The human factor fallout 4 which side to choose. Passage of tasks of the Brotherhood of Steel

Not sure how to complete the quests correctly? Here we will tell you how to do it the first time, without replaying. Helpful tips and the location of items will help you complete the Human Factor quest.

Fallout 4: Alliance quest walkthrough

AT fallout game 4 How to make an alliance friendly to the player? Just go through the task and when the choice arises, decide in favor of the inhabitants. The main quest in Fallout 4 for the Alliance will be the Human Factor quest.

First, let's figure out where the Alliance is in Fallout 4. This is a small village on the shore of the lake between the Rotten Dump and the Poseidon Turbine. The location of the Fallout 4 Alliance is easy to find north of the Tuffington Boat House.

After finding the Alliance settlement in Fallout 4, to receive the quest, find Honest Dan, he should be standing in the middle of the village. He is investigating the Fallout 4 Alliance about a missing caravan nearby. Since you are a new person, you can ask the locals about the caravan. So in Fallout 4, the quest for the Alliance will begin.

Passing

First, you need to look for clues in the Alliance in Fallout 4:
look for a sleeping bag near the caravan's house;
on the remains of the caravan, find footprints of a person that will lead in the direction of the Alliance, maybe it's worth finding him;
find a note in the trash can in the store;
wander around the perimeter near the turrets, serious protection should raise suspicion;
search the house of Jacob Order, you should be interested in the library and the room, fenced off with a grate.

Go to Dan and tell him about the evidence. He will ask you to investigate further.

To further progress through the Alliance in Fallout 4, start interrogating local residents. It is necessary to obtain from them information about the Complex. Perhaps prisoners from the caravan were sent there.

Who can blab it:
Penny Fitzgerald is a shopkeeper, you need to have a high skill of persuasion;
Thalia McGovern - only on condition that you find the note and can fool her.

It remains to find out the location of the Complex.

Options for how to do this:
First, try talking to Jacob Order (local leader) and convince him to talk about the Complex.
If it doesn't work out, you can hack the terminal in the house of Jacob Order. If you can't, look for the password in the house, which is to the left of the entrance to the Alliance, it should be on a stool. The key to the house in the store is on the table, if not, then look in the pockets of the residents.
Steal the map with the location of the Complex from the technician Huntley from his pocket.

After that, we go to Dan and tell him about what we dug or vice versa, we don't tell him anything, but go to the Complex on our own. It is located in the Collector location, be guided by the opposite bank, where the sewer pipe is.

Attention: Remove power armor before entering the complex, if you enter it, then all the inhabitants will become enemies.

Find Amelia in the Complex.

If you stand on the side of the Complex, then Honest Dan will have to be killed, but in this situation the Alliance and the Complex will become friendly and then join the Minutemen.

If for Dan, you will have to kill the inhabitants of the Alliance and destroy the Complex.

Passing the Alliance quest in Fallout 4 for Dan will allow you to control the settlement, otherwise we will be able to trade with good merchants.

Not sure how to complete the quests correctly? Here we will tell you how to do it the first time, without replaying. Helpful tips and the location of items will help you complete the Human Factor quest.

Fallout 4: Alliance quest walkthrough

In Fallout 4, how do you make the Alliance friendly to the player? Just go through the task and when the choice arises, decide in favor of the inhabitants. The main quest in Fallout 4 for the Alliance will be the Human Factor quest.

First, let's figure out where the Alliance is in Fallout 4. This is a small village on the shore of the lake between the Rotten Dump and the Poseidon Turbine. The location of the Fallout 4 Alliance is easy to find north of the Tuffington Boat House.

After finding the Alliance settlement in Fallout 4, to receive the quest, find Honest Dan, he should be standing in the middle of the village. He is investigating the Fallout 4 Alliance about a missing caravan nearby. Since you are a new person, you can ask the locals about the caravan. So in Fallout 4, the quest for the Alliance will begin.

Passing

First, you need to look for clues in the Alliance in Fallout 4:
look for a sleeping bag near the caravan's house;
on the remains of the caravan, find footprints of a person that will lead in the direction of the Alliance, maybe it's worth finding him;
find a note in the trash can in the store;
wander around the perimeter near the turrets, serious protection should raise suspicion;
search the house of Jacob Order, you should be interested in the library and the room, fenced off with a grate.

