Fallout 4 Far From Home has no map. Far from home

It is worth focusing on some things. The individual elements of the new add-on are discussed in some detail in and, but it will never be superfluous to emphasize the really important points for a 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 the game and the options chosen. Both the passage itself and the endings can be restrained friendly or not very peaceful. However, the basic principles can be outlined. Like the essence of Far Harbor story quests.

Firstly, you should not headlong to complete the chain of main tasks, since such a straightforward passage may 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 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.

Quest "Far From Home"

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

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

It turns out that the girl tuned the radio and was able to contact someone who had an impact on her restless soul. Kasumi already doubts her origin, because she does not remember some episodes from her own childhood and sees strange dreams. And the information received from the synths completely forced the girl to go to an island located in the northern part of the sea. There she hopes to get answers to her questions.

Quest "Walk In The Park"

Upon arrival on the island, events will begin to develop quite rapidly. The first people you meet on Far Harbor are Captain Avery, who plays the role of headman of the fishing village, and merchant Allen Lee. They will be waiting for you on the pier, but don’t count on bread and salt, they don’t like strangers in these places, they are treated with distrust here. During the first communication, you can try to make the meeters feel comfortable and even seem like a useful source of information to them 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 protect their habitat, called the Corps. Here you will see new monsters of swallowers and anglers 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 favorable attitude and even some material encouragement from her.

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

Before heading to the last refuge, explore the fishing village. It has everything you need to effectively prepare for a difficult journey. If necessary, it will be possible to use workbenches or a power armor service station here. Among other things, here you can update your . In the shop, Allen Lee, who you already know, has guns and hooks that are most effective for dealing with local creatures. Here you can find a harpoon gun, a friend of the admiral, a fish catcher, a bear trap, a lever rifle and many other types of weapons.

The Last Resort is located in the central part of the Corps, where 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 the 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 at the tavern. On one of the tables is the issue of the "Islander's Almanac", which will give access to new abilities, and, collected as you progress through Far Harbor, will allow you to get the corresponding trophy from .

When you go 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 along the way. Prudently taken with you stocks of food and medicine can be replenished in one of the abandoned eateries in a dilapidated resort town. There you will also encounter trappers. This is a cross between raiders and shooters. Here, for the first time, you can take the initiative, which Longfellow will appreciate after the battle. Having dealt with the aggressors, climb onto the roof of the supermarket and take explosives, they will come in handy later.

On the way, you will come across an abandoned hut where you can profit from weapons and ammunition, and you will also find no less useful items there on the pier. As you move around the island, you will encounter fog ghouls, due to the higher level of radiation, different from their relatives on the mainland. You will also see wolves, swallowers and swamps. On this, acquaintance with the local fauna will end for now, but you will meet a reasonable creature. A preacher from among the Children of the Atom will tell her version of the fog spreading across the island and offer to join the only correct faith by going through the ritual in the Core.

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

Your Longfellow guide 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.

To proceed further in Fallout 4 Far Harbor, you need to enter the observatory and start the Find Your Place quest.

Full walkthrough of Fallout 4

Before you start a full description of the passage of Fallout 4 Far Harbor, you should pay attention to a few interesting things. Each element was beautifully covered in the Far Harbor preview and video review, but it certainly wouldn't be too much to go into detail on every point that could have been overlooked or given little attention.

Each event in the game Fallout 4 Far Harbor will unfold in the way that the user wants. Whatever action you take, after that you should expect a separate round of game development. Only, based on this, it is impossible to give a complete picture of the description of all available episodes. Only the most popular rounds of game development will be indicated here. You will be able to solve your problems peacefully or not quite peacefully, but remember, in Far Harbor, the developers have made a lot of simple solutions that do not require brute force.

Meet, now there will be the most interesting of the Far Harbor story quests.

Remember the overriding factor - do not fly headlong to complete the main line of tasks. Because of this, you can lose a lot of interesting quests that simply close after completing a particular task. Do not forget about radiation, which is totally teeming everywhere. In no case do not save on yourself, it can end sadly. Buy protective suits, body armor and use it at the most opportune moment for this.

Do not forget about your abilities, upgrade them in every possible way, this element of game mechanics in Far Harbor has a high level of significance.

