our path lies in the boat house, which is located near the Nakano residence. Entering the house, a photograph standing on the table catches the eye, we examine it and find the key to the safe, which is located in the same room. By the way, there is a note next to the safe, in which there is a hint where to look for the key. We open the safe in anticipation of good prey, but a bummer awaits us, except for the last holotape of the girl and a couple of fuses in the safe. We listen to the holotape and new details are revealed to us, Kasumi says that she received a strong signal from the north from a group of people who call themselves synths. They are trying to build a house there and live side by side with people. But further questions from the synths made the girl think about her childhood, about dreams and thoughts that she had no place here and she should meet these synthetic people. To do this, you need to sail far north, to a city called Far Harbor, and from there you can already get to them.

It's time to talk to Kenji, because he knows all about the waters here better than we do. Let's tell the Nakano couple that Kasumi thinks that she is a synth, parents will react with indignation to this statement and in every possible way will assure that she is a human being and that no one has replaced her. Mentioning in a conversation that their daughter went to the Far Harbor settlement, the father of the family understands why his daughter needed a boat and offers to take another boat that his father built. Just as opportune, the boat has a navigation system and was built for long voyages and we will be able to get to Far Harbor safe and sound. If we asked for money for the work, Kenji will give out the agreed amount and promise to throw on top when Kasumi gets home.

Passage of the quest "Far from home" (DLC Far Harbor)

DLC Far Harbor adds to the game a new, huge location, new monsters, new weapons, new items and a lot more new things, but the most important thing is a new storyline, in which there are a lot of new mysteries. But in order to get to the new Far Harbor island, you need to complete the starting quest "Far from home", further it will be described in detail how to pass it.

Interesting fact: you can get the quest “Far from home” only after completing the quest “Revelation”, or if the main character himself stumbles upon the location “Nakano's Residence” and talks to Kenji Nakano.

Assignment # 1: "Listen to the program from the detective agency Nick Valentine"

While in the vastness of the Commonwealth, the main character, with the help of Pip-Boy, will catch a radio broadcast from Nick Valentine's detective agency. The transmission will be confusing, but it will become clear from it that you need to immediately arrive at Nick Valentine's detective agency, which is located in Diamond City. We are happy to perform this action, namely, we move our carcass to a detective agency.

Assignment # 2: "Talk to Nick Valentine's secretary"

Ellie Perkins, Nick Valentine's secretary, in the presence of her boss, says that the fisherman Kenji Nakano came to the agency while no one else was there. He was all on his nerves, constantly saying that Nick owed him a favor, in general, behaved so that it immediately becomes clear that a person close to him was stolen from him and Nick Valentine and the main character would have to rake it out, but after all, that's all we need. Forward to adventure!

Assignment # 3: "Get to Kenji Nakano's House"

After talking with Ellie, a mark of Kenji Nakano's house will appear on the map, by hook or by crook we are trying to get there. You can go there on foot, or you can take advantage of fast travel, although you will not get to the Nakano residence, but you can move to the nearest explored place, from where it will be closer.

Assignment # 4: “Talk to Kenji Nakano”

Once inside the house where the Nakano family lives, the main character and Nick Valentine will meet Kenji Nakano and his wife Rei there. From a conversation with them, it will become clear that their daughter Kenji has disappeared and the Nakano spouses are simply begging Nick and the main character will go in search of her.

Having agreed to help with the search, our main characters must interview the spouses and search the house. If you use Charisma, then Kenji will tell you that his daughter recently spent a lot of time in the fishing house, which stands next to the main house.

After searching this house, the main character will find Kasumi's recording, which will explain everything. It turns out that the girl thinks that she is a synth and having contacted a distant, mysterious colony of synths on the radio, she did not hesitate to collect her things and went to them. This colony of synths is located far in the north, on the island and so that the main character could get there, Kenji Nakano will give him his boat.

Assignment # 5: "Go to Far Harbor"

To continue the quest, the main character must confirm his consent to participate in the search for the fisherman's daughter. Having done this, you need to go to the pier, get into the boat and turn on the engine to go to this distant island in search of this secret colony of synths.

The DLC for Fallout 4 Far Harbor is an exciting addition that will add many more hours of interesting storyline to you. In this article, we will consider in detail all aspects of the passage of this add-on.

Fallout 4 Far Harbor DLC Walkthrough

The Far Harbor add-on to Fallout 4 adds a large island to the game, on which all the events of this add-on unfold. The island has the village of Far Harbor, a fanatical base of the Children of the Atom sect, and a synth settlement called Acadia. Initially, the main character goes to the island in order to find the girl Kasumi, who for some reason considered herself a synth and fled to Akadia, but in the end the main character finds himself deeply involved in the conflict between these three factions. It is up to you how to resolve this conflict. You can resolve the conflict amicably, without loss, or you can destroy one of the conflicting parties, you can destroy two conflicting parties, or you can leave behind only smoking ruins on the island.