Go to Dan and tell him about the evidence. He will ask you to investigate further.

To further progress through the Alliance in Fallout 4, start interrogating local residents. It is necessary to obtain from them information about the Complex. Perhaps prisoners from the caravan were sent there.

Who can blab it:
Penny Fitzgerald is a shopkeeper, you need to have a high skill of persuasion;
Thalia McGovern - only on condition that you find the note and can fool her.

It remains to find out the location of the Complex.

Options for how to do this:
First, try talking to Jacob Order (local leader) and convince him to talk about the Complex.
If it doesn't work out, you can hack the terminal in the house of Jacob Order. If you can't, look for the password in the house, which is to the left of the entrance to the Alliance, it should be on a stool. The key to the house in the store is on the table, if not, then look in the pockets of the residents.
Steal the map with the location of the Complex from the technician Huntley from his pocket.

After that, we go to Dan and tell him about what we dug or vice versa, we don't tell him anything, but go to the Complex on our own. It is located in the Collector location, be guided by the opposite bank, where the sewer pipe is.

Attention: Take off your power armor before entering the complex, if you enter it, then all the inhabitants will become enemies.

Find Amelia in the Complex.

If you stand on the side of the Complex, then Honest Dan will have to be killed, but in this situation the Alliance and the Complex will become friendly and then join the Minutemen.

If for Dan, you will have to kill the inhabitants of the Alliance and destroy the Complex.

Passing the Alliance quest in Fallout 4 for Dan will allow you to control the settlement, otherwise we will be able to trade with good merchants.

The human factor is one of the most interesting quests in Fallout 4, which differs from the rest of the tasks, first of all, in that in it the player will have to think and carefully study and explore the terrain, and not just clear the location, as in most tasks of the fourth Fallout, which are based on the principle "Go there and kill them all." The passage of the quest "Human Factor" has two endings that do not affect the further game. One ending leads to the fact that all the inhabitants of the Alliance and the turrets located there will become hostile to you, the other will allow you to persuade the population to join the Minutemen. In any case, you will gain access to the workshop in the settlement and will be able to build new objects there.

You can start the "Human Factor" quest by talking to the mercenary Honest Dan (usually hanging around somewhere in the middle of the location), who will tell you that he has arrived in the village to find information about the missing caravan and the girl Amelia that followed along with it, and asks about help.

After that, you will need to go around the location, talk to the residents and inspect the place where the caravan was killed. If you are too lazy to look for clues and try to find out something from the locals, you can simply leave the Alliance, swim across the river and enter the desired Complex located opposite, located in an underground sewer, where the desired girl is contained.

If you decide to complete the "Human Factor" quest completely, look for the following clues: Dieser lemonade at the remains of the caravan (you must first try lemonade at the robot of the same name), a note about synths in the trash can near the store, too strong defense (turrets) around the village perimeter, the sleeping bag of the caravan; and the barred room and books in the Mayor Jacob Order's room.

This evidence will finally convince you that something strange is happening in the Alliance. And in order to understand all this, you need to talk with the residents.

Penny Fitzgerald and Talia McGovern can talk about the Complex, in a conversation with whom you need to mention a note about synths.

After you learn about the existence of the Complex, all that remains is to find out its location. Information about this can be obtained from the mayor's terminal (very difficult hack), the password from which is on the stool in the house to the left of the entrance. You need to take the password as carefully as possible, since it is marked in red and the inhabitants will immediately attack you as soon as they notice that you are trying to steal it. Remember to save before attempting to steal. If you are playing on, sleep in one of the available beds. Also, a map with a marked Complex can be stolen from Ted Huntley's pocket. The third option is to chat with Jacob, and he will give you his coordinates.

In any case, after you find out where the Complex is, Mayor Jacob Order will try to persuade you not to visit it and end the investigation. You can persuade him to settle the matter peacefully, but even if the mayor promises that he will warn the employees of the Complex about your arrival and ask them to meet you friendly, the guards will still attack you, informing them that Jacob is not a decree to them.
The Complex's guards can only pose a threat at the smallest levels, however you can take Dan with you to help you take them out.