Quest "Far From Home" (Far From Home)

In order to start passing Fallout 4 Far Harbor you will need quite a bit. The first is to have the DLC itself available. The second is to complete the main quest "Revelation".

Pick up a pipboy to listen to an active message from Nick Valentine's detective agency, and then make your way to his office. There you will be welcomed by his chief assistant, Nika Elli. Chat with her, she should tell you about the missing daughter of the old fisherman Kenji Nakano. You should go to his hut near the river in order to find out about the strange circumstances that happened to Kasumi.

Chat with the fisherman and his beloved wife, examine everything carefully, probe Kasumi's room, collect evidence. Kasumi's notes are on the second floor, they lie on an old chest of drawers. If you want to quickly find the latest holotape, it's in the small boat house opposite. It will be in the safe, but don't worry, the key to it can be found in her room, hidden in a photo frame on a small table top.

Read also: Walkthrough Fallout 4 Nuka-World [Part 1]

The girl somehow managed to tune the radio and send a few messages. Kasumi has strong doubts about her origins. completely does not remember many episodes from his short childhood. In addition to all this, she needs to remove terrifying dreams that cannot be settled in her head. Here appears information that Kasumi personally went to the island located in the northern part of the sea. There she wants to get answers to all her questions.

Quest "Walk In The Park"

After you arrive on the island, everything will begin to develop at a very rapid pace. The first person you will be able to meet will be the majestic captain Avery and his assistant, a simple merchant Allen Lee. The guys will be waiting for you on the pier, but you should not hope for a warm welcome, here no one has ever liked strangers. In the course of communication, you have to win over the townspeople, but remember, this will not be very easy to do. Each of them will evaluate you as a bad person, but this is only the first time. Tell them what happened, tell them about the missing fisherman's daughter and why visit the island.

When you talk "nicely" with men, out of nowhere, you will be attacked by bloodthirsty monsters that are thirsty for human blood. In no case should you go into battle with them, but you only need to retreat to a habitat called "Corpus". There will have to help the local residents, otherwise the city may be captured. There was no such attack for a long time, there were too many monsters. Here you will meet one-on-one with a swallower and an anglerfish. Carefully kill all the monsters, do not skimp on cartridges, put a couple more into the lying creature. Thus, you will win a good disposition from all the inhabitants.

From the inhabitants you will learn bad news, the radioactive fog is getting denser, and the attack of the monsters does not seem so easy. Residents suspect the Children of the Atom, who live in the very center of the radioactive zone. There they have a special zone, a zone of former submarines, code-named "Core". Rumor has it that Kasumi went to the mountains, a territory that belongs to peaceful synths.

To make the trip go as smoothly as possible, you should contact Longfellow, Avery advised. This guy knows the island well and will not let you fall into the clutches of monsters or other inhabitants of the cursed island.

Read also: Fallout 4 Description of the initial events

You can find him in a pub called "The Last Shelter". Avery will ask you to help the residents of the dock, after which a quest called "Life on the Edge" will begin.

Before you go to the last shelter, you should first thoroughly explore the fishing village. Here you can find everything you need for a laborious journey. It is in these regions that, in case of great need, it will be possible to use workbenches or stations for servicing power armor. In addition to all this, there will be an opportunity to upgrade your entire existing weapons arsenal. The latest guns that are created specifically for the version of Far Harbor. With your old friend Allen Lee, you will find only the most suitable guns and hooks for you. They will be ideal for the massacre of the creatures in the settlement. Here you can find a bear trap, a harpoon gun, a lever rifle, the Admiral's Friend, and many other useful things.

The Last Resort can be found in the central part of the Corps, where you will find the curious bartender Mitch, who will be able to tell you the most serious secrets about the mysterious fog. Such facts will definitely not interfere in the future. But do not forget that you need to visit the tavern in order to get acquainted with a certain Longfellow. This guy is quite strong, and you will have to resort to the power of persuasion in order for him to show you a safe path to Acadia. In any case, you cannot leave here without a companion, otherwise you will definitely not be able to complete the mission.

