Fallout 4
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Full Fallout 4 Walkthrough (Also Automatron, Far Harbor and Nuka World)
Bởi Scottii
This guide is being provided for a full Fallout 4 walk through of the complete game. Every quest, location, and point of interest will be provided. Even areas that cannot be fast traveled will be visited. However, area that do not provide any names will not be.

Due to the extensive length of this walk through, it will be updated until fully completed, Details on each area will be provided in the video description.

After this guide is completed, consider this a one-stop-shop for all your concerns.

Notes:
-6/6/2016, Added Automatron.
-7.23.2016, Added Far Harbor.
-9.26.2016, Adding Nuka World
-1.28.2020, Corrected missing videos. Special thanks to Vali for pointing this out.
   
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Fallout 4 Part 1: Exit Vault 111
Fallout 4 Part 2: Exploring Sanctuary
Fallout 4 Part 3: Exploring Concord
Fallout 4 Part 4: T45 Vs Deathclaw
Fallout 4 Part 5: Concord Civic Access (Taboo Tattoos Found)

This area has three main entrances. One is the hole where deathclaw climbed out, leading to a door. The others are in the alleyways of Concord.

Side note 1: Taboo Tattoos is found in the scavenger’s sleeping area, next to the steamer trunk. Go to the western area near exit stairs. Check 11:34

Side note 2: A fusion core is in the western end of the water drain. Check behind a pipe.
Fallout 4 Part 6: Wicked Shipping
Fallout 4 Part 7: Walden Pond
Fallout 4 Part 8: Robotics Disposal Ground
Fallout 4 Part 9: Clear USAF Satellite Station Olivia
Fallout 4 Part 10: Starlight Drive In
Fallout 4 Part 11: Super Duper Mart
Fallout 4 Part 12: The First Step Part 1
Fallout 4 Part 13: The First Step Part 2
Fallout 4 Part 14: The First Step Part 3 (Complete)
Fallout 4 Part 15: Town Crafting Made Easy
Fallout 4 Part 16: College Square
Fallout 4 Part 17: Cambridge Police Station
Fallout 4 Part 18: Call To Arms Part 1
Fallout 4 Part 19: Call To Arms Part 2 (Completed Quest)
Fallout 4 Part 20 College Square Station
Fallout 4 Part 21: Beantown Brewery
Fallout 4 Part 22: Greygarden
Fallout 4 Part 23: Jalbert Brothers Disposal
Fallout 4 Part 24: Troubled Waters Part 1
Fallout 4 Part 25: Troubled Waters Part 2
Fallout 4 Part 26: Troubled Waters Part 3 (Completed Quest)
Fallout 4 Part 27: Sunshine Tidings CO-OP (Wasteland Survival Guide Found)

Hey friends,

In this video we explore the Collegiate Administration Building and then proceed with the quest to clear out Sunshine Tidings CO-OP.

After extinguishing all the enemies, we now have a new settlement.

Side note: A Wasteland Survival Guide can be found at the southwestern house near the dead settler
Fallout 4 Part 28: Start Oberland Station Part 1
Fallout 4 Part 29: Start Oberland Station Part 2 (Completed Quest)
Fallout 4 Part 30: Hardware Town (Magazine Found)
Fallout 4 Part 31: Parkview Lounge
Fallout 4 Part 32: Hubrics Comics
Fallout 4 Part 33: Trinity Church
Fallout 4 Part 34: Wilson Atomatoys Corporate HQ
Fallout 4 Part 35: D.B. Technical High School
Fallout 4 Part 36: Mass Bay Medical Center
Fallout 4 Part 37: Curtain Call (Trinity Tower)
Fallout 4 Part 38: Hesters Consumers Robotics
Fallout 4 Part 39: Four Leaf Fishpacking Plant
Fallout 4 Part 40: Taking Independence (The Castle)
Fallout 4 Part 41: Boston Common (Grognak The Barbarian)
Fallout 4 Part 42: Mass Pike Tunnel (Taboo Tattoo)
Fallout 4 Part 43: Bridgeway Trust
Fallout 4 Part 44: Park Street Station
Fallout 4 Part 45: Unlikely Valentine (Vault 114)
Fallout 4 Part 46: Old Guns (The Castle)
Fallout 4 Part 47: Goodneighbor Part 1
Fallout 4 Part 48: Goodneighbor Part 2 (Live & Love Found)
Fallout 4 Part 49: Goodneighbor Part 3
Fallout 4 Part 50: Harbormaster Hotel
Fallout 4 Part 51: Here There Be Monsters Part 1
Fallout 4 Part 52: Here There Be Monsters part 2
Fallout 4 Part 53: Faneuil Hall
Fallout 4 Part 54: BADTFL Regional Office (Guns and Bullets Found)
Fallout 4 Part 55: Mass Fusion Building Bobblehead
Fallout 4 Part 56: Road To Freedom (PW is Railroad)
Fallout 4 Part 57: Massachusetts State House
Fallout 4 Part 58: Tradecraft Part 1
Fallout 4 Part 59: Tradecraft Part 2
Fallout 4 Part 60: Railroad HQ
Fallout 4 Part 61: West Roxbury Station Part 1
Fallout 4 Part 62: West Roxbury Station Part 2 (Tumblers Today Found)
Fallout 4 Part 63: Pickman Gallery
Fallout 4 Part 64: Public Knowledge (Boston Public Library - Bobblehead Found)
Fallout 4 Part 65: Covenant
Fallout 4 Part 66: The Silver Shroud Part 1
Fallout 4 Part 67: The Silver Shroud Part 2
Fallout 4 Part 68: The Silver Shroud Part 3
Fallout 4 Part 69: Lost Patrol Part 1
Fallout 4 Part 70: Lost Patrol Part 2 (Med-Tek Research)

In this quick video, we collect the second holotape for the Brotherhood of Steel Quest, the Lost Patrol.
Fallout 4 Part 71: Lost Patrol Part 3 (Recon Bunker Theta)

We finally arrive at the recon bunker that's been talked about in the previous 2 videos. Inside, the Paladin is found and he... isn't quite right in the mind. With enough charisma, we can help this fellow Brotherhood of Steel get right back into shape.

Side note:. Without the access codes to the bunker, you cannot enter it.
Fallout 4 Part 72: Old Gullet Sinkhole

Hello friends,

In this short video, we do Old Gullet Sinkhole. Be careful if you're low level because a deathclaw lurks around and will come out if you get deep enough withing the sinkhole.

In case you are low level, try to use the level design to gain advantage and to deal as much damage to the deathclaw as possible.
Fallout 4 Part 73: Medford Memorial Hospital

Hi friends,

In this episode we do the Medford Memorial Hospital. I apologize for not having any commentary this time due to a sickness.

Anyhow, based on the environment, we can instantly see our enemies will be super mutants. There are lots of areas to hide, so use this to your advantage.
Fallout 4 Part 74: The Silver Shroud Part 4 (Milton General Hospital)

Hello friends,

We arrive at Milton General Hospital to deal with Sinjin and trying to free Kent. There aren't many enemies throughout the hospital. The direction we need to go may be a little confusing, up until you reach our destination. We start off on level 1, then go to level 3. However, we need to go to level 2 to reach Sinjin.

Once there, dialog will be immediately activated. Here, choose your words very carefully, or Kent will be killed. The most effective options I chose to save Kent is to fully provoke Sinjin to attack you first. Upon doing so, Sinjin and his gang will completely forget about Kent and go for you.

After defeating Sinjin, your options are to either tell Kent it's no longer safe or to keep fight crime.
Fallout 4 Part 75: Vault 75 ( Science Bobblehead and Grognak the Barbarian Found)

Hey friends,

First up, Malden Middle School Basement leads to Vault 75. In here we will fight many many many raiders. Most have metal armor. If you have electric weapons, use them! Headshots work too.

Upon entering, there will be an elevator. When you go down, there will be a long hallway that goes deeper into the vault. To the left side is an office with some items and a computer terminal. The center section leads to a room with two floors and a hallway going downstairs where other are are. On top floor, there are bedrooms and on bottom floor there is a kitchen with the vault's generator to.

Downstairs is a combat simulation room. In here, get the key card to open up additional access to sealed doors. These doors go to the admin area. You'll eventually make your way to the overseer's room.

Side note: The Science Bobblehead can be found at 23:43 and the Grognak the Barbarian can be found at 35:19

History on this vault details:
http://falloutfanfic.wikia.com/wiki/Vault_75
Fallout 4 Part 76: Taffington Boathouse

Hi friends,

In this episode, we do Taffington Boathouse, which will eventually become a settlement after Preston gives the go ahead.

This area is flooded with bloodbugs, so be careful. I highly recommend a fully automatic or close ranged weapon for these encounters.

Not far from the house is a stream that leads to a drain pipe. Again, be careful, because this area has most of the bloodbugs here. Even wen you go inside the drainpipe, there will be more to fight.

If you follow the notes found, the story tells how the recent inhabitants discovered some old tech-gear in the drain pipe and wanted to get it in order to sell for caps, but in fear of the bloodbugs, the waited. One brave, yet unfortunate, soul pursues the tech and his life is claimed in the process.
Fallout 4 Part 77: General Atomics Galleria

Welcome friends,

In this interesting video, we go to General Atomics Galleria. Think of this as a sample town for people to see some of General Atomics products are work. Be careful not to tell the coffee bartisa to fix you a cup, or else he'll ignite a gas leak and instantly attack you. While at the gym store, if you start a match, bother Mr. Handys will attack. Talking to Sprocket will also lead to combat.

Side note: Do not under estimate Mr. Gutsy, a military grade version of Mr. Handy if you're at a low level.


His on General Atomics Galleria can he found here:
http://fallout.wikia.com/wiki/General_Atomics_Galleria
Fallout 4 Part 78: Greentop Nursery

Gteetings friends,

Greentop Nursey is our place in this video. Here we clear out a some super mutants and a few mutant hounds. This place will eventually become a settlement following the Sole Survivor quest.
Fallout 4 Part 79: Special Delivery (Parsons Creamery)

Hello friends,

In this episode we do the Special Delivery quest, which can be assigned by a ghoul in combat armor named Edward. He is located at Bunker Hill. After which, you need to go visit Jack Cabot at Cabot House. Cabot will tell you he needs a shipment that has been delayed at from the Parsons State Insane Asylum. Go there and speak to Maria. She tells you the her squad was ambushed by some raiders at the Creamery, and request you to go get the shipment.

Upon entering Parsons Creamery, you'll face some raiders. Some may be tougher than others, and you'll find out eventually why. After learning the area, search for a Mysterious Serum. Then, fast travel back to the Cabot house and speak with Jack.

At this point you can either return the package or keep it.

Side note: You get a better reward for returning the package.

Mysterious Serum is a consumable with the below features.

Effects Damage Resist +50, -10 rads per second
Duration 36000 seconds.

However, to fully understand how this work, please refer to the below link.

http://fallout.wikia.com/wiki/Mysterious_serum
Fallout 4 Part 80: Emogene Takes a Lover (Charles View Amphitheater)

Hey friends,

After completing the Special Delivery quest, Edward requests we locate Emogene, Jack's sister. Edward hints Emogene enjoyed spending time at The Third Rail in Goodneighbor.

First start off by talking to the bartender at The Third Rail, then speak with Magnolia. She'll eventually tell you about Brother Thomas, a cult leader whom Emogene has followed.

Next, go to Charles View Amphitheater. You can either open up dialog with Thomas and let him tell you where Emogene is, or just go in the back and lock pick the door to set her free. Speaking to Emogene, we finally learn the truth about the Mysterious Serum, which reduces aging and removes all radiation. She will then leave eventually returning to the Cabot House.

Return to the Cabot house and you'll notice Jack is speaking to Wilhelmnia. Apparently Edward has been ambushed by those raiders who stole the serum at the creamery and they've taken an undiluted version, causing them to become more powerful than your standard raider. Let Jack know you found Emogene and the quest will be completed.
Fallout 4 Part 81: The Secret of the Cabot House (Massachusetts Surgical Journal Found)

Hi friends,

Continuing after completing the quest, Emogen Finds a Lover, Jack needs to you to go to Parsons State Insane Asylum because the raiders who stole the Mysterious Serum from Parson Creamery is attacking the place, and Jack fears they may free Lorenzo - Jack's father who has gone crazy from an ancient alien artifact.

Upon entering the asylum, you'll battle dozens of raiders, who are slightly more stronger at taking damage than your normal raiders, until you circle around and find yourself at an elevator. After Jack gives the go, you'll proceed deeper into the asylum battling more raiders. This continues on until you reach Lorenzo's holding chamber.

At this point, you have several options to chose from. One, flip all the switches to pump high radiation into Lorenzo's chamber until it kills him. Two, open the door and kill Lorenzo yourself. Three, open the door and team up with Lorenzo. In this video, we do options one and two.

Side note 1: There is a Massachusetts Surgical Journal skill book on a table within Lorenzo's chamber.

Side note 2: Siding with Lorenzo will give you unlimited access to Mysterious Serums, which can be obtained 1 at a time form Lorenzo.

Side note 3: The easiest way to defeat Lorenzo is with melee or an unarmed weapon. Otherwise, he just soaks up bullets taking a very long time to kill.
Fallout 4 Part 82: The History of the Cabots (Massachusetts Surgical Journal Found)

Welcome friends,

In this special episode, I delve into the history of the Cabots. Where did they come from, how did they survive, and what makes them immortal? All are explain in this video.

Side note: There is a Massachusetts Surgical Journal found on 1:57
Fallout 4 Part 83: Lorenzo's Artifact Gun

Greetings friends,

In this quick video, I show you the final reward from Jack Cabot. This can only be obtained by killing his father, Lorenzo.