How to deal with Amelia: non-peaceful and peaceful walkthrough

After you deal with the security of the Complex and get to Dr. Roslyn Chambers, you will be presented with a choice - kill Amelia or free her. The release of Amelia will lead to the fact that the inhabitants of the Alliance will attack you, as soon as you come to their village, you will have to destroy everyone except the robot Deezer and who live there. After killing Amelia, the villagers decide to join the Minutemen.

After completing the "Human Factor" quest, you will immediately get access to the workshop in the Alliance.
The main advantage of going over to the side of the residents of the Alliance is access to shops with a large selection of goods. Here you are the doctor Patricia, who, in addition to selling stimulants, other drugs and batches of antiseptic, can cure the character, and Penny Fitzgerald, who sells all kinds of junk and lots of glue. However, there is a nuance here: unlike the nameless settlers, who, when defeated during an attack, settlements simply fall to the ground, and then, as if nothing had happened, get up and start work, the characters of the Alliance are killed. Therefore, when a message appears about an attack on the Alliance, it is imperative to run (fly) there and fight off raiders, shooters, mutants and other enemies, otherwise the bodies of the killed settlers will lie in the middle of the city.

If you clear the Alliance yourself and install a beacon there to invite unnamed settlers, then you will not have such a problem, but you will not be able to use most of the objects in the location. The store and the medical office will remain empty, and to open new hospitals and shops, you will need to build them yourself and assign settlers there. At the same time, in any case, the sale of lots of glue and antiseptic will not be there. Many beds will remain "strangers", so not only you, but also the settlers will not be able to sleep on them. These beds can only be destroyed through the console. Many things will also be "alien", the use of which will be possible only in the construction mode.

It is impossible to transfer the Alliance at the disposal of the raiders (Adepts, Operators, Flock) from the Nuka-World add-on for the quest "Home Sweet Home" by making it an Outpost or settlement for supply.

This article contains tips and reminders that have been accumulated as a result of passing the game, I really hope that they will help someone save time and nerves. For entertaining and rewarding moments, see the Must-Try Things special article.

Game settings

Picking locks

Further, a strange problem was discovered (it appears on any version of the game, including first of all the licensed one). When you activate the lock picking, the lock window opens, but apart from the background nothing is visible, only "Cancel" is written at the bottom. If you move the mouse, you can hear the sound of a lock pick; it turns out to pick the lock by ear (yes, I tried it!), but it doesn't work for a long time.

The drivers were reinstalled on the video card, but it didn't help. Then we tried to run in windowed mode without a frame - everything is fine, a hacking window appears. But there is also a simple solution: in the settings (during the game) change the transparency of the interface.

If nothing helps at all, then you should use the console and the magic unlock command. You may have to poke your mouse into the lock before that. You may have to write unlock 0 (reset difficulty to zero) and open the lock with a screwdriver as expected.

Character Creation

The character editor is quite impressive. It seems like you can spend several days creating a beautiful and expressive character. The editing possibilities and the abundance of settings are striking.

As practice has shown, the most interesting and not annoying characters are obtained if you choose a standard face from the proposed options, apply some additional elements to it, and minimize the effects of a mouse like "stretch" or "squeeze".

I also advise you to choose larger eyes, otherwise in the game the character always walks with a sly grin.

This is what we got as a result.

It should be noted that scars have a "transparency" parameter, which must be used, otherwise the scars begin to "bulge" and get bored after a few hours of playing.

Use selected items

The choice of the chosen items will be the basis for survival.

The Fellowship is full of items useful for two very important things: killing others and preventing your own death. Before it gets too difficult to navigate everything that may be urgently needed, it is a good idea to organize everything in the Pip-Boy. Menu Favorites has 10 slots according to the number of number keys on the keyboard (or three slots for each button of the gamepad), therefore, you can take 10-12 items for quick selection. It's worth trying to sort them by type: three one-handed weapons, three two-handed weapons, three explosives, and three health regen. I can recommend another option: remember how the weapon was tied to the buttons in Counter-Strike, and repeat the assignment (the main thing is not to get nostalgic!). Add item to Favorites it only takes a few seconds, however, when fighting the Deathclaw, you will be celebrating victory.