You should not hastily leave the tavern, here you can find many useful artifacts, one of which is the release of the Islander's Almanac. He will be able to give you access to new unique abilities, and if you collect a complete list of such artifacts throughout the game, then at the end of the game you can get an original trophy from the list of DLC achievements.

And so, you are on your way to Acadia, in no case do not climb ahead of your guide, this may end badly for both of you. After all, only he can know the shortest and safest path on the ground. Always keep your eyes open, look around and wait for unexpected enemies. Stock up on food and medicines, they will still come in handy. Along the way, you can stumble upon an abandoned eatery where you can replenish your water and food supplies. Here you will have to face the trappers. They can be assessed, as usual, the shooter-raider. Do not be afraid to take the initiative here, your partner will appreciate this positively, and your opinion will increase. When the aggressors are finished, you should climb onto the roof of this eatery. There you will find explosives, be sure to take it with you.

Further along the path, if Longfellow does not get lost, there will be a small hut. There you will find a huge amount of all kinds of weapons and ammunition. In addition, you can still find useful items and food. As you exit the hut, be on the lookout for the Mist Ghoul Zone starting here. They are much stronger due to the fact that the level of radiation will go off scale, and will frankly be different from their relatives on the old earth. In addition to these creatures, wolves, swallowers and swamps will be waiting for you. But this is not the worst thing to see in these parts. On your way to meet something serious that the world has not seen, this is a smart and bloodthirsty creature.

As you already understood, when passing through Fallout 4 Far Harbor, you are given many different options for passing the game and many branches in the scenario. That is, all actions can really lead to several fundamentally different endings, and how exactly Fallout 4 Far Harbor can end, we will try to tell you.

Your choice in the end can lead to the complete destruction of all the inhabitants of the island, as well as to the fact that peace will reign on the island between all factions. Also, you can destroy each faction individually and give the surviving factions huge benefits.

Not only the fate of synths, Far Harbor and the Children of the Atom, but also specific game personalities such as Dima, Avery, Tekta and Kasumi . Also, the receipt of some bonuses, as well as the specific outcome of the game, will depend on your specific decision.

We have collected for you all the endings in the Fallout 4 Far Harbor add-on, and specifically, the key events that will affect the distribution of forces at the end of the game and further life on the island. We would like to remind you that as you progress through the game, you will be able to take a specific side or one of the sides.

peaceful ending

The mission "Reformation" is suitable for adherents of the peaceful end of the game. This mission will be available to you if, in the quest "What should life be like", you tell Dima about Captain Avery, who is the leader of the Far Harbor settlement and emphasizes that Dima can do justice to the High Confessor of the Children of the Atom. In this case, after completing the Reformation mission, peace will reign on the entire island. Under these conditions, Dima will be able to control what is happening on the island with the help of his people. You will also get the Defender of Acadia perk.

Destructive ending

Also, as we said in the previous part, the game also has an ending in which none of the factions survive. No chance will play a role here anymore, here all actions will be done consciously and you will be fully aware that all life on this island will be destroyed. That is, there will be no one to blame for this. To be honest, this turn of events would be completely pointless and give you absolutely no advantage. What advantages can we talk about when you are left all alone on a miserable piece of land?!

In this option, you will need to first destroy the Children of the Atom. To do this, you will need to use the key to launch missiles from the submarine of the High Confessor of the Children of the Atom. Next, you will need to destroy Far Harbor. To do this, you will need to turn off the fans that protect the settlement from the deadly fog. You can get the fan shutdown code during the passage of the mission "It's better not to remember" and after that go to the "Cleansing the Earth" task. And finally, you will need to deal with the synths. To do this, you will need to go to the Commonwealth and tell the Institute, or the Brotherhood of Steel, about the location of Acadia, it all depends on which side you are on at the end of Fallout 4. Also, you can deal with Acadia with the help of the inhabitants of Far- Harbor, but for this, they will need to be left alive.

With these options, you can destroy factions and selectively. Depending on the decisions you make, certain settlements will be destroyed.