Quest # 1: "Far from Home"

Walking through the Commonwealth, the protagonist will receive a signal from Nick Valentine's detective agency, asking him to come to the office. When you get to the office, you find out that the agency has got a new case, you need to find the daughter of the fisherman Kenji Nakano. Of course, you are happy to get down to business and head to the fisherman's home. After preliminary investigation, it turns out that Kasumi, the fisherman's daughter, for some reason decided that she was a synth and went to a distant synth settlement called Acadia. This colony is located on a remote island, but Kenji Nakano is happy to provide you with his boat and he sets off.

Quest # 2: "Walk in the Park"

After arriving on the island, the main character meets with the leadership of the Far Harbor village and helps them repel the attack of the mutants. After such help, he is informed that the girl he is looking for was really seen in Far Harbor and she apparently went to the synth settlement of Akadia. Having asked for a guide to this settlement, the main character learns that few people go to Akadia and only one old-timer can help him - old man Longfellow. We need to find and convince the old man, to escort you to Acadia.

Important: Old man Longfellow, after completing this quest, can become your partner, and his house, become your little settlement on the island.

Quest # 3: "Find Your Place"

Once in Acadia, the main character first meets one of the founders of Acadia, an old synth named DiMA. This synth will inform you that Kasumi is indeed in Acadia and will allow the main character to talk to her. Kasumi will tell you that all her assumptions turned out to be correct, she is actually a synth, and she will also say that she is not going home yet. The main character can try to convince the girl, but even if he does, the girl will ask him to help her in solving the secret of Acadia. Kasumi turned out to be a good technician and in technical work, she came across the terrible secrets of DiMA, so she asks for help in solving these secrets.

Quest # 4: "It's Better Not to Remember"

After overhearing the conversation of the founders of Acadia, the main character goes to the settlements of the children of the Atom - the Core, in order to get to the seized memories of DiMA. Having received these memories, the main character is in a slight shock, it turns out that these memories contain the methods of destruction of the fanatical settlement called the Core and the destruction of the Far Harbor settlement, developed by DiMA, as well as the coordinates of some secret medical center. The information received must be rechecked and pondered, because this knowledge can significantly change the balance of power on the island.

Quest # 5: "What Life Should Be Like"

This quest begins at the moment when the main character finds a secret medical center DiMA, having examined it, he finds an old grave, which contains the remains of Captain Avory, the mayor of the Far Harbor settlement. It turns out that Avory was killed, and instead of her a copy was sent to Far Harbor in the form of a synth. The settlers do not know about this and if the truth is revealed to them, it can lead to the destruction of Acadia. You can go along the peaceful path, in a conversation with DiMA, say that it was a good decision, which did not lead to massive bloodshed, and that you can pull off the same number with the fanatics from the Core. So in this quest you can either destroy Akadia, or decide to replace the leadership of the Core with a more “loyal” one. True, there is another peaceful option, you can convince DiMA to go and repent of their sins to the residents of Far Harbor, while an effort will have to be made to convince the settlers not to kill DiMA and not smash Akadia, although you can not do this.

Quest # 5.1: "Reformation"

After the protagonist and DiMA made the decision to replace the Supreme Confessor Teckt, they need to come up with a plan of how to do this with synth. As a result, DiMA offers an option with a fake voice recording, in which the former leader of the fanatics, Confessor Martin, will say that he wants to go back and take power from Teckt. Since the current Supreme Confessor is very afraid of losing power, only this option will allow him to be lured into a quiet place where he can be killed and replaced with a synth. By the way, Tekt can not be killed, you can scare him and force him to leave the island, in the choice between power and life, the Supreme Confessor will choose life.

Quest # 5: "Cleansing the Land"

This is the most “bloody quest” of the Fallout 4 Far Harbor DLC, completing the tasks of this quest, the protagonist with one decision can destroy the settlement of fanatics Core, the settlement of Far Harbor or Akadia. You can destroy one settlement at a time, or all at once, think carefully, before making a decision.

This quest begins during the quest “Better Not to Remember”.

Quest # 6: "Family Business"

After the internal "showdown" on the island is over, it's time to bring Kasumi home, so we go to her, convince her to return to her parents and take her home by boat. After the family is restored, the main character can tell the head of the family that Kasumi is a synth, or maybe not. If you do tell about it, then the father will decide to kick her out of the house and it will be possible to convince him of this only at a difficult level. By the way, the quest can be completed even if Kasumi dies during the internal "showdown" on the island.

All endings of the Far Harbor DLC

Starting with the quest “Better not to remember”, each next step leads to one of the endings, in total 7 endings can be distinguished, of which only 2 are more or less peaceful, and the remaining 5 lead to mass deaths of people or synths. These endings are:

Far Harbor DLC reviews

After going through the Far Harbor DLC, you will understand that this is a very successful addition, the game developers did a great job on the atmosphere of the island, added many new mutants, things, weapons and, of course, the plot deserves more than all kind words, it is so twisted and has many possible endings. which just makes this DLC play over and over again. So we say: “ Far Harbor DLC needs to be played over and over again, it's just 10/10“.