Make a mining map

The world is full of closed cabinets and it seems that a nuclear explosion melted all the keys! Given the scarcity of resources in post-apocalyptic Boston, one of the most rewarding skills is the ability to hack what's locked. Even at the beginning of the journey, you will come across locks that are inaccessible for breaking ... not yet available. In order not to miss the prey, write down its location in order to return later when you become a hardened bugbear.

First sorties

You should immediately reach United States Air Force communications stations and find the fallen helicopter. Power armor without a battery stands next to it. The battery can be easily found just around the corner. In any case, it is rational to pick up the power armor and teleport to your hometown, where you can leave it for conservation.

United States Air Force communications station

Having obtained a more or less interesting weapon, you can try to storm the dungeon located at the location " United States Air Force communications stations", you need to find the entrance to the basement in a booth next to the antenna.

This is a very useful matter, since in the farthest room a raider with a turret (minigun) is waiting for us. For the sake of such trophies, it is worth storming the raider base even ten times.

The screenshot shows the raiders who not only successfully use the minigun, but also do not forget to throw Molotov cocktails! It's hard to face them with a pistol ...

You can find a lonely village called the Alliance. To enter the territory, you will have to pass the SAFE test. As it turns out later, the test is designed to separate people from synths, so everyone will pass it easily.

The settlement looks suspicious, as all the people in it are smiling and hospitable. Especially this settlement annoys the character named Honest Den.

This comrade looks like this, you can find him in the center, standing under a large tree. Sometimes he smokes nervously.

If we talk to Den, a bunch of details will be revealed, and as a result, we can agree to go with him from the mysterious Complex. The complex is located on the other side of the lake and is entered through the sewers.

Before going to the Complex, it is imperative to talk to the head of the settlement so that you can agree (requires Charisma).

When we find ourselves in the Complex, we must move very slowly, do not run, otherwise the guards will open fire. The first guards you meet will have to conduct an intense dialogue. If everything goes smoothly, and we try to agree, then we will be taken to Dr. Chambers, who will tell you a lot of interesting things. Further, two options are possible:

  • we believe To the doctor. Then Honest Den will become hostile to us and will have to be eliminated. As a reward, we will receive a laser shotgun.
  • we do not believe To the doctor. Then the Doctor will become hostile to us, we will have to eliminate him. After that, Honest Den evaporates, leaving us to fend for ourselves. We can release the suspected prisoner girl from the cell. It also evaporates. And we remain in splendid isolation in the underground Complex, which is literally packed with hostile guards. Of course, we have enough shooting skills to eliminate everyone and come to the surface. When we come to the Alliance settlement, we will have to cut out all the inhabitants there too. But I didn't have to kill Honest Den in the middle of the mission!

Realizing that this task cannot be completed without blood, I chose the first option. In my defense, I would like to say that in this case the Doctor kills the imprisoned girl in a monstrous way, and - oh, horror! - on her body we find synth details... Draw your own conclusions.

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Drugs for Mom Murphy

Finding Nick Valentine

When we arrive in Diamond City, we must definitely meet with the secretary of the private investigator - Nick. She will put a mark on the map. This is Nick's alleged whereabouts. We'll have to go down for him deeper and deeper underground, destroying heaps of enemies.

When we get out back, there will be even more enemies. Fortunately, Nick is now helping to shoot.

When we meet with the most important mafioso, we will have a ghostly opportunity to avoid a firefight. You can agree by choosing the "yellow" answer - but on the condition that before that Murphy received mentats and shared the information "remind me about the quarry ... ".

- Remember the quarry. Lilly June on the rocks ... - the main character may say, and the mafiosi will miraculously give everyone 10 seconds to scatter.

Then Nick miraculously guesses that someone Kellogg is behind the kidnapping of his son. Together we will go on his trail and really find him in some kind of dungeon. After a pitiful dialogue and a firefight, we have wonderful trophies in our hands: a Kellogg suit (beautiful asymmetrical one-piece armor with 30 protection) and a Kellogg revolver (an extremely lethal thing chambered for a rare .4 caliber cartridge).

Search for the Silver Cloak

This quest should be completed as early as possible, if your main character does not have heroic strength (that is, he cannot tolerate tons of rubbish), because as a reward we will get a unique cloak, which is a solid armor. And although initially this armor did not have outstanding protective characteristics, but the weight is extremely low. Also, what a wonderful look!