Destruction of Far Harbor and its citizens

In the mission "Cleansing the Earth", you will need to infiltrate the building of the wind farm. At terminal 03, you will need to select Tempest, which will give you the option to turn off the capacitors. To carry out this action, you must have a code in your hands, which you could get during the passage of the mission "It's better not to remember." After you destroy Far Harbor, you will receive the Atom Inquisitor perk from Tekt, as well as the Atom Bastion armor. And as a bonus you will receive the achievement "Cleansing the Earth".

Destruction of the Nucleus and Children of the Atom

If you choose to side with Far Harbor, you will have the opportunity to destroy the Core and with it all the Children of the Atom in the "Cleansing the Earth" mission. To do this, you will need to sneak into Tekt's house in a submarine and use the missile launch key in it. The core will be completely destroyed, and the Children of the Atom on this island will remain history. You will also be given the Far Harbor Resident perk, as well as the "Cleansing the Land" achievement, as was the case in the first case.

Destruction of Acadia and the Synths

If synths bother you with their sense of self-importance, then you can deal with them. To do this, you will be given several options. The first option is in the mission "What should life be like" to tell the inhabitants of Far Harbor about the substitution that Dima made at one time. The inhabitants of Far Harbor will definitely not be happy about this. The second option is to go to the Commonwealth and tell the Institute or the Brotherhood of Steel (depending on which faction you chose in the original Fallout 4 game) about synths. For destroying Acadia, you will receive the Lucky Eddie sniper rifle, as well as the Acadia Bane perk. Plus, you'll get the "The Way Life Should Be" achievement.

The fate of Kasumi

Also, do not forget about why we came here. In order for Kasumi to return home, at the very least, she needs to stay alive. If you decide that Acadia must die, then Kasumi will die with her, which will block the completion of the Close to Home mission. So if you decide to finish this quest and send the girl home, then you need to choose a peaceful solution, or choose an ending in which Acadia will not suffer. All in your hands.

Indeed, having become acquainted with such a phenomenon as Fallout 4 Far Harbor, one comes to understand that DLC is a rather useless thing and that this thing should be given attention. The storyline, the presence of intrigue and other elements that make us worry and sometimes start going through these additions anew. In addition, the presence of various additional quests and a serious branch in the storyline, each playthrough of the game can be different from each other and you will play a new game every time. So it's safe to say that Fallout 4 Far Harbor is not only the biggest addition from Bethesda to Fallout 4, but also one of the most interesting.

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19 May 2016 4:48

Locations to explore:

  • diamond city
  • Valentine's Detective Anity
  • Nakano residence

Immediately after entering the game, the first quest of the Far Harbor add-on for Fallout 4 is automatically activated for you with only one condition - you must have completed the story quest "Revelation".

Listen to a message from Valentine's Detective Agency

Your Pip-Boy has received a radio message from the Valentine Detective Agency. Listen to it. To do this, open your Pip-Boy in the "Radio" tab and select "Valentine Detective Agency Radio".

In the message, Ellie Perkins, Nick Valentine's assistant, whom you met for the first time while looking for Nick (the Valentine's Day story quest), says that they have a new business and need your help. Go to Diamond City, she will be waiting for you at the agency office.

Talk to Ellie

While you were gone, a new client appeared - Kenzi Nakano, a fisherman living on the outskirts of the Commonwealth. He had someone missing, he was very alarmed and quickly left.

Charisma

You can ask Ellie more about Mr. Nakano and his mumbling (the level of persuasion is easy).

Reach the Nakano residence

Kenzi Nakano and his wife will be waiting at their house, where they will tell you everything in more detail. They live in the northeast, near the coast, and in your case, on the very edge of the Pip-Boy map. The path is not close, so be on the lookout. Along the way, you may encounter wild creatures, raiders, and God knows who else.

Talk to Kenji Nakano

Approaching the house, you will hear the alarmed cries of Kenzi Nakano coming from inside, rather talk to him. They have lost their daughter Kasumi.

Charisma

You have a chance to learn a grain of Detective Nick's long past. Ask Kenzi Nakano how he and Valentine met (Easy Persuasion).

The crux of the matter is that Kasumi, Nakano's missing daughter, has fixed her old walkie-talkie and someone has contacted her. After that, she disappeared, she could have been kidnapped, or maybe she left on her own, it is only known that the boat disappeared with her. Agree to take this job.