After turning in the quest, Fallout 4 Part 81: The Secret of the Cabot House (Massachusetts Surgical Journal Found) , Jack will tell you to come back after 1 week. Then he will give you the gun which has the same telekinetic power as Lorenzo did, if you fought him.

This gun has a crazy amount of recoil and runs off of gamma charges.
Fallout 4 Part 84: Boston After Dark

Hello friends,

In this episode we do Boston After Dark is a Railroad quest, following Tradecraft. You can pickup this quest from Dr. Carrington at the Railroad HQ.

First, you need get the dead drop from a nearby location and then go meet an old man named Stockton at Bunker Hill. Afterwards, he'll ask you to clear out a nearby church. The path is fested with different raiders, and potentially some super mutants if they generate close enough.

After the area is clear, sit on the church bench and wait around until 6pm at night. Stockton will suddenly appear and with a synth named H2-22. Unfortunately, H2-22 doesn't know much information about the Institute when asked. The only details are about his duties and rare visit from scientist.

Lastly, escort H2-22 to Ticonderoga. Various raiders will ambush you along the way. Most notably around Monsignor Plaza and areas where dead bodies are hanged up in the air.

Be careful during these fights to not be near vehicles as they may explode due to receiving excess damaged.
Fallout 4 Part 85: Weathervane (Fixed Repeatable Quest)

Hey friends,

In this video, we start the many Weathervane quests.

Weathervane are somewhat randomly placed quests assigned by Tinker Tom at the Railroad HQ. He suspects The Institute is terraforming Commonwealth by placing nanomachines the air. In an attempt to prove his theory, so creates a sensor called MILA to locate anomalies in the atmosphere. You mission upon each quest is to place Mila in the designated location., which is usually in a high place so the air can be measured.

There are 11 total location. See below for the full list.

Back Street Apparel
The Boston Bugle
Broken monorail
Cambridge Construction site
Camp Kendall
Commonwealth Bank
Corvega Assembly Plant
Four Leaf Fishpacking Plant
Hub 360
Mass Bay Medical Center
Parkview Apartments location
Fallout 4 Part 86: Hallucigen INC (Tesla Science Found)

Hey friends,

In this video, we do the Hallucigen INC building. A part of a miscellaneous quest, if you have it.

We start by doing a miscellaneous quest picked up from Fred Allen in Goodneighbor. Upon entering the facility, the level shows a green mist throughout the entire area. This has caused most enemies to attack each other. We learn more about the contents of this gas within each terminal. This area is big, and can become confusing due to the amount of openings in ceilings, floors, and walls.

Once you are able to make it to the lab area, there are 3 chemistry workstations, exclusively where you can create a HalluciGen gas grenade with the following junk items:

Adhesive #3
Aluminum #2
HalluciGen gas canister #1
Spring #1

After the lab, there is a testing area, where gunners are fighting each other. If one is killed, the remaining gunner will attack you.

Side note: A Tesla Science can be found on 6:19
Fallout 4 Part 87: The Devil's Due (Museum of Witchcraft - Grognak The Barbarian Found)

Hi friends,

In this episode, we do a miscellaneous quest, exploring the Museum of Witchcraft.

Starting off, on the right side of the building there is a body with a holotape. You’ll discover that this small military suqad was on the run from something and sought refuge in the museum.

Go to the cellar ground door a not far from the body. Inside, you’ll notice some strange noises and shaking coming from the above area every now and then. Go up the stairs to the first floor. Around the corner from the cellar entrance, a savage deathclaw will appear. After it’s defeat, search the body and/or look near bathroom floor to find Sergeant Lee's holotape. You’ll also notice several broken deathclaw eggs and one pristine deathclaw egg.

At this point, you can either return the egg to Diamond City for an award of 200 caps and a recipes to cook tasty deathclaw omelet and deathclaw wellington. Or, return the egg to its nest - west of Parsons Creamery. Upon arriving close to the nest, a deathclaw will appear, but will not attack. Also, you can find a deathclaw gauntlet next to the nest.

Side note 1: If you are having problems fighting the savage deathclaw, you the level against the AI to easily defeat it.

Side note 2: A Grognak The Barbarian can be found at 8:13
Fallout 4 Part 88: Sandy Coves Convalescent Home (Massachusetts Surgical Journal Found)

Welcome friends,

In this video we do Sandy Coves Convalescent Home. Think of this place as a retirement home before the war, which somewhat explain a lot of the cats, surprisingly how they survived, we do not know.

In the reception area a Mr. Handy will greet you. At the reception desk, there is a terminal that will open a cabinet with Syringe Rifle and different types of chems and/or stimpacks. Also, there are several private safes with a resident name on each. These safes cannot be lockpicked and require the resident’s specific key. In the terminal mentioned before, there is a reminder note for each key is case it was misplaced. As a reference, I’ve provided the below.

Mortimer, 101: In his favorite boat model
Margaret, 104: Beneath her fertilizer
Edward, 106: Beside his typewriter
Randall, 201: Beneath a deer head mounted on the wall
Ethel, 203: Under a paintbrush
Catherine, 205: Near her cat bowls

Each safe contains a variety of chems and/or medical supplies

Side note 1: If you try to leave this place, a group of synths will attack. The receptionist, Mr. Handy, will most likely die.

Side note 2: A Massachusetts Surgical Journal can be found at 2:52
Fallout 4 Part 89: Hub City Auto Wreckers

Greetings friends,

In this video we do Hub City Auto Wreckers. A well armed place with lots Gunners in perfect vantages points to defend their territory. There is also an Assultron on the main entrance. In addition, Captain Bridget has a fat man at the upper level, so be extremely careful. If you hear a whistle, run like heck! Crouching while in active combat is not recommended at all. Opposite end to the captain is another raider with a missile launcher. A great strategy is to send in your companion first to take the heavy fire until the raider runs out of ammo.

After clearing the area, read the terminal which unlock Dunwich Borers, Revere Beach Station and Longneck Lukowski's Cannery on the map. Dunwich Borers is a place I highly recommend going for it has a magazine and a bobblehead, not to mention a unique knife that causes extra damage and bleeding.
Fallout 4 Part 90: Dunwich Borers (Astoundingly Awesome Tales and Sneak Bobblehead Found)

Hi friends,

In this fun filled episode, we do Dunwich Borers. Starting on, if you've played Fallout 3, then you may remember the Dunwich building. Well, yes, they are indeed related. The Dunwhich building owns and operates Dunwich Borers.

When you first arrive, there are numerous raiders throughout the quarry. They can be easily sniped, however be aware of grenades that are commonly thrown. Also, there is one raider wearing power armor. He can be easily taken down with headshots or using explosives.

The entrance inside lies at the very bottom, near the tractor. If you cannot see it from above, scout around at the bottom until you see it. Be aware a tripwire trap not far from the entrance. Once inside, you'll see a lift leading to a door. Do not go this way! It's practically a short cut leading from the path we will venture on.

Keep going and you'll face several turrets and raiders. Beware of a tripwire next to terminal 1. Not far from here there is a cooking station. Proceed on and go you'll see a ladder with locked door (novice). Keep an eye out for another tripwire near the bottom of the stairs. If you did not take the path of ladder, terminal 2 will be ahead and eventually terminal 3. Once you reach an open area with platforms going around the edges leading down. Don't rush to hastily unless you're character build is close range because there is a boss at the bottom (Bedlam). In this area there's an armor workbench and a magazine.

Proceeding downward there will be visible ghouls lying on the floor, however a short vision will appear showing people alive and working. After the vision, if you get close to some ghouls, they will wake up and attack. It's pretty obvious to tell which ghouls will attack, so shoot the ones that look the most guilty. Keep going until you reach an area that is more open that the tight spaces you've be going through. Eventually there will be a small cave. As you go closer to this cave, another vision will appear to what shows a group of people in worship. After the vision, kill the ghouls and go down the watery hole. There will be a mini-nuke and Kremvh's Tooth.

Side note 1: An Astoundingly Awesome Tales can be found at 19:33

Side note 2: If Kremvh's Tooth was previously fond from random loot, it will be missing here.

Side note 3: DO NOT USE POWER ARMOR TO GO DOWN THE WATER HOLE. Unless you want to waste it.

Side note 4: A Sneak Bobblehead can be found at 33:59

Side note 5: Kremvh's Tooth can be found at 36:39
Fallout 4 Part 91: Mercer Safehouse (Taffington Boathouse)

Hey friends,

In this episode, we do a quest for P.A.M. with the Railroad faction. Simply put, clear this area from the bug, and return to P.A.M.

More about this Taffington Boathouse can be found by clicking the link in the video.
Fallout 4 Part 92: Salem (Guns and Bullets Found)

Hey friends,

In this video we explore Salem and do a quest miscellaneous quest, Salem Militia, we get from Barney Rook. Barney ask us to re-activate 5 turrets. Each turret, except for the church steeple, will require killing a few mirelurks.

After completing, return to Barney and he will give you a Reba II which does 50% more damage bugs and mirelurks.

Additionally, you can kill Barney and get his key to get Reba II.

Side note: A Guns and Bullets can be found at 3:46
Fallout 4 Part 93: Taking Point Outpost Zimonja (Astoundingly Awesome Tales Found)

Hello friends,

In this episode we do the Taking Point Outpost Zimonja quest. Here, we simply need to clear the settlement from the raiders.

Do note, it is best to use a little strategy while up against these raiders because Boomer, a raider in power armor has a fatman. An effective strategy will require sending in your companion so Boomer can use up his mini-nukes.

Side note: An Astoundingly Awesome Tales can be found at 3:17
Fallout 4 Part 94: Lynn Pier Parking

Hi friends,

In this quick video we do Lynn Pier Parking. There are 3 small sections to this area. The lowest is flooded and has many radroaches. Outside, there is sentrybot that patrols.

This is a relatively easy sentry bot to fight, even if you're low level, because you can use the level to your advantage by quickly hoping in and out of the building. To be aware of the cars that may explore it takes too much damage.
Fallout 4 Part 95: Mystery Meat (Barter Bobblehead & Tales of a Junktown Jerky Vendor Found)

Greetings friends,

In this episode we do the Mystery Meat quest at Longneck Lukowski's Cannery. As soon as you enter, a guy name Theodore and a woman named Rylee will begin arguing about her lack of ability to sell a product and. Rylee will mention people are getting sick after eating his potted canned. Talk to Rylee if you need to purchase any junk. Also ask her the vault suit she is wearing. Uou can also talk her into becoming a merchant at a designated settlement. Afterwards, talk to Theodore about clearing out some mole rats in the building.

Theodore will warn you about going into the basement. Before starting the actual quest, head upsairs by following the catwalk. Once you're upstairs, read terminal to get some history about the place.

Go back to the production floor and follow the path to the back side. Be careful because the room ahead is trapped. If you wait long enough you can see some radroaches trip the trap and face their end.
Moving on, you'll eventually face some ghouls. Keep going, but be careful for one area of water is slightly more irradiated than normal.

Eventually you'll reach the end, and see a glowing ghoul's body on a table with some cutting utensils. At this put, our character determines that Theodore has been putting ghoul pieces in his potted meat, causing other to get sick. Once you return to the production floor, Theodore will rant and become hostile. When his health is low, he will plead for his life. The decision is yours to for him to live or die. Either decision will complete the quest.

Side note 1: A Barter Bobblehead can be found at 7:12

Side note 2: a Tales of a Junktown Jerky Vendor can be found at 7:19
Fallout 4 Part 96: Kingsport Lighthouse

Hey friends,

In this video we do Kingsport Lighthouse, a settlement area. This area is along a beautiful coast, despite all the debris. Most building are medium sized and one building behind the lighthouse offers weapon workbench.

Common enemies here will be those of the Children of the Atom. Be careful because it's very easily to lure several enemies to attack you at once. Their gamma radiation guns can cause high amounts of damage, especially while attacking several at once. I recommend sniping them from a safe distance and having plenty of cover.

A cool feature about this area is, if you go to the top of the lighthouse, there is a glowing one ghoul inside it, along with a mini-nuke.
Fallout 4 Part 97: Crater House (Wasteland Survival Guide Found)

Hey friends,

In this episode we do the Crater House. We face some high level enemies here, so if you dare, take this place slow and careful. One enemy has a fatman. Once you hear that whistle, RUN!

The best strategy for the place is to stay on land. If you attack from the water end, this will become challenging at first, until the enemy launching the fatman runs out of ammo.

Side note: A Wasteland Survival Guide can be found at 8:08
Fallout 4 Part 98: Ticonderoga (Guns and Bullets Found)

Hey friends,

In this video we do Ticonderoga, and it is south from Monsignor Plaza. The safehouse has several levels. Each level isn't too big, but all together it can add up to a lot of space.

Side note 1: A Guns and Bullets can be found at 5:34

Side note 2: A fat man can be found at 1:03
Fallout 4 Part 99: Butcher's Bill (Kendall Hospital)

Hi friends,

In this episode we do the Butcher's Bill at Kendall Hospital. Outside Kendall Hospital, there a variety of Bloodbugs and bloatflies.

The main entrance is filled with junk. Past there is a blue door and a locked terminal (novice) controlling the nearby door. Don't bother with it unless you're extra curious or want the experience points. Past the terminal and down the hall on the left is a bottlecap mine. In the next room you'll notice a bonfire burning in the center. Be careful as there are 5 raiders and a turret in this room. Connecting to this room is a gift shop with an locked floor safe (advanced) which behind the counter. Also, near the bonfire is an armor and weapon repair station, and a book return machine. A staircase leading upstairs is not far from the book return station

An elevator next to the lab takes you to the 6th floor. Do know there is a gun turret at the end of the first hallway. Go down the ramp leading to more turret on the fifth floor. Move on through the small area, and once you arrive at a set of blue double doors, be absolutely ready to face several raiders, one which has a missile launcher.

Along the platforms, there is an locked blue door (advanced) which opens a room where you can see a large platform. Past this is a red locked door (advanced) leading to another office providing an armor workbench, and also turret.

Do be careful not to jump to the bottom level without being ready as there is a deathclaw. After clearing this beast, pickup the Fusion core next to the generator. In the southern corner there is a circuit breaker. Activate this to open the double doors leading to your exit. The last hallway has a chest, however it is highly irradiated
Fallout 4 Part 100: Joe's Spuckies

Welcome friends,

In this quick video we do Joe's Spuckies. Do be ready, because there are lots of skilled gunners in here, a turret, and Mr. Gutsy. Also, a gunner has a missile launcher on the upper level. Also, one of the stalls in the bathroom is trapped.

This place is excellent for getting weapons, armor, and junk. There's even a weapons workstation near the kitchen area.
Fallout 4 Part 101: Pinnacle Highrise

Greetings friends,

In this episode we do Pinnacle Highrise, which is not far from Goodneighbor. The easiest way to access this level is to go under the road ramp. Along the edge of the buildings, you'll see a fire escape stairs. Take these stairs all the way up, and there behold is our destination.

Gunners will be your common enemy here. If you have lots of grenades, this place is perfect to throw them.. Also within this level is a DIA Cache. P.A.M. will eventually give you the RFID card in case you really want to get the goodies inside.

Although this area is small, there are a few levels. Once you find an elevator, the enemy will change to super mutant. Once you clear the new level, take the other elevator beside the one that was just stepped out of. The new elevator go up. Clear this area with more super mutant. Afterwards, take the mechanical door outside, and you'll face more super mutant. Do be careful here, as these super mutant are on the down slope of a ramp, and tend to be very good at throwing grenades.
Fallout 4 Part 102: Hub 360

In this episode we do Hub 360.

To access this level without the jet pack power armor, please continue reading. Our entrance lies facing a "Life Is A Race" billboard. Facing that entrance and there should be a large barrier of wood to your right. Go through the wooden barrier until you reach a bus. Then, an alleyway will be on your left. Go there until you find a set of stairs on the side of the building with an Abraxo logo. Go to the top and take the wooden planks across to building with Hub 360.

There is no map marker for Hub 360 and has just a few areas to obtain loot. On the first level, there are 3 well placed bottlecap mines. The second level, you must go outside on the Cafe Patio and there will be an ammo box - be careful for a couple of super mutant here. Finally, the third level, also containing rooftop pool, has an ammo box and a steamer trunk at the top.

If you have the jet pack power armor, simply jump from platforms to rooftops until you eventually reach the top.
Fallout 4 Part 103: Monsignor Plaza

Hello friends,

In this video we do Monsignor Plaza.

Monsignor Plaza is a medium sized are with lots of raiders to find. There is also a hostage you can free or execute.

A fusion core can be found in a suitcase behind the 1st floor elevator.

There is also an armor work station on the 3rd level.

There is a know bug which is known to happen when getting close to the entrance. However, mine crashed while inside.
Fallout 4 Part 104: Gwinnett Brewery (Tales of a Junktown Jerky Vendor Found)

Hey friends,

In this episode we do Gwinnett Brewery. There are two entrance. One lies from within Gwinnett Restaurant and the other is a broken pipe at the bottom of a ramp between the Brewery and the Gwinnett restaurant.

At the bottom facility there are some mirelurks. Although hidden, they will rise once you get close enough.

If you follow the path constructed from the pipes, this will lead to the higher levels and to the rooftop. Before going to the roof, stop buy and get the steamer trunk.

There are two small offices on the roof. One can be entered by shooting the door bar from through a broken window. A Gwinnett stout recipe is located in here. The other can be lock picked (advanced).

Side note: A Tales of a Junktown Jerky Vendor can be found at 12:34
Fallout 4 Part 105: South Boston Police Department

Hi friends,

In this quick video, we do South Boston Police Station.

This small level starts off with an evidence terminal behind the front desk. However, there is a locked terminal (expert) directly to your left as soon as you enter. Afterwards, read the terminal behind he front desk to have a few marker points updated on your map.

Next, enter the holding cell to loot a duffle bag. Proceed upstairs and you'll face a few mongrels. Inside the question room will be a radroach and some rat poison. Go around to a small office in the corner to pickup an Eddie Winter Holotape 7. Finally, there a locked wall safe (expert) beside the terminal.

Side note: A Daddy-O can be found at 2:04
Fallout 4 Part 106: Parker Quinn

Hey friends,

Warning, scammer alert! Yes, no jokes about it, at least in the sense of Fallout 4.

In this quick video, I show you Parker Quinn, who is a scammer. He is located near South Boston Police Department. Upon talking to him, he will ask 100 caps, and you'll get a charge card, plus a 10 cap service fee. He claims that this card can be used at any vendor in the area.
Fallout 4 Part 107: Randolph Safehouse (University Point) Part 1

Hello friends,

In this episode we do a Randolph Safehouse quest at the University Point location. The first video will explore the outside area. The location is large in size and has lots of smaller areas to investigate, including a terminal in the center area. Behind the main building, where its partially in the water, there is a safe on the upper level.

There are a few synths and turrets to fight in the center area. In the back of the rear building, a few mirelurks will appear.
Fallout 4 Part 108: Randolph Safehouse (University Point - Tesla Science Found) Part 2

Hello friends,

In this episode, we do the main building at University Point for the Randolph Safehouse quest. Upon entering the building, you'll face several synths who are on the upper level. In the lower level to the rear, there are several mirelurks and mirelurk eggs.

On the upper level, there are a few more remaining synths. Take them out and the quest is complete.

Throughout the building there are several terminals, chest, and loot of all sorts to discover - a good place to collect junk if needed. If you're interested in knowing the history of the area, read the terminals. You'll discover the place was attacked and taken over by the institute due to one of the resident acquiring some tech they wanted.

Side note: A Tesla Science can be found at 12:48
Fallout 4 Part 109: University Credit Union (Prototype Up77 Limitless Potential)

Hello friends,

In this video we do the University Credit Union building. Starting off, don't worry about the front entrance. It leads to the customer area, and you will not be able to proceed. Instead, take the rear entrance as shown in the video.

While behind the counter, lots of prewar money can be collected. After looting, proceed to the left and down the stairs. Down here, you'll see a safe. The terminal to unlock the safe will require Gerald's Vault Password. This password was found in a terminal in the main building. If you want to know the exact location, please refer to the previous video, or simply go up the stairs beside the rear entrance to University Credit Union. You;ll find a terminal containing it.

While inside, there are several safes to lockpick (advanced, expert, and master). Also, one master locked safe will contain a red button. Activate it and a door will open. In here you'll find lots of fusion cell ammo and the Prototype Up77 Limitless Potential . A laser rifle that has an unlimited clip - meaning, no reloading, ever!
Fallout 4 Part 110: Subway Station

Hey friends,

In this video, we do the Subway Station. When you enter, descend down the stair and a set of double doors will be chained. Take the alternate route to your left to proceed. This area is filled with Bloatflys, surrounding a crash train and a cooking station in the middle.

Very little loot is found here. There a few suitcases on the crashed train.
Fallout 4 Part 111: Revere Beach Station Part 1 (Live and Love Found)

Welcome friends,

In this episode we do outside section to Revere Beach Station. This area has several buildings, most of which can be entered with several levels. Do be careful as there are numerous raiders lurking about. Try not to let them attack you from both sides.

Facing the beach from the station's entrance, there is a steamer trunk (master) found on the upper level. On the opposite side, there in a locked safe (master) in the upper level of a building.

A Mirelurk Queen can be found on the beach.

Side note: A Live and Love can be found at 2:41 on the concrete blocks
Fallout 4 Part 112: Butcher's Bill 2

Hey friends,

In this episode we do the Butcher's Bill 2 quest. Once you go don the stair, you'll face some radroaches. To your left is a door that cannot be opened. Straight ahead lies a room with a locked terminal (novice). Unlock this and you'll active a protectron. Leave this room and go the only route we haven't been too. On your first right leads a path with a small room filled with rad roaches and some junk. Leave and return to the hallway, but do not go downstairs yet. Instead, go straight to find a locked explosives box (novice). To the right will have some booby traps on the floor and on the bathroom stall. Now return o the hallways and return downstairs. Here there are numerous raiders scattered, some wit turrets in obvious locations. In the start of the are,a a locked terminal (novice) will be to the left. Unlocking it will activate a protectron. To the right leads further down the station and to our objective. Clear the raiders and turrets and look for a path on your right. Here you'll see Blackbird's dead body with a note. An alternate path leading to the area we came from lies on opposite end. Take this path of wreck trains.

On the far end, you'll see a blue door chained from the outside. Unchain it and go in the room to fight off several ghouls. After clearing the area, take leading up the stairs to unchain a door we found at the beginning.
Fallout 4 Part 113: Fraternal Post 115 (Guns and Bullets Found)

Hey friends,

In this video we do Fraternal Post 115. This place is going to have super mutants. Once you enter the main open area, be careful for some well placed mines. A steamer trunk and several ammunition boxes can be found in the middle. On the podium is a magazine. Upstairs is a very distinct tin can alarm. The executive terminal is locked (novice). If you read the notes, there is some lore about the playable character was supposed to give a speech.

Side note: A Guns and Bullets can be found at 1:45
Fallout 4 Part 114: Corvega Assembly Plant (Repair Bobblehead Found)

Hey friends,

In this video, we get a bobblehead on top of Corvega Assembly Plant.
Fallout 4 Part 115: Cambridge Construction Site

Hi friends,

In this episode we do the Cambridge Construction Site. The construction site is just west of Bunker Hill and southeast of the Mass Fusion Building. Area is small with multiple levels. There is a weapons workbench on the west side of an unfinished building. At the top of the main building there is a platform that connects to the freeway.

A MILA can be placed once Tinker Tom has assigned the quest.
Fallout 4 Part 116: Commonwealth Bank

Welcome friends,

In this episode we do the Commonwealth Bank. The main entrance is no far south of Faneuil Hall. There a locked door (advanced) leading to an alleyway where several raiders will be located. This alleyway will lead to our door in the video. There are two levels in this building. The first floor isn't much other than a stairwell. The second floor, the left is a room that has a locked safe (novice). On the right, behind the reception desk, there are two terminals. The locked terminal (expert) opens the vault door. Inside there are lots of pre-war money to collect and 2 locked safes (advanced and expert). Another locked terminal (novice) can activate a protectron.

Lastly, an elevator will lead to the roof where a MILA can be placed if Tinker Tom assigned the quest.
Fallout 4 Part 117: Haymarket Mall

Greetings friends,

In this video we do the Haymarket Mall area. This area has lots of raiders. If they get near a a truck with several red containers in the back, shot these containers and they will instantly explode causing massive damage to anything beside it.

Once the area is clear, go inside the mall. A few raiders and a laser turret will attack. The turrets are on the ceiling in the upper level. On the ground floor to the left is a locked terminal (advanced) which will unlock 2 protectrons. The same office will have a door and a path that leads to the rear area from the entrance we came in. This area has another door, leading upstairs, or a staircase in the hallway going down. Upstairs has a weapon and armor workstation. There is a few place to gather junk and other loot. This level also has an elevator that goes down to the bottom level.

On the bottom level, there will be more raiders to fight behind the locked door (novice); or ceiling turrets if you go left and the leading to the same area the raiders are at. To the back section is a locked safe (expert). After clearing the area there will be a ramp going up one level with one turrets to fight. This path leads to an exit to the roof.

While outside, be extremely careful because once you enter the Garden Terrace, a Deathclaw will appear. After it is finished, there is a small building on the left of the roof you can enter. Work your way down to find a steamer trunk and a locked safe (advanced).

Side note: This level design was confusing for me because we took an elevator down, but somehow I ended on a high level.
Fallout 4 Part 118: Boston Bugle Building

Hey friends,

In this video we do the Boston Bugle Building. Here, our enemies will be raiders of various types. The lobby area is very small, and has an elevator going up. Yes up, even though it says down.

On the upper level, watch out for the big hole in the floor right in front of the elevator. Here, a protectron will immediately attack. A locked terminal (novice), be be very close. Read it for various articles.

Afterwards, a blue door in the corner will leads to a set of stairs going down. Down here is a steamer trunk with various loot. Another locked terminal (novice) will be here, containing the same information as before.

Return to the previous area with a hole in the floor and go outside the set of double doors. This will take you to the roof. If you have a MILA, it can be placed here. A locked floor safe (novice) can be found beside the desk. If needed, fast travel can be activated here.
Fallout 4 Part 119: Gunners Plaza Part 1

Hey friends,

In this episode we do Gunners Plaza. Upon getting close to the facility, there will be several gunners placed in a many locations, ranging from patrols on the ground, stationed at the top, and stationed at the ground level. A few well placed turrets will attack as well. For me, blood bugs came out of nowhere, so keep these nasty things in mind. Do be extra careful as some higher level gunners will have a missile launcher and a fat man.

There are three ways to enter this building. One is through the front gate on the ground floor. Two is an elevator on the roof going to the basement. Three, a wooden door on the 2nd floor balcony. From the first floor entrance, lookout for mines. There is a protectron that can be activated from the locked terminal (novice) which can assist fighting the gunners inside. Various loot from all over the facility can be found. In the office area, a few employee terminals will details the thoughts of some of the gunner employees. Eventually, the path will lead to a hallway with some fortified and bags. Two turrets along with several gunners will attack. Use grenades here for quick disposal. either side will lead to a set of stairs going to the upper level. Upstairs a locked terminal (novice) can deactivate a turret. Not far from the turret, is a blue locked door (advanced) holding a fat man.

The video will be continued on the next episode.
Fallout 4 Part 120: Gunners Plaza Part 2 (Magazine and Bobblehead Found)

Hi friends,

Welcome back as we finish Gunners Plaza.

Starting off, proceed down the hall a bit, and you will face Cruz. A boss-type character in the building. Check the surrounding offices for various loot and a Guns and Bullets magazine. Afterwards, check Cruz's body for a holotape and a GNC Recording Room Key. Just past is location, exit the wooden door to go out on the 2nd floor roof. More gunners will be faced here.

While on the roof, a cooking station and armor workstation can be found here. Follow the path and go upstairs to the 3rd floor roof. A small building with a locked door (novice) will contain various loot - mostly ammo. The building with the radio tower will have an elevator. Use it to access the basement.

In the basement, there will be more gunners to fight in various location. Do be careful and check your back as some can flank you from 3 different access points. Various loot can be found through the basement and a weapon workstation. Go upstairs and in the middle you'll face Ryder. Eliminate him and check his body for a GNC Recording Room Key and a holotape.

Work your way to the North past many pipes and mechanical equipment until you reach an elevator. Use the elevator to return on the 1st floor.

From the first video, there is an area with fortified sand bags. behind these sand bags is a locked door. Use the key provided by Cruz or Ryder to unlock it. Be prepared before going in to face 2 turrets, a gunner, and Captain Wes. Loot the captains body for a safe key. There is lots of loot to gather in this room. Get the booblehead and open the safe to get the captains holotape. You can also read the captain's terminal for additional notes.

Side note 1: A Guns and Bullets can be found at 2:18.

Side note 2: Cruz or Ryder's GNC Recording Room Key can work on the locked door. Both keys are not required.

Side note 3: A Small Guns Bobblehead can be found at 18:20
Fallout 4 Part 121: Memory Interrupted (Malden Center - Tumblers Today Found)

Hi friends,

In this video we do the Memory Interrupted quest at the Malden Center. First, speak with Dr. Amari. Afterwards, you'll need to eliminate some gen 1 synths near Malden Center.

If you fast travel here, you'll immediately be attacked by the synths. Glory from the Railroad faction will assist. Go down the walkway and proceed through the double doors. More synths will be here. The red door on your right will be chained. Proceed left down the stairs. More synths will be here. To the left is a locked door (advanced) and a terminal detailing food storage. This room has mostly food. Throughout the area, you'll find several dead raider bodies. Loot them for various ammo, weapons, and armor. The Northeastern train has a magazine. On the other side of the trains to the Eastern wall is a locked terminal (novice), which activates a protectron.

Proceed North through the crashed trains. A small pathway on the right has a turret right past the door. Past the turret is a locked door (advanced). In the same room be careful of a mine inside the refrigerator. Next, take the elevator down. More synths will be fought here. A fusion core can be found on the Southern wall in the area, right past the synths.

Go down the path leading West. Continue down the path and a raider/synth battle will take place. The synths will be easily overtaken. Now clear the raiders. A raider boss, Helter Skelter will be in this area. After clearing the area, there will be little loot through the level. Between the two wooden shacks is another pathway. Take this and go up the elevator which leads to the chained door we found at the beginning.


Side note 1: A Tumblers Today can be found in the Northeastern crashed train.

Side note 2; A fusion core can be found at 7:03
Fallout 4 Part 122: Randolph Safehouse 2 (Hyde Park - Magazine Found)

Greetings friends,

In this video we do the Randolph Safehouse 2 quest at Hyde Park.

The buildings here will be connected by wooden platforms due to flooding. Raiders will be in various locations through the rooftops and inside the buildings.

I started on the Southwestern edge where a ramp goes inside. Be alert for a grenade trap hanging above a door in the first area. In here there is a weapon workstation. Once the raiders tart attacking, get ready to find cover if one managers to toss a grenade inside a window. It's actually best if you tart on the rooftops first. Clear the area from the raiders and kill Scutter, a raider boss-type enemy. Afterwards, go around collecting various loot. Do be mindful of traps on the roofs, however the raiders may trip their own traps.

A signed note can be found. I believe this hints to the Gunners near Gunners Plaza. No other specifics are given.

When finished with all the enemies, return to Desdemona to complete the quest.


Side note: A Grognak the Barbarian can be found at 4:46
Fallout 4 Part 123: Forest Grove Marsh

Hi friends,

In this video we do Forest Grove Marsh.

This area has lots of ghouls, little loot, and somewhat annoying navigation due to the flooding at the bottom of the houses and the narrow planks connecting each house. Not far from here is a dam and Oberland Station.

The top a building in the west side of town that has a long pole and flashing red light has Sheila's holotape and some loot.
Fallout 4 Part 124: Note Found in Mass Pike Interchange (Easy Weapon)

Hi friends,

In this quick video, we find a note in Mass Pike Interchange, well, somewhat before it. This note will automatically update Trinity Plaza. Go there and take the elevator. Around the first room, you;ll find a laser weapon with some great mods.

This is a good start for new players looking for an easy weapon to get.

Side note: I'm not sure if this laser guns' mods are randomized.
Fallout 4 Part 125: Long Road Ahead (Mass Pike Interchange - Magazine Fund)

Hey friends,

In this video, we do the Long Road Ahead, a Maccready quest, located at Mass Pike Interchange.

In this quest, you'll need to eliminate Barnes and Winlock, who will not immediately attack. However, lots of gunners in various locations throughout the interchange will.

There are 3 possible entrance to getting at the center of the interchange. One, it the far northern road that eventually leads to the interchange center. Simply go up the downed road and follow the road south. Another is pretty close the the center where a yellow elevator is located at the bottom. Kindly refer to 0:34 for the exact location. The third, if you have the rocket booster on power armor, if to boost from the west end of the center.

When you arrive near the interchange up top, be careful as an assaultron will patrol the North. Also mindful of the cars surrounding the road. Plan an escape route if they are about to explode.

After clearing the area, Barnes and Winlock are left. You can attack one and the other will remain docile. Afterwards, talk to Maccready to complete the quest.

Side note 1: A Grognak the Barbarian can be found at 6:55

Side note 2: A weapon, armor, and power armor work station can be found here.
Fallout 4 Part 126: History of Maccready

Hey friends,

In this episode, we learn about the history of Maccready. You can earn this by increasing your relationship, and eventually he will want to talk.

Although this video is short, I'll leave the details short so you can enjoy the surprises. I will hint this if you played Fallout 3 and did the Little Lamplight area, you'll definitely enjoy watching this.
Fallout 4 Part 127: Egret Tours Marina (Wasteland Survival Guide Found)

Hello friends,

In this episode, we do the Egret Tours Marina.

The building on the right, facing the water, has a locked door (novice) on the right side, or you can simply go through the docking water to enter. If you go upstairs, there is a locked safe (advanced), and a steamer trunk in the hanging boat.

The building in the middle area, that looks similar to a cafe, has various junk. There is a tripwire just in front of the counter.

The building on the far right, closest to the water, has some mines placed on the dock and inside. Other than a well hidden ammo box, this place is pretty pointless.

Finally, the main building on the left has Phyllis Daily inside ready to shoot, but does not engage combat. If you care to hear her story, she will go on about her dead grandson. Further, she will eventually reveal she killed her grandson and does not remember it. This is due to her synth well being not properly controlled. There's a terminal upstairs there details her notes. After reading it, you can confront about her grandson, or encourage her to join the minute men, and she will allow this area to be a settlement. Don't forget to unlock the safe beside the terminal.

Side note: a Wasteland Survival Guide can be found at 3:28 to the left of the broken terminal.
Fallout 4 Part 128: Robotics Pioneer Park

Hey friends,

In this video we do Robotics Pioneer Park. This area is pretty wide open and has few building to explore.

Do be careful as you approach the back of a teal-colored broken house. It will contain a deathclaw, type is based on your level. If you are low level, or struggle with these enemies, go to the building before and there will be a locked terminal (novice). You can then activate 4 protectrons which can aid you in battle.

If the area is cleared, the protectrons will move in a parade-like pattern to a stage, and put on a small show.
Fallout 4 Part 129: Edge of Glowing Sea

Hi friends,

In this video, we do the Edge of Glowing Sea. Better bring some RadAway Rad-X

The main part of the level is found in the broken highway. You can easily access the upper level by taking the broke road up. There will be one raider and one mongrel that will attack. There is little loot to be found here.

Side note: Entering this area, and continuing on southwest, your character will continuously take a small dose of radiation poison due to a bomb that was dropped in the far southwestern corner.
Fallout 4 Part 130: Hopesmarch Pentecostal Church

Hey friends,

In this episode we do Hopesmarch Pentecostal Church. The only way to enter this level is by dropping in from the rooftop. However, before you do, take out at may ghouls are you can. There are probably 15+ below.

Once you clear the enemies, go to the podium and you'll find the Church Safe Key, which unlocks a safe upstairs.
Fallout 4 Part 131: Installation K-21B ( Covert Operations Manual Found)

Hi friends,

In this video we do Installation K 21B. When you first walk to up this area, it will look like just another other shack. However, go inside and look for a door on the floor beside the bed. This leads to a large underground bunker. To enter the main area, activate the circuit breaker. Once inside, there will be 3 synths patrolling the area. Various loot can be found throughout the facility.

Go to the bottom floor and beside a locked terminal (novice) is a magazine. Hack the terminal to power on the elevator. Take the elevator up to exit a small building that was behind the shack.

Side note 1: A Covert Operations Manual can be found at 8:02

Side note 2: A power armor repair station with a random level-scaled power armor can be found at the bottom-level under the stairs.
Fallout 4 Part 132: Vertibird Wreckage

Hello friends,

In this video we do the Vertibird Wreckage.

This area has lots crashed Vertibirds. There is little various loot to find and a level-scaled power armor.
Fallout 4 Part 133: O'Neill Family Manufacturing

Hey friends,

In this episode we do O'Neill Family Manufacturing.

In order to access the building you will need to look for a hole in the ground, which is the roof of it's remains. This hole is not far from door entrance. If your searching here at night, it may be difficult to see.

While inside, there will be several ghouls to fight. Clear them for various loot and to find a power armor workstation. You can use the terminal to open the roof access. Also, there is a Sentry bot model kit.

Inside the roof access there are more ghouls to fight and a steamer trunk to loot.
Fallout 4 Part 134: Cave

Hi friends,

In this quick video, we do Cave. Short and simple name, just as much as the level.

There is one raider in there to loot from, which contains a raider power armor and various loot.
Fallout 4 Part 135: Crater of Atom (Astoundingly Awesome Tales Found)

Hey friends,

In this video we do the Crater of Atom area.

In this area, surprisingly enough, we find inhabitants living at the center of a crater where a bomb was dropped. Here hosts humans from the Church of the Children of Atom. Most members here will either be in a prayer state or sleeping. You can speak with Mother Isolde to learn some history about the church. Also, while in dialog with Mother Isolde, you will not take radiation damage.

Side note: An Astoundingly Awesome Tales can be found on the second floor behind Mother Isolde on a table, beside the red chair.
Fallout 4 Part 136: Decrepit Factory

Hey friends,

In this episode, we do the Decrepit Factory.

Most of the former building has sunk into what remains of radioactive waste due to the bomb drop in 2007. There is little loot to be found here, and some areas of the waste can give massive radiation damage each second.
Fallout 4 Part 137: Decayed Reactor Site

Hello friends,

In this episode we do the Decayed Reactor Site.

The area has two partially buried structures in the shape of a dome. Each structure delivers a high amount of radiation damage - around 40 per second if near the center. The southern structure lies a dead Child of Atom with a Gamma Gun. Do be careful, a level-scaled deathclaw may occasionally nest here.

Other than this, there isn't much to do. If you activate the circuit break, an alarm will go off, mentioning a meltdown.
Fallout 4 Part 138: Forgotten Church

Welcome friends,

In this video, we do the Forgotten Church. This level is similarly designed to that of the Hopesmarch Pentecostal Church. The entrance is from the hole in the roof, however there aren't any ghouls and there is less loot. A deathclaw does patrol the surrounding area.

Although shorter than the other church, the easily loot makes it worth stopping by if your near the area.
Fallout 4 Part 139: Federal Supply Cache 84NE

Hey friends,

In this video, we do Federal Supply Cache 84NE.

This level is a small bunker. Above the entrance are two turrets and two spotlights. Inside are two protectrons that can be activated from the circuit breaker. Once active, they will become hostile. There is also a locked terminal (expert) that will open the sealed door. Various loot can be found in several foot lockers throughout the bunker.
Fallout 4 Part 140: Long Road Ahead 2 (Med-Tek Research - Magazine Found)

Greetings friends,

In this episode we continue Maccready's companionship quest. He ask's us to go to Med-Tek Research to get a cure for his sick son.

Now if you're doing this level, you will not be able to proceed past the air-lock chamber unless Maccready gives you Jacob's Password. Do not be confused with Jacob's Password used at the Covenant. They are two completely different quest items.

While at the executive terminal, Maccready will initiate dialog and give you Jacob's Password. Use he terminal to deactivate the faiclity shutdown. Now you may proceed past the airlock chamber on level one.

Beyond here, you'll face a few ghouls. Each holding cell does not contain any items, only the ghoul who remains until the cells are unlocked. Various loots can be found throughout the facility.

The path to the objectives is relatively easy to navigate. It is not recommended to jump down to the bottom level without first clearing a few ghouls. While on the b2 level, you can jump down behind some pipes to get some extra loot, but nothing unique.

Once you have the cure, Maccready will ask you to give it to Daisy in Goodneighbor. After completing his final quest, Maccready will give you the Killshot perk (20% accuracy boost for head shots in VATS).

Side note: A Massachusetts Surgical Journal can be found at 26:52
Fallout 4 Part 141: WRVR Broadcast Station (Live and Love Found)

Hi fiends,

In this episode, we do WRVR Broadcast Station. Although you do not need to rescue Rex Goodman from Trinity Plaza, instead, you can pick the lock. Also, if the quest has not been completed, speaking with Anne Hargraves or George Cooper will give you the quest Curtain Call.

Little loot can be found here.

Side note: A Live and Love can be found at 2:27
Fallout 4 Part 142: Human Error (Covenant and Compound)

Hey friends,

In this episode we to the Human Error from the Covenant settlement.

You may hear about Covenant from settlers or caravan traders - automatically updating your map and giving a miscellaneous quest to "Investigate the Covenant". When you get to the Covenant's gate, Swanson will greet you. In order to enter the area, new visitors will have to take a screening test. The test is used to screen on whether or not the visitor is a synth.
To get the quest, speak with Honest Dan. He'll tell you he's been hired to investigate a caravan gone missing and to find Amelia Stockton, the missing daughter of the Stockton family. Dan suggests the residents of Covenant may somehow be involved.

Get started by exiting the Covenant and head just north-east along the road and you'll see the remains of the missing caravan. Among these remains are Deezer's Lemonade. Go back to Covenant and question the residents. Each resident will provide little help and suggest you leave the situation alone. The only way to move forward is to enter the first house on the left. You may need to sneak to unlock the doors (advanced). Once inside, try to make sure the room s clear from any of the residents. Close the doors so they cannot see you, and pickup Jacob's Password on the small table. Next, go to the house in the middle on the far end, and use the password on the terminal. The Covenant's real purpose be revealed. Another option is to enter the shop and take the piece of paper from the trash can or fail harder speech checks with Penny Fitzgerald revealing the clues of the Compound. From this point, you can either have Dan join you by talking to him or go alone with your current companion. Upon exiting, Jacob will try to convince you to drop the case with a bribe.

The Compound is just west of Covenant on the other side of the water. The entrance is within the big pipe. Once inside, there will be some guards and turrets. Although they will not immediately attack, by passing a speech check, you'll be escorted to Doctor Roslyn Chambers. The Doctor will explain the SAFE Test's purpose is trying to reveal hidden synths and help stop them from infiltrating into settlements. Chambers also explains her reason for capturing Amelia, because she is a synth suspect.

Beyond this part of the quest, you have two choices:

If siding with the Covenant, Honest Dan will become hostile and will have to kill him. Afterwards, return to Jacob and the Covenant can be used as a settlement.

If siding with Honest Dan and freeing Amelia, the entire compound and the Covenant will become hostile except Deezer, and the Covenant can be used as a settlement, only without the former residents. Amelia can be freed through the terminal of unlocking the cell door (master).

Side note 1: Amelia is indeed a synth

Side note 2: Various terminal notes can be found in the Compound describing torture methods being used to discover synths. The SAFE test was created in a non-violent manner. Interesting enough, the creators still cannot fully confirm if a person is a snyth or not after taken a test.
Fallout 4 Part 143: South Boston Highschool

Hey friends,

In this episode we do the South Boston Highschool.

On the outside, there is a deathclaw that patrols the area. Inside the school, there is little various loot to be collected.
Fallout 4 Part 144: Coast Guard Pier (Astoundingly Awesome Tales Found)
Hey friends,

In this video we do the Coast Guard Pier. This is a great place to get lots of ammo, guns, armor, and junk.

There are two buildings and one crashed vertibird. Super mutants will can be found throughout the area. A terminal inside the building further away from the water can unlock the sealed door, containing lots of various loot. Also, there is a locked terminal (expert) which opens the evidence room containing more loot.
Go upstairs in the same building and there will be a locked safe (advanced) with an Eddie Winter Holotape 9 on top of it. Lastly, a steamer trunk is on the very top.

The other building is very small, and acts more as an outpost for the area.

Side note 1: The USCG holding cell key is found inside a crashed Vertibird.

Side note 2: The USCG lockup password is found inside a chest in a sunken boat.

Side note 3: An Astoundingly Awesome Tales is found at 4:54
Fallout 4 Part 145: South Boston Military Checkpoint (Guns and Bullets Found)

Hey friends,

In this video we do South Boston Military Checkpoint.

Our common enemy is going to be gunners. Clear them and go inside to find a locked safe (expert) and a magazine. On the outside, there is a locked terminal (expert) with a level-scaled power armor, along with a power armor work station.

Side note 1: A Guns and Bullets can be found at 2:21

Side note 2: A fat man can be found in the small trailer, outside the building.

Side note 3: This area is part of the Learning Curve quest. Escort the scribe here to progress further.
Fallout 4 Part 146: Poseidon Reservoir

Welcome friends,

In this episode, we do the Poseidon Reservoir.

Many ghouls can be found inside and outside the facility. Once you have cleared the back, take the rear entrance. Clear the ghouls on the inside and you'll find an unlocked terminal to the right room. This can unlock the security door. An armor workstation can be found in this same room.

Go down below fight off more ghouls. Take the door on the northeastern corner, and beware the scale trap. Also, go ahead and set flame to the fuel for safe measure. This room will have a weapon workstation.

Lastly, go southeast in the main are and fight off the last bit of ghouls. In here will be a power armor workstation and locked safe (master)
Fallout 4 Part 147: Big John's Salvage (Magazine & Railway Rifle Found)

Greetings friends,

In this video we do Big John's Salvage.

This area can be tough, even tougher the higher the level you are and difficulty setting. What makes this difficult is the amount of super mutants in the area. As soon as you start combat, all enemies in the area will immediately engage combat and start looking for you. The best strategy is to stay at the rear access road so the enemies will be on a narrow path. Take each one down as they come. If you do not do this, they can easily flank you from several directions.

After clearing the area, carefully listen to the Miller Family Radio Signal. Mr. Miller will request from help, saying his bunk is sealed air tight and the door needs to be opened. His bunker will be a train cart turned on it's side.

Look behind the houses for this cart, and you'll see a hole with stairs leading down. Although you cannot open the door, you'll first need to activate the nearby generator. Simply follow the power line from the train cart to a generator behind the house. To on the generator and then go inside the bunker.

Once in side, you'll soon discover the unfortunate Miller family's death. Be sure to collect the Big John's safe key if you do not have master lockpick. You'll also find the Railway Rifle.

The southeastern house will have a locked door (novice) with various loot inside. The other house will have a locked safe (master). Big John's safe key can also open this, which is found in Miller's bunker.

Side note: A Tales of a Junktown Jerky Vendor can be found at 6:30.
Fallout 4 Part 148: Boston Police Rationing Site

Hey friends,

In this video we do Boston Police Rationing Site.

Boston Police Rationing Site can be entered by jumping onto the roof. This can be done by jump from blue train cart to the lift and then onto the roof, then walk around to the side and enter through a broken wall. There are many mole rats inside, a mole rat brood mother.

Once inside, there is a steamer trunk on the catwalk platforms. Down below is an Army Terminal with additional notes about the place and can activate a protectron. The door in front of the terminal can be open by releasing the bar. The larger doors can be opened by pressing the red button beside it.

Additionally, there is an access tunnel that connects to the Mass Pike Tunnels East and West. Down here will be several ghouls, and lots of various loot. When you reach the storage room, listen to both the sergeant and detective to learn of their death.
Fallout 4 Part 149: Electrical Hobbyist's Club

Hi friends,

In this video we do the Electrical Hobbyist's Club. This location has a small house with several traps inside and out. It can be accessed from either the front, by unlocking a door (master), or going through the back. Going through the back will have many obvious traps.

Before going in, investigate the intercom and a recorded message will say no one is here. Go in, and proceed to the basement. Be careful not to go too far, as a tripwire with a missile launcher will be triggered unless disarmed. In additional to more traps, an assualtron will attack. After clearing the area, there will be various loot around. Also a terminal beside the bed with several holotape and a dead body. The holotapes reveal a woman and her child, who visited several time, was trying to reach the father. The terminal can control a protectron and the assulatron, if it is somehow still alive. There is also a armor workstation in this same level.
Fallout 4 Part 150: Westing Estate (Unstoppables Found)

Hello friends,

In this episode we do the Westing Estate. This area is mostly flooded and has a few wrecked houses. There will be several mirelurks, as well as mirelurk eggs, throughout the area.

The Signed catcher's mitt can be found in the south west house, Signed baseball is in a locked safe(Novice), and a Signed baseball card is beside bed on the wooden plank area.

Side note: An Unstoppables can be found at 3:14
Fallout 4 Part 151: Suffolk County Charter School (Unstoppables Found)

Welcome friends,

In this video we do the Suffolk County Charter School. On the outside there are a few ghouls to fight and several inside. Some ghouls inside will be unique, specifically to this area due to a pink food paste, the school was using as an experimental food alternative. Due to low funding, the schools headmaster enrolled in the program.

This school has 3 levels. Upon entry, you'll see some stairs leading to the upper floor has collapsed. To the left is a hallway leading to a several classrooms and the right hallway leads to a reception desk, headmaster's office, and a chained door leading to the gym.

To get to the second floor, go to the left hallway at the main entrance. Work your way through a series of classrooms and then down the collapsed gym floor to the basement. A fusion core can be found on this level. Look for the generator. Proceed through the basement and find the elevator. In the basement, there is a locked terminal (expert) which unlocks the sealed door next to it, contained various loot. This elevator will bring you to the second floor accessible from the back stairway. While on the upper floor, it has one large room with a series of smaller classrooms around it. Each classroom door is locked (novice and expert). Back on the first floor, the kitchen is behind a locked door (novice) and the chemistry lab is behind a locked door (expert).

Side note: An Unstoppables can be found at 15:28
Fallout 4 Part 152: Roadside Pines Motel

Greetings friends,

In this video we do Roadside Pines Motel. The area is relatively small, and several raiders will attack. Do be careful as a raider with a missile launcher is on the roof. Clear them to claim various loot throughout the level. A chemistry station can be found here. On the other side of the station, beside a bed is a steamer trunk.

A fusion core is behind the building, but I did not show the exact location.
Fallout 4 Part 153: Natick Police Department

Hey friends,

In this video we do Natick Police Department. This building isn't very large, mainly due to the land collapse with the water. There is little loot to collect here. The Eddie Winter Holotape can be found in a locker on the first floor. An unlocked terminal upstairs can help reveal some new map locations for the Eddie Winter Holotape, if you do not have them already.
Fallout 4 Part 154: Natick Banks

Hey friends,

In this video we do Natick Banks. Be careful walking around here as the area has lots of mines. Several super mutants will be in the area. For me, they fought a deathclaw.

After the area is clear there will be various loot in the church, house, and store buildings.
Fallout 4 Part 155: Jamaica Plain

Welcome friends,

In this video we do Jamaica Plain. There's lots to do here. Loot, settlement, and battles!

If Preston has given you the go ahead, you can clear a small area here, and this will become a settlement. There are lots of ghouls here to fight and several gunner bodies containing loot.

The old church in the center main entrance is chained shut. You can access it by going in the house next door and using the platforms on the roof. Enter the hole on the church's roof to go inside. There is a unlocked safe a Stimpak and two Mentats on the ground floor. Luke Silverhand's body near the entrance has the Mayor's ID card. You'll need this to disable the laser tripwires in the town hall basement.

After getting the mayor's card, go to the Town Hall. The locked Mayor's Terminal (expert) is upstairs. You can use this to read some notes and unlock the wall safe. Enter the basement. The janitor's terminal reveals some additional notes. There are two way to proceed from the press conference room. To the right, there will be a "Resident Evil-like" room, filled with lasers everywhere. If you trigger one, it'll be one shot kill no matter how tough you are. These lasers can be deceived sing the control system with the Mayor's ID card. The left require the Jamaica Plain Archive Key. There is a locked safe (expert) along the way. Either direction lead to the same place. Use the Mayor's ID card on the control system to open the next door. Inside, you'll enter a time-capsule, with many preserved items, including a holotape and an unlocked terminal.

Side note 1: The Jamaica Plains Archive Key can be found on Ken Standish's body at 4:20

Side note 2: The Jamaica Plain Town Hall Key can be found on Carl Everett at 6:53
Fallout 4 Part 156: Quincy Ruins (Guns and Bullets Found)

Hi friends,

In this episode we do Qunicy Ruins.

Be very prepared, meaning, place mines, setup an escape route, vantage point, and have lots of ammo with a good amount of healing. As soon as the battle begins, al gunners in the area will try to flank you from every possible side if your inside the area. Even if you run, the will chase you pretty far. The most effective strategy I used was using stealth sniping and planting mines from a focus point where the gunners will chase you. Be extremely careful when fighting near the church. A gunner carries a fat man, so if your inside a building with the roof exposed, plan on loading the game.

Lots and lots of loot can be found through this entire area. From steamer boxes, ammo boxes, shelves, safe, etc. Work stations can be found inside the church. Which is very handy considering the amount of junk you can gain from the place.

Side note 1: Clint carries a unique laser rifle, Good Intentions

Side note 2: Tessa carries a unique power armor right arm, Tessa's Fist

Side note 3: A Guns and Bullets can be found at 23:12

Side note 4; A mini nuke is found at 22:57
Fallout 4 Part 157: Neponset Park

Hey friends,

In this video we do Neponset Park. There are two houses here. One mostly complete, yet damaged, and another mostly damaged. The house mostly intact will be locked (advanced). Inside is a terminal with some notes of the former resident. A reflex capacitor can be found in the steamer trunk. Other than the houses, there are several locations containing loot at the containers and boats.

There are a variety of mirelurk types here, not to forget their eggs, and including a mirelurk king.
Fallout 4 Part 158: Atom Cats Garage (Magazine and Bobblehead Found)

Hey friends,

In this video we do Atom Cats Garage.

This cool locking place is constructed from a former Red Rocket garage. There are many friendly NPCs here occupied by the Atom Cats. This group specializes in power armor. YOu can buy parts, mods, and even a custom paint job that reduces the AP when sprinting. Weapon, armor, and power armor work stations can be found here.

Rowdy and Zeke will give a miscellaneous quest at Warwick Homestead,

Zeke's locked terminal (novice) found in one of the trailers, can unlock the safe beside it.

Side note 1: A Hot Rodder can be found at 10:59

Side note 2: An Unarmed Bobblehead can be found at 13:01 on the hood of the car in the main building.
Fallout 4 Part 159: Quincy Quarries

Hi friends,

In this video we do Quincy Quarries. This area, not far from Quincy Ruins, has many raiders similar to the ruins. A great way to deal with these raiders is to snipe them from the very top road connecting from Quincy Ruins.

If you use this strategy, a few will remain. Some in the bottom section within the quarry. The others are at the far end near a shack.

Lots of radiation damage can be taken here if you get too close to the barrels or step on the waste water.

The trailer has a locked door (expert) containing various loot. Not far from here, there is an small area with chair and a ramp going up. To the rear wall is a locked safe (advanced). Other than this, there isn't much here than the interesting view of a toxic dump site.
Fallout 4 Part 160: Complete Maccready Companionship

Hey friends,

In this video we do the final dialog with Maccready and his companionship. He gives you a toy he craved long ago when his song was well.

At this point, you can take the relationship further.
Fallout 4 Part 161: Wilson Atomatoys Factory

Hi friends,

In this video we do the Wilson Atomatoys Factory.

Super mutants will be mostly inside and a few on the roof. There is a unique super mutant here named Big Mack.

Aside from the loot you can get form the super mutants, there is a lot of junk to get from the Giddyup Buttercup parts. I counted about 50 parts, and I'm sure there is more to be found. Most of these parts are good for steel, screws, and springs.

A weapons workstation is located on the ground floor inside the factory.

There is somewhat a hidden loot which can be accessed by following the pipe on the roof. Keep going until you fall into a hole in the pipe. Straight ahead will be several bags of concrete.

Side note: A fusion core is south outside of the building
Fallout 4 Part 162: Quincy Police Station

Hello friends,

In this episode we do Quincy Police Station.

This area is small, considering what left of it. There is a few loot found in various location. An Overdue Book terminal is on the ground floor. Downstairs there will be some locked cells (expert), with practically nothing in it. However, an unlocked terminal on the desk will give you more Eddie Winter Holotape location if you do not have them already. The roof connects to buildings in Quincy ruins, and outside is a door you can remove the chains from. A assulatron will patrol the area. If you're a high level character, this will be a stealth assulatron.

Side note 1: Eddie Winter Holotape 3 in the last locker within the lockup area

Side note 2: A fusion core is found next to an ammo box on the 2nd level.
Fallout 4 Part 163: Murkwater Construction Site

Greetings friends,

In this episode we do the Murkwater Construction Site.

At a distance, you can see a mirelurk queen. Eliminate her as quickly as possible. The main area has almost no loot at all. However, the nearby areas (wrecked vertibird, sunken boat, destroyed houses, etc.) contain several different types of loot.

When you get to an area with 5 electrical conduits, be ready to battle a sentry bot once you open the door in the middle.

Side note; There is a scaled power armor to the west of the main area, near a Mr. Gutsy.
Fallout 4 Part 164: Poseidon Energy (Bobblehead and Magazine Found)

Hey friends,

In this video we do Poseidon energy.

There are two ways to enter this building. The recommended way, If you have master lockpicking, fight your way up the roof and take down several gunners. There will be a locked door (master) on the roof. The other way is going through the pipe system in the water.

I wend through the roof. Starting up top, take down many gunners, one in power armor named Cutty, and several turrets. A steamer trunk is found in the same room as the bobblehead and magazine.

A lot of loot can be found in several areas here. The North locked terminal (novice) can unlock sealed door. Once it is open, the facilities security system will kick in activated all protectrons and turrets that were not already hostile. Be careful when proceeding to the holes in the wall. Some well placed mines are there. Proceed down the stair to the Poseidon Energy Sublevels.

A few mirelurks can be fought down here. This path leads to the alternate entrance mentioned at the beginning of the description. You can drop down in the first room for a locked safe (novie), or keep going as the path can lead to here. When you enter the second area with water at the bottom. A locked terminal (novice) will block your way until you use it to open the door. Keep going until you reach the pool of water. You can go up the pip and then outside. Before exiting, go to the North east room. Jump into this body of water and there will be a door leading to the first part of the sublevels. After this, you'll clear the area.

Side note 1; A Tesla Science can be found at 8:34

Side note 2: An Endurance Bobblehead can be found at 8:46
Fallout 4 Part 165: Nordhagen Beach

Greetings friends,

In this video, we do Nordhagen Beach. If you rescued the settler (hostage) from monsignor plaza, he will come here and you will be rewarded.

Nordhagen Beach is a small settlement along the beach. This area starts off with 3 settlers, who originally inhabit the area.
Fallout 4 Part 166: Fort Strong (U.S. Covert Operations Manual Found )

Hey friends,

In this episode we do Fort Strong.

Our enemies here will be super mutants. There are a few on the way, and none surrounding the building. Some cannonballs can be found next to the cannons outside the fort. Lots of loot can be found here in various location. On the first floor, going to the left and down the hallway, is a locked door (novice). Open it to get into the general's office. Here you will find a magazine, mini nuke, trunk, General Brock's terminal, and a locked floor safe (master). The general's terminal details how the first power armor and fat man launchers were tested in battle. Going upstairs will give you access to several ammo boxes.

Side note 1: A U.S. Covert Operations Manual can be found at 5:40

Side note 2: There is a level-scaled power armor in the small guardhouse before the bridge going to Fort Strong

Side note 3: The quest Show No Mercy is done here, where you must kill the super mutant behemoth and secure the forts. The behemoth will not spawn unless you have the quest.
Fallout 4 Part 167: Boston Airport

Hi friends,

In this video we do the Boston Airport.

This area is full of ghouls, both on the ground floor and upstairs. If your playing survivalist, expect to fight several legendary enemies at once. The main terminal, where it's wide open and has seats, does not have much to offer. However, to the left is an entrance. Be careful as many ghouls will bombard you here. Clear the ghouls and go inside. Lots of loot can be found here, including a fusion core inside the fence. Go through the hallway, then up the stair. Clear more ghouls here, then go right. Take the elevator up to the control room. In here, there will be just a few ghouls left to fight. Lastly, loot the steamer trunk.

Several downed jets will surround the area, merely for cosmetic visual. There is nothing inside them.

Also, this area can be a settlement once you complete the quest from the Brotherhood of Steel, Liberty Reprimed. Very little can be built here.

Side note 1: A fusion core can be found at the southeastern end of the ground floor of the terminal.

Side note 2: A mini nuke can be found upstairs guarded by a glowing one.

Side note 3: A Fat Man is in a car close to the water on the runway.
Fallout 4 Part 168: Easy City Downs (Tumblers Today Found)

Hi friends,

In this episode we do Easy City Downs.

This area is a racetrack where triggermen use a variety of robots to race each other. The triggermen and raiders are hostile, however the robots are not unless they are commanded to attack. The best way to deal with this level is to stealth snipe as many enemies as you can from a view point. Don't go sneak into the race area and get caught, or the robots' command will be changed in the announcer room and they will attack. After killing a few enemies, sneak around back of the houses. Be careful as there are a few well placed traps here. If an enemy catches you, eliminate it as quickly as possible so everyone will not be alarmed. When you get close enough, eliminate the triggermen, especially Eager Ernie. Ernie has the terminal password to control all the robots, which is found in the announcer room, ground floor of the same house, and the robot stables. A steamer trunk can be found inside here. Also a safe, which require Eager Ernie's safe key - this can be looted from Eager Ernie.

Side note: A Tumblers Today can be found at 7:29
Fallout 4 Part 169: Scrap Palace

Welcome friends,

In this video we do Scrap Palace.

There will be many super mutants, including one suicider, and a few mutant hounds.

Due to the vass amount of debris in the way, sniping makes this place difficult. You may be able to get a few kills in, however some super mutants refuse to come out and attack, instead they will use the exact same strategy against you. If you clear the suicider, you should be good to move in on close combat. Do have plan an escape path if a super mutant throws a grenade.

After clearing the area, loot the biggest building here for various items. A steamer trunk and a locked safe (expert) will be upstairs in this building.
Fallout 4 Part 170: Pull The Plug (Taboo Tattoos Found)

Greetings friends,

In this video we do the Pull the Plug quest at Thicket Excavations.

This area is a former quarry and has been flooded. Go speak with Sully Mathis, who is near a large generator. There is a circuit breaker here, however it is useless for the time being. Sully will give you a quest to fix the valves in the water. Each valve can be tracked by looking for bubbles in the water. Once you find the bubbles, simply dive below and there will be the valve. After all three valves are finished, talk to Sully and he'll give you the ok to flip the circuit breaker. After a moment, mirelurks will attack. Kill them then speak with Sully to complete the quest.

If you come back after 24 hours, Sully Mathis will now attack and he will be the leader of a pack of raiders.

Side note: A Taboo Tattoos can be found at 2:52
Fallout 4 Part 171: Spectacle Island (Luck Bobblehead Found)

Hey friends,

In this episode we do Spectacle Island.

The island is somewhat large, but does not contain much. There are a few wrecked houses and a radio tower in the middle. Loot can be found throughout the island and the water (boats, containers, etc) surrounding the island. One of the houses has a chemistry and power armor workstation. Mirelurks can be found throughout the island.

To the northeast are several stacked containers. If you follow the path to the top, look for a light-green open container. Inside are several locked safes.

Close to the center of the island is a radio tower shack. Inside is a note telling Randy about the generator. Follow the powerline on the of the shack to a boat. Inside is a generator you can turn on. Once you turn on, a mirelurk queen will appear. Eliminate her and return to the shack. In the shack, flip the circuit break and several mirelurks will tunnel up from the ground and flee. The sound waves the radio tower gives off, repels mirlurks. At this point, you can now use Spectacle Island as a settlement.

Side note 1: A Luck Bobblehead can be found at 17:35

Side note 2: A fat Man can be found at 17:11

Side note 3 : A mini nuke is on the ground floor in one of the wrecked houses.

Side note 4: A legendary mirelurk deep king may spawn when you activate the generator
Fallout 4 Part 172: Warwick Homestead

Hey friends,

In this episode we do Warwick Homestead.

This is a settlement once you complete the quest Building a Better Crop.

Do the following to complete the quest once you have it.

1. Talk to Clayton Holdren - a scientist inside the Institutes Bioscience Lab.
2. Talk to Isaac Karlin - a scientist at the institute
3. Go to Warwick homestead and then speak to Roger
4. Speak to Roger's family and get some information
5. Go to Goodneighbor and speak to Cedric
6. Go back and speak with Bill
7. Speak with Isaac Karlin to complete the quest

Also, you can get a quest from Zeke at the Atom Cats Garage to repair the waterpump at Warwick Homestead.

Side note: A Mini nuke is in the northwestern building next to a dead body
Fallout 4 Part 173: Wreck of the FMS Northern Star (Magazine and Bobblehead Found)

Hey friends,

In this video we do Wreck of the FMS Northern Star.

First we start off by going to the lighthouse not far from the ship. There is various loot at the top of the lighthouse, including a locked safe (expert).

To get inside the ship, go through the hole that on the side. The first bit of enemies you'll fight is some mirelurks. Go through the containers and you'll eventually reach the top of the ship.

Next, fight the raiders and a few turrets. Once cleared, work your way to the end and a locked terminal (expert) which controls the turrets and spotlight. A chemistry station and steamer trunk are near in another shack.

Side note 1: A Tales of a Junktown Jerky Vendor is found at 10:25

Side note 2: An Agility Bobblehead can be found at 13:53, on the very tip on the wood.
Fallout 4 Part 174: Cutler Bend

Hi friends,

In this video we do Cutler Bend.

This area is a bit scattered compared to what we are normally used to. Mirelurks will be the most common enemy. There are several shacks and a sunken boat, all within eyesight. The boat towards the north of the boat-bridge has a locked safe (master) and a trunk.

Various loots can be found in each area. Do keep an eye out for mines.
Fallout 4 Part 175: Clearing the Way For Somerville Place

Welcome friends,

In this video we do the Clearing the Way For Somerville Place.

First, we need to go talk to the settlers at Somerville Place. They will request us to clear Jamaica Plain from some ghouls.

After the ghouls are clear, use the workshop and you now have Jamaica Plain as a settlement.

When this is finished, we take a closer look at Somerville Place. It has a nice swing in the front yard.

When you're finished, talk to Preston to complete the quest.
Fallout 4 Part 176: Nahant Sheriff's Department

Greetings friends,

In this video we do Nahant Sheriff's Department.

This area is near the docks, and the building is mostly destroyed. An Eddie Winter holotape 5 on the short file cabinet upstairs.

This area is also involved in the Long Time Coming quest. See below for the details of the quest.

1. First, gain Nick Valentine's companionship approval

2. Talk to Nick and accept the quest Long Time Coming. Nick will give you Eddie Winter Holotape 1, some Eddie Winter Case Notes, and the Welcome home! Holotape.

3. Next, find the remaining 9 Eddie Winter Holotapes

Natick Police Department
South Boston Police Department
BADTFL Regional Office
Malden Center
Coast Guard Pier:
Nahant Sheriff's Department
Quincy Police Station
East Boston Police Station
Police Precinct 8

4. Speak with Nick

5. Go to Eddie Winter's Hideout in Andrew Station

6. Wait for Nick to finish his dialog or kill Eddie

7. Listen to Nick

Side note: Long Time Coming can only be retrieved after completing the quest Dangerous Minds and getting admired with Nick Valentine
Fallout 4 Part 177: Libertalia (Covert Operations Manual Found) "Loot Heaven!"

Hello friends,

In this episode we do Libertalia. I'd like to call this place, "Loot Heaven"!

Honestly, I cannot describe how much loots there is in the level. Aside from the raiders you have to deal with, which can be easily sniped, there is either a trunk, steamer trunk, or safe on almost every floating platform and/or boat. Seriously, if you come here, plan on having as much free inventory space as possible.

beware, before taking the gondola to the large boat construct, try and take out the raider with the fat man.

Side note 1: A Covert Operations Manual is found at 24:35

Side note 2: The Le Fusil Terribles, a unique shotgun dealing 25% more limb damage is found at 29:27

Side note 3: An armor workstation can be found at 21:39
Fallout 4 Part 178: Vault 95 Part 1

Hey friends,

In this video we do Vault 95.

This place is pretty big. Containing tons of loot. I highly recommend having a your character prepared to pick up lots of loot before coming here.

Starting off, the entrance is highly guarded by several gunners and 2 assualtrons. I recommend starting on the high ledge and snipe the enemies. If you approach from the East or South side, the enemies will have the advantage.

Once inside, disarm the laser tripwires. Next, put out a few mines at the beginning of the next door. Now get a sneak sniper shot on the first enemy you see. Once combat is started, get ready for a big battle. Many gunners will shoot, throw grenades, and some will go melee. Also, there are more assulatrons here. If you try to proceed, mini-gun turrets will auto-attack.

Once the battle is over, loots the many locations in the main area. In the overseer's room, you'll see what was once a group therapy gathering with several skeletons. To sum up a long story, almost all the inhabitants were exposed to drugs and became addicted. The vault hosted a program to help with the addiction until each member rehabilitated. Upon the completion of the program for all members, select members of the vault who monitor the program stash chems in obvious locations to test if the program would work. Obviously it did not. Throughout the complex you'll read what remains left of a sane mine to those who eventually fell back into addition and then death.
Fallout 4 Part 179: Vault 95 Part 2 (Bobblehead Found)

Hi friends,

We continue Vault 95 in this episode. Lots of chems will be found in this video. Gunners will continue to be fought and we will see many more well placed turrets.

If you use the Detox Facility Terminal, be prepared as the gunners and turrets will be immediately ready to attack.

Side note 1: A Big Guns Bobblehead can be found at 22:12

Side note 2: The quest Benign Intervention will involve this area. Please refer to the following.

1. Gain Cait's trust
2. Go to Vault 95 with Cait
3. Go to the clean room
4. Speak with Cait
5. Cure Cait's chem addiction
6. Speak with Cait
Fallout 4 Part 180: Nahant Oceanological Society (Magazine Found)

Welcome friends,

In this video we do Nahant Oceanological Society.

Starting off, mirelurks will be surrounding building were the water is. A bit out into the water and lots of mirelurk eggs can be found.

Although fighting the mirelurks outside are not necessary, kill them for easy experience. Next, go to the small shack behind building to the east to find a locked door (novice). Inside will be various loot and ammo.

Next, go inside the house in front of the small shack. Upstairs is a magazine and locked door (expert). Inside the room will be a steamer trunk and a locked wall safe (advanced).

Then go to the large building. To the left is a locked steamer trunk (master). A chemistry station is on the catwalk. Some mirelurks will be on the lower level and a power armor station. The unlocked terminal can open the wall safe.

Side note 1: A Wasteland Survival Guide can be found at 5:39

Side note 2: If you want Casey's Key, find it in the half sunken boat near the water between each building.
Fallout 4 Part 181: Nahant Chapel

Hello friends,

In this video we do Nahant Chapel.

The purpose of this video is for exploration only. We get a walkthrough of the church.

A mirelurk queen can be found near the coast of the chapel.
Fallout 4 Part 182: Croup Manor

Greetings friends,


In this episode we do the Croup Manor.

Croup Manor will eventually become a settlement quest, pending Preston's authority. Once your there, there will be several ghouls outside and inside the house. In order to access the basement, you'll first need to get the Croup bedroom Key found in a locked desk (novice) on the second floor). This key opens a door on the third floor. Inside is a level-scaled glowing one and the Croup Manor Basement Key.

Next, go to the basement and there will be a few more ghouls to fight. A steamer trunk and weapons workstation can be found here. The terminal on the desk details the history of the place and it's former residents. Theodore Croup, who was once in debt, thought he could restore his family's name after the bombs fell from the great war. Overtime, he and his family turned into ghouls, while he remained non-feral, his family did not. Due to near-immorality from ghoul's slow aging, he sought to regain fortune with his family's name by trying to teach feral ghoul's to become civil and intellectual again. Sadly, after many years, the only progress he feels was made was with his cousin who could distinguish the difference between utensils - however this may be by coincidence.

Clear the area and speak with Preston to make this area a settlement.

Side note: A mini nuke is in the basement on a couch
Fallout 4 Part 183: Coastal Cottage

Hi friends,

In this video we do Coastal Cottage.

This video is mainly for exploration only. Per quest given by Preston, this area will eventually become a settlement.

Side note: In my personal game, this place is known to be attacked by level-scaled deathclaws
Fallout 4 Part 184: Mahkra Fishpacking (Magazine Found)

Hey friends,

In this episode we do Mahkra Fishpacking.

While the outside may look dead, there is very little do here until taking the elevator down. Outside, to the right of the building is a small room. Go around and look for a raider body hanging halfway out the window. Pickup the Mahkra Facilities Key on the body and use it to unlock the door to the small room. Inside is a Mr. Gutsy model kit and an explosives box.. Throughout the place, some dead raider bodies will be found. Upon taking the elevator down, synths will be found, likely the cause of the deaths of the raiders. When you exit, synths will appear outside and attack.

A steamer trunk is found before going through the shortcut door leading back to the main elevator.

Side note 1: A Tesla Science Magazine can be found at 16:28

Side note 2: If you're needing aluminum, this place is great to collect it
Fallout 4 Part 185: Fens Street Sewer (Magazine Found)

Hi friends,

In this video we do Fens Street Sewer.

After many hours into the game, we finally get a horror genre in this level. Throughout the sewers are ghouls, however, you'll find some holotapes and dead bodies with Xs marked above them. There are a total of Dear Detective 4 holotapes here.

While listening to each holotape, there is a masked voice, named Fens Phantom, talking about murders and tempting a detective.

Each X indicate the murder victim - XX would be murder victim 2, and so on.

Various loot can be found throughout the level, including a steamer trunk next to an open cage and yellow generator. Inside the cage is a flamer. On the other side, next the the staircase is another ope cage. Inside is a locked safe (expert).

Side note: A Tumblers Today can be found at 9:49
Fallout 4 Part 186: Diamond City Part 1

Hello friends,

I start a mini-series doing Diamond City, since it is so large and there are lots to do here.

This can very well be considered the biggest city in the Commonwealth, and it's in the middle of a baseball stadium.

Areas covered are the starting entrance, mayor's office, and Public Occurrences.
Fallout 4 Part 187: Diamond City Part 2

Welcome friends,

We continue doing Diamond City.

Areas covered in this video are All Faith Chapel, Dugout Inn, Diamond City Radio, and a miscellaneous quest to clean the city's water supply (caps and experience are rewarded).
Fallout 4 Part 188: Diamond City Part 3 (Holotape Game Found)

Greetings friends,

Part 3 of Diamond City.

Areas covered are Myrna's House, Valentine Detective Agency, and the Security Office.

Two quest can be picked up in Valentine's Agency on he desk. Look for the case files.

Side note 1: Do not hack the protectron in the Security Office. This will be needed for the quest, The Big Dig, unless you have a Stealth Boy.

Side note 2: A holotape game, Zeta Invaders, can be found at 7:35
Fallout 4 Part 189: Diamond City Part 4 (Magazine Found)

Hey friends,

We finally finish exploring Diamond City.

The last areas are Diamond City Schoolhouse, Home Plate, Fallon's Basement, the upper decks, and Colonial Taphouse.

Side note 1: A Live & Love can be found at 0:23

Side note 2: Home Plate must be purchased from the Mayor's assistant, Geneva.

Side note 3: A two-shot fatman, named Big Boy, can be purchased from Arturo.
Fallout 4 Part 190: The Big Dig Part 1

Hey friends,

In this video we do The Big Dig quest part 1.

Due to the straightforwardness of this quest, I've simplified the objectives.

*Video begins here
1. Meet Bobbi inside place in Goodneighbor
2. Join the dig site down the stair next to her
3. Eliminate the mirelurks
4. Speak with Bobbi in Goodneighbor
5. Speak with Bobbi in Diamond City
6. Help Mel escape from jail in the Security Office (Diamond City)
7. Speak with Mel
8. Go back to the dig site in Goodneighbor
*Video ends here
9. Use Mel's robot and create a path to the Strongroom
10. Use Mel's robot once more basement under the weakened roof.
11. Go in the Strongroom
12. Choose to either betray Handcock by siding with Bobbi or betray Boobi and side with Fahrenheit. Do remember Fahrenheit works for handcock.


Side note 1: If you chose to side with Bobbi or Fahrenheit, you'll get the Ashmaker. A minigun that adds a burning effect (+15 fire damage).

Side note 2: While in the tunnels, lots o loot can be collected. I recommended going with a companion or have a light inventory.

Side note 3: The only walls that can be broken down are those with a solid gray color and a concrete-like texture.
Fallout 4 Part 191: The Big Dig Part 2

He friends,

In this video we do The Big Dig quest part 2.

Due to the straightforwardness of this quest, I've simplified the objectives.

1. Meet Bobbi inside place in Goodneighbor
2. Join the dig site down the stair next to her
3. Eliminate the mirelurks
4. Speak with Bobbi in Goodneighbor
5. Speak with Bobbi in Diamond City
6. Help Mel escape from jail in the Security Office (Diamond City)
7. Speak with Mel
8. Go back to the dig site in Goodneighbor
*Video begins here
9. Use Mel's robot and create a path to the Strongroom
10. Use Mel's robot once more basement under the weakened roof.
11. Go in the Strongroom
12. Choose to either betray Handcock by siding with Bobbi or betray Boobi and side with Fahrenheit. Do remember Fahrenheit works for handcock.


Side note 1: If you chose to side with Bobbi or Fahrenheit, you'll get the Ashmaker. A minigun that adds a burning effect (+15 fire damage).

Side note 2: While in the tunnels, lots o loot can be collected. I recommended going with a companion or have a light inventory.

Side note 3: The only walls that can be broken down are those with a solid gray color and a concrete-like texture.
Fallout 4 Part 192: Piper Companionship Progression

Hi friends,

In this video we do the first companionship progression for Piper.
Fallout 4 Part 193: Painting the Town

Hello friends,

In this video we do Painting the Town.

This quest is gotten from Abbot in Diamond City. He will request you get some paint from hardware Town.

Go to Hardware Town, fight a few raiders, and get to the back in the storage area. In the left corner is some paint. Pickup any bucket and you'll get an optional quest to mix green paint. Green paint is made by mixing blue and yellow.

Go back to Abbot and paint the wall. Abbot will reward you caps and experience.

On a personal note, and believe it or not, Abbott looks exactly like my parent's neighbor, who just so happened to be named Abbot.
Fallout 4 Part 194: The Gilded Grasshopper

Welcome friends,

In this video we do The Gilded Grasshopper.

This quest can be gotten from a case file in Nick Valentine's agency.

Once you have the quest, make your way to Faneuil Hall. There are two way to get the grasshopper. If you have the rocket booster mod on your power armor, simply boost to the top. If not, go inside, fight a few super mutants, and use the roof access on the top floor.

After you get the grasshopper, and read the note in your inventory "Food for the Grasshopper". Next, go to the graveyard near Pickman's Gallery and fight off a few ghouls. There will be a grave nearby. Dig Shem Drowne's Grave. Inside you'll find gold, silver, and copper bars, as well as the Shem Drowne Sword, which add radiation damage.

The quest will be automatically completed after digging the grave.
Fallout 4 Part 195: Confidence Man

Greetings friends,

In this episode we do Confidence Man.


To get this quest, you must first speak with Travis in Diamond City Radio Station in Diamond City. Wait awhile and a guard will tell you Vadim Brobrov needs to speak with you in the Dugout Inn.

A forward warning, if you complete this quest, Travis will speak different on Diamond City Radio, however you can change this back using the following console command:

ResetQuest ms14
set radiodctravisconfident to 0

The quest is pretty direct, so I will simplify it.

1. Speak to Vadim. Although the conversation seems like he wants to kill Travis, instead he wants to boost confidence by staging a bar fight

2. Speak with Vadim again at 6:00 pm to stage the fight

3. Talk to Travis and persuade him to stand up for himself

4. Fight Bull and Gouger

5. Talk to Vadim

6. Vadim request you setup Travis and Scarlett on a date. Scarlett is one of Vadims' employees.

7. Convince Scarlett to go on a date with Travis.

8. Speak with Yefim, who tells you Vadim was kidnapped by Bull and his associates because Vadim would not pay them.

9. Speak with Travis. Travis believes Vadim is being held cpative at Beantown Brewery. Travis will come along if you want him to.

10. Go to Beantown Brewery. Fight the raiders off. Vadim will be in the back room where the large container are, up on the upper level in a office.
Fallout 4 Part 196: Diamond City Wedding

Hey friends,

In this speedily video, we show a wedding between the Diamond City School teacher his assistant, Edna.

The wedding takes place after telling Edna that love always finds a way.

Congratulations to the newly weds!
Fallout 4 Part 197: Piper Companionship Progression Part 2

Hi friends,

In this video we make some more progress with Piper's companionship.
Fallout 4 Part 198: The Disappearing Act

Hello friends,

In this episode we do The Disappearing Act quest. This quest be be started by picking up a case file in Nick Valentine's Agency.

The quest is pretty direct, and I will narrow down the objectives based on the following:

1. Locate Earl Sterling's house in Diamond City for clues. You can lockpick the house or obtain the key from Vadim Bobrov

2. The clue is a medical receipt from Mega Surgery Center. The receipt is next to the couch, on the floor

3. Go to Mega Surgery Center in Diamond City and speak to Doctor Sun

4. Use a variety of methods to get the key to cellar. This can be done by examining a blood stain or persuading to him 2 charisma checks (yellow then orange)

5. Speak to Crocker. Crocker can be killed, talked down peacefully, or turning into security.

6. Speak with Ellie Perkins at Nick Valentine's Agency
Fallout 4 Part 199: Diamond City Blues

Welcome friends,

In this video we do Diamond City Blues.

I have to be honest, I do not like this quest. No matter what the outcome is, it involves murder.

Starting off, the following is direct, however as the quest progresses, it gets very complex and tough decisions must be made.

1. Go Colonial Taphouse and witness the fight between Paul Pembroke and Henry Cooke.

2. Later on Paul will want to speak with you about Cooke

3. Choose to assist Paul or deal with Cooke alone.

4. Go with Paul, if assisted or on your own, to the Colonial Taphouse and speak with Cooke.

5. Chose to either kill Cooke or let him live.

Let Cooke Live:

1. Persuade Pembroke not to kill Cooke. Cooke will offer details on a big chem deal going down claiming everyone wins.

2. Meet with Cooke (and/or Pembroke). If you arrive early, wait until nightfall. The drug dealers will always be there first. Nothing happens until you get close to them.

3. Kill everyone and question Trish about the details of the chem lab. Although this is not necessary, Trish can be killed and you can get Trish's note from her body.

4. After getting the informaiton, Cooke says you will never hear from him again. Next, decide how to split the loot with Paul (50-50, 70-30, or 100-0).

5. Go to Four Leaf fishpacking plant. Review Trish's Note and activate the tripwires accordingly

6. Go inside the chem lab and the quest is completed


Kill Cooke:
1. Practically the same process as above, however you will get a note off Cooke's body detailing the drug deal.
Steps 2-6 are repeated, expect Cooke will not be there this time.

Side note 1: You can unlock the chem lab with Master hacking

Side note 2: If Cooke was killed, Colette will ask about him near the Dugout. Your choices are denying you know him, or admit he was killed. Another speech check to persuade her the killing will change nothing. Colette will attack choosing this option. Alternatively, persuade her Cooke was an adulterer and she will not attack.

Side note 3: If you let Cooke live, you can flirt with Colette when you asks you about his whereabouts, although there is nothing to tell since he did not state his next destination.

Side note 4: Later after the quest is complete, Malcolm Latimer will suspect you of killing his son. You can claim no responsibility with red persuasion or apologize with orange persuasion. If you fail to apologize or persuade Latimer you were not involved, Triggermen will sometimes attack you in Diamond City. Claiming no responsibility can be blamed on Marowski. If done, Latimer will want you to kill Marowski.

Side note 5: If you did not help Paul Pembroke, later on Darcy ask about him. Speak with Cooke he confesses to killing Paul in a fight and hiding the body.

Side note 6: If you let Trish go, she will go tell Marowski that you broke up the chem deal. A miscellaneous quest begin where Marowski demands compensation.
Fallout 4 Part 200: Getting A Clue (Fort Hagen - Mag. Found)

Greetings friends,

In this episode we do the Getting A Clue quest. This quest is part of the main stroyline.

Getting A Clue is pretty straight forward, except for the part where you need Kellogg's Key and Dogmeat.

After telling Nick Valentine your story, follow him to Kellogg's house. The door will be locked and we need to get inside. You can get the key by doing any of the following:

-Bribe Geneva, the Mayor's secretary for 200 caps
-Lockpick Geneva's desk while she is away or asleep
-Hack the mayor's terminal to unlock the safe
-Give chems to Mama Murphy, who tells you the key is between some chairs under Kellogg's house. Mama Murphy is defaulted to Sanctuary settlement

After getting inside, search around and a hidden room will be unlocked. You'll notice the cigars. Nick tells you dogs can track this smell. In comes Dogmeat. If you've already gotten Dogmeat, he/she will suddenly appear outside. If you have not gotten Dogmeat, Nick will blow a dog whistle and he/she will suddenly appear.

The quest is straight forward, follow Dogmeat until you get to Fort Hagen.


Starting from the parking garage entrance, take the stairwell up. You can continue to go up or explore the 2nd floor. While on the 2nd floor, the locked terminal (novice) will activate a protectron. Go through the double door and to the left a chained closed door. The path on the 2nd floor wraps around the stairwell, eventually back to the other side of the chained door so you can unlock it. Follow the path and take a right, going through the connecting rooms. In the Northeast section of the bar room is a locked (novice) explosives box. A chemistry station will e directly on the other side. Go West and be careful of a mine placed in the area connecting rooms. Continue West and a turret will be on the right, just past the hallway where a bathroom is exposed. After the turret, there will be a duffle bag in the next room.

Once you start heading East, several synths will attack, in addition to the ceiling turrets. A mine will be in front of the locked terminal (advanced), which unlocked the security door and controls the turrets. A trunk will be on the left side of the terminal. Inside the caged room are some ammo boxed and various loot. To the right is the chained door, mentioned before.

Next go upstairs. A turret will be directly in front, however it cannot target you from the angle you came from. However, if you proceed to the far end of the room, a turret will attack you from the right. Beside the kitchen is a small storage room with the access to the roof (alternate entrance).

Side note 1: A Guns and Bullets can be found at 29:55 on the kitchen table.
Fallout 4 Part 201: Feeding The Troops

Hey friends,

In this video we do Feeding The Troops.

The Brotherhood of Steel, specifically Proctor Teagan, needs us to get some crops from a settlement. Which place is assigned, you have persuade (donate), buy, or kill the settlers to take over it.

Do note, that if you complete this quest, the Minutemen will no longer own this settlement. To regain it in their favor, sadly, kill all the settlers and sue the workbench again.
Fallout 4 Part 202: Reunion (Fort Hagen - Mag. and Bobblehead Found)

Hey friends,

In this episode we do the quest Reunion, specifically in Fort Hagen basement area.

This episode starts by going down to the elevator. The first part of Fort Hagen was covered in the video Fallout 4 Part 200: Getting A Clue. To the right of the caged room is an elevator leading down to the basement.

While in the basement, follow the path, be wary of the laser tripwires and fight more synths. Down the path, the first room on the left has a weapon and armor work station. Follow the path and eventually Kellogg will start talking over an intercom. Follow the stairs down , and a turret will be on the immediate left. Keep going and you'll arrive at the command center. All sealed doors on the left cannot be opened until later. Take the path on the first right. From here on, the first room on the left has a locked terminal (expert) which will deactivate a turret and unlock a remote door. The same door can be locked picked (novice) containing various loot.

Once on the main path, beware the laser turret. These are much more deadly compared to gun turrets. All other paths lead to nowhere except the South. Arrive to a hallway with both left and right directions. To the right synths will attack, and not from the way you came, around the corner is a fusion core. The ammo box in the next room, with tool boxes, will also have a fusion core. Continue down the path and go in the kitchen area on the left. In here near the refrigerator is a bobblehead. Return to the path going down. Take the right where the path splits off, you'll see red lights, and get a Nuka Coloa Quantum and the Fort Hagen Armory password. Return to the main path, now go left towards the blue door. Keep going, and on the left, you'll see the terminal which require the armory. Use the terminal, once you have the password, to unlock it. Lots of supplies will be in here, including another locked door (novice) containing more loot.

Leave here now go the room on the left to get a magazine on the nightstand next to the radio. Proceed down the hall fighting more laser turrets. Open the red door door at the end and keep going until Kellogg, along with several synths, appears. He will not attack. No matter what is said, combat will start. After the fight, use the terminal to unlock the doors.

Once outside, the Brotherhood of Steel will appear. Talk with Nick Valentine to end the quest.

Side note 1: A fusion core can be found at 9:24

Side note 2: The elevator next to the storage room where the locked terminal (advanced) is will be barred until the quest has led up to this point

Side note 3: An Energy Weapons Bobblehead can be found at 10:41

Side note 4: A U.S. Covert Operations Manual is found at 13:57 on a nightstand beside the radio.

Side note 5: A Robco Fun magazine (Pip Fall), is found at 23:25
Fallout 4 Part 203: Shadow of Steel

Hi friends,

In this episode we do the Shadow of Steel quest. Since the quest is pretty straight forward, I'll simplify the objectives. In addition, we'll explore the Prydwen.

1. Listen to Military Frequency AF95 on the radio
2. Speak with Paladin Danse
3. Ride the Vertibird to Prydwen
4. Listen to the debriefing
5. Speak with Lancer-Captain Kells
6. Join Elder Maxson's meeting
7. Speak with Elder Maxson
9. Optional: Open your personal storage
10. Speak Paladin Danse

Side note If you're already familiar with Paladin Danse, there is no need to listen to the Military Frequency AF95 radio.
Fallout 4 Part 204: Tour of Duty and Show No Mercy

Hi friends,

In this double episode, we do the Tour of Duty and Show No Mercy quest.

Show No Mercy starts at 14:37

The Tour of Duty quest details are below.

Speak with Proctor Quinlan he'll request you find some tehcnical documents for the quest Getting Technical.

Speak with Knight-Captain Cade in the infirmary and complete a medical background check.

Speak with Proctor Ingram at the power armor station area. A successful orange persuade will get to her to open up about her missing legs

Speak with Proctor Teagan at the store. Teagan will request extra supplier, prompting quest Feeding the Troops.

----
Show No Mercy quest details are below:

1. Speak with Elder Maxon

2. Board the vertibird

3. Take down the behemoth

4. Enter Fort Strong and take down all super mutants

5. Return to Elder Maxon.

Side note: If you convinced Brandis to stay with the Brotherhood of Steel, he will appear in the living quarters
Fallout 4 Part 205: Dangerous Minds

Welcome friends,

In this episode we do Dangerous Minds. An inside look at Kellogg's life and recent memory.

This quest is mostly story. It's really direct, and there isn't much to do other than listen. However, Kellogg's memories are worth checking out.

The quest goes as follows:

Bring a piece of Kellogg's brain to Dr. Amari in Goodneighbor. Get in the memory chair and view Kellogg's memory. Activate points of interest for more information about Kellogg. Each new section is opened up with a path that looks like nerve endings.
Fallout 4 Part 206: The Glowing Sea (Mag. Found)

Greetings friends,

In this video we do The Glowing Sea. This is part of the main story line.

Based on the quest, Dangerous mind, you learn there was a scientist who went rouge from the Institute named Virgil. Virgil's known location was somewhere within the Glowing Sea.

Head to the Crater of Atom and speak with Mother Isolde. Isolde will tell you Virgil is in a cave not from their location.

Go to the cave, and beware of the patrolling deathclaw.

Find Virgil inside and he will request you get a serum from within the Institute in return helping you get inside.

When entering Rocky Cave be sure not to destroy any of Virgil's defenses. Any defenses destroyed prior to returning to complete the quest will result in failing the quest when returning with the serum. Virgil will immediately turn hostile when you return.

Side note 1: Bring protection or a means to get rid of radiation damage as the Glowing Sea emits lots of rads.

Side note 2: A Tesla Science Magazine is a the desk next to the terminal
Fallout 4 Part 207: Hancock Companionship Progression Part 1

Hey friends,

In this video, we make some progress with Hancock.

Once he likes you enough, he will request dialog.

Here we learn how Hancock became the mayor of Goodneighbor.
Fallout 4 Part 208: Cambridge Polymer Labs (Mag. Found)

Hey friends,

In this episode, we do the Cambridge Polymer Labs.

Upon entry, speak to the receptionist and she'll conduct an interview. You'll get the job and she'll request you take orientation. After orientation put on the uniform and follow her back to a decontamination chamber. Now you'll be locked out and forced to try and escape or you can complete the research assignment.

Throughout the level you'll face many ghouls. I've narrowed down the locations of each sample. You'll only need 611, 3111, and U-238.


Here is the full list and the locations.

-Unidentified sample 611 - Is on the2nd floor in the room with the collapsed Western catwalk. Look on the desk next to the computer terminal.

-Unidentified sample 49 - Is on the 2nd floor, in room C1 on the Eastern catwalk. Look on the desk with a skeleton wearing a hat.

-Unknown sample 3111 - In the room with the radiation suit, South from room C4.

-Unidentified sample 413 - In the 1st floor room C4. Look to the other side of the room from the Polymer Coating Applicator.

-Unidentified sample 65 - Check the Northwestern room on the 1st floor. Go through the room with unidentified sample 413 to get it.

-Unidentified sample 11317 - Same room as the Polymer Coating Applicator machine.

You can identify each sample by placing it on the terminal, then use the terminal option to identify. There is only one correct formula, and that is Gold (611), Lithium Hydride (3111), and U-238.

Your reward for the correct formula is a Piezonucleic power armor. This is a T-51 based armor that recovers AP faster upon taking radiation damage.


Side note 1: A Massachusetts Surgical Journal can be found at 24.26

Side note 2: A fusion core can be found at 24.21
Fallout 4 Part 209: Listening Post Bravo

Hi friends,

In this video we do Listening Post Bravo.

This area is quite small, but contains a good bit of loot.

Before going in, take out the two turrets above the door. Inside will be a hostile protectron. The sealed cage has a locked door (advanced). Inside are some ammo and junk.

Next, unlock the terminal (expert) and turn the power on to the elevator. Take the elevator down. In the cave area, you'll fight a Yao Guai. Follow the cave to the other side of the lower level. Here you'll find some Grape Menstats.
Fallout 4 Part 210: Hunter/Hunted (Greenetech Genetics) Part 1 (Mag. Found)

Hi friends,

In this episode we do the Hunter/