The quest begins with the fact that you need to catch the Silver Shroud radio wave in or near Diamond City. Then you need to look into Neighborhood and meet with Kent.

Kent sends us to a destroyed studio, where some series about a super-hero nicknamed the Silver Shroud was filmed before the atomic bombing. It is necessary to get into the studio, defeat the crowds of ghouls (which in the Russian version are called ghouls) and remove clothing from the mannequin (see illustration).

Now our hero looks very stylish! The raincoat comes with a very fashionable scarf. And in the same room you can find a couple more hats to choose from. As it turned out, the gray beret also goes well with a raincoat. Moreover, on the shelves you can pick up a Gragnock suit, which is a funny sharem pants of a shameful green color - this is a logical choice for those who cannot solve the problem of ammunition extraction (or are they just extreme?) And are trying to knead enemies with a hammer or other tools.

Attention! On assignment, the cloak must be given to Kent upon meeting. It should be so. Kent will immediately return the cloak back, and its characteristics will improve! Do not forget to put on a raincoat in Kent's room, otherwise you risk (just like me!) To run out into the street in only shorts.

If, as a result of completing all the tasks of Kent (by radio) and as a result of all the adventures, it will be possible to save Kent's life, it will be possible to visit him in Neighborhood and make him perform an improvement on the cloak. After talking with colleagues, I found out that not everyone will get the chance to upgrade; and the reasons are not yet clear. It is known for certain that the main character must evolve to level 22 in order to complete the first upgrade.

After the improvement, the physical and energy protection of the cloak as armor increases from 42 to 57. It is especially pleasant that this improvement is performed is free!

Surprisingly, it will be possible to visit Kent again. Having evolved to level 35, we can pump the cloak to protection of 70, and after level 45 - right up to 87. This is quite solid even for medium and heavy modular armor.

Prompt. Saving Kent Connolly's life while he is held hostage is a very difficult task, but it is within the power of everyone to solve it.

Three things are essential for the successful liberation of Kent:

  • charisma - the higher the charisma, the easier it will be to achieve the goal by convincing enemies
  • drugs - it is absolutely necessary to be injected immediately before exiting the elevator to the room with Xinjin. With a weapon with 72-99 damage, I used a combination of psycho and ultra-screw, which allowed me to increase damage and slow down time.
  • the correct alignment of forces - either we shoot off the villain's head from the elevator, or we respond thoughtfully to his remarks, first intimidating his guards, then convincing him "I'd better die first ...". Two dialogue options have been tested: choosing only replicas on behalf of the Silver Shroud, and choosing up, up, to the left... Had to reboot more than 10 times.

To be continued.

Walkthrough of the quest Human factor in Fallout 4 perhaps if you have not yet liquidated the organization. You will receive this side quest in the Alliance - a small settlement that is strikingly different from the rest of the game world.

Clues

Speak with Honest Dan in the settlement. He will ask for help in the investigation - to find the missing daughter of a caravan named Old Man Stockton. He suspects residents of missing Amelia.

Collect evidence:

  • Sleeping bag near the guest house;
  • The remains of the caravan have a bloody trail, stretching towards the settlement;
  • In the store, dig in the urn - there is a note about synths;
  • Note the turrets installed around the perimeter of the Alliance fence;
  • House of Jacob Order: room with bars.

After collecting the clues, talk to Dan. Then take care of the residents. Conversations with Penny Fitzgerald or Thalia McGorven can be effective. From them you will learn about a certain Complex.

Complex

To find the Complex, Mayor Jacob can either steal the map from Ted Huntley or speak openly with Jacob The Order. In the latter case, he will warn the Complex about your arrival.

The entrance to the desired location is across the river from the Alliance - examine the sewer pipes. You can go alone or tell Dan.

Inside, you will reach Dr. Roslyn Chambers. She will talk about kidnapping people to check if they are synths. Here the Fallout 4 Human Factor quest offers a choice. Either you save daughter Amelia by becoming an enemy of the Alliance, or you side with Roslyn, causing Dan's wrath.

Saving the girl, you will have to clear the entire Alliance and Complex. If you do not help Amelia, you will have to kill Honest Dan, but maintain good relations with the Alliance.