Charisma

You can, if you wish, ask Nakano about a monetary reward (level of persuasion - easy, medium, difficult), which will depend on your impudence and ability to convince.

View Nakano Residence

You have several opportunities to get leads on this case. The first option is to look around the Nakano residence, and especially Kasumi's room. In the kitchen, you can refresh yourself with Cherry Yader-Cola. But the most interesting is up the stairs. On the chest of drawers in the back room, Kasumi's room, you will find her diary. In it, she announces that she will go to her grandfather's boat house to fix the radio. Perhaps there are clues.

Ask Kenji and Rei for more details (Optional)

The second option to find clues in this case is to ask Rei and Kenji Nakano in more detail about their daughter. It's strange, one thinks that she was kidnapped, and the other that she left on her own. Ask all of the questions provided.

Charisma

They do not agree on something, but every detail is important. Try talking to Kasumi's parents (level of persuasion is medium).

Explore the boathouse

One way or another, you'll find out about Grandpa's boathouse, where Kasumi spent most of her time. She must have left something there that would tell her where to find her. The boat house is located a little further along the shore.

In Kasumi's note, something was mentioned about a safe. He stands on the floor at the far end of the house. On the safe, you'll find a note from Grandpa that tells you where to find the key to it.

An image should appear before your eyes.

With love, grandfather

On the writing table at the entrance there is just a picture with a landscape of a lighthouse, it seems to be out of place here, isn't it? You can find the key to the safe by examining the painting. To do this, click on the picture and select the appropriate action. Inside the safe will be the last holotape of Kasumi.

Listen to Kasumi's latest holotape

From Kasumi's holotape, you will learn that she picked up a signal from the north, and she managed to establish contact with a group of synths. Kasumi doubts who she is, as she doesn't feel at home, she doesn't remember some facts from her childhood, and she has strange dreams... is she a synth? She decided to leave and go north to find out who she is. She sailed away to a city called Far Harbor.

Talk to Kenji Nakano

Return to the Nakano residence and tell us what you found out. Ask Kenji about Far Harbor. When asked if their daughter Kasumi is a synth, they unequivocally answer no. Well, that remains to be seen.

Kenji suggests using a second boat to get to Far Harbor, if you're willing to go through with it, of course.

Go to Far Harbor

Information

A group of synths trying to build a home far to the north is valuable information for many Commonwealth factions. You can tell your faction what you've learned, or hide it - it's up to you.

We set off, heading for Far Harbor. The boat is right in front of the house on the pier. Jump into it and activate the controls - you will be asked to go to Far Harbor.

Welcome to Far Harbor Island!

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Passage of the quest “Away from home” (DLC Far Harbor)

DLC Far Harbor, adds a new, huge location, new monsters, new weapons, new items and much more to the game, 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 island of Far Harbor, you need to complete the starting quest “Away from Home”, then it will be described in detail how to complete it.

Interesting fact: You can get the Far From Home quest only after completing the Revelation quest, or if the main character himself stumbles upon the Nakano Residence location and talks to Kenji Nakano.

Task #1: “Listen to a broadcast from Nick Valentine’s detective agency”

Being in the Commonwealth, the main character, with the help of Pip-Boy, will catch a radio transmission 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 the Nick Valentine detective agency, which is located in Diamond City. We are happy to perform this action, namely, we move our carcass to a detective agency.

Task #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 except for her. He was all on his nerves, he constantly said that Nick owed him a favor, in general, he behaved so that it immediately becomes clear that a person close to him was stolen from him and Nick Valentine and the main character will have to rake it up, but that's all we need. Onward to adventure!

Task #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 use fast travel, although you won’t get to the Nakano residence, but you can move to the nearest explored place, from where it will be closer.

Mission #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 simply beg Nick and the main character will go in search of her.

Agreeing 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 has been spending a lot of time in the fishing house, which stands next to the main house.

After searching this house, the protagonist will find Kasumi's note, which will explain everything. It turns out that the girl believes that she is a synth and having contacted a distant, mysterious colony of synths by radio, without hesitation she packed her things and went to them. This synth colony is located far to the north, on an island, and so that the main character can get there, Kenji Nakano will give him his boat.

Task #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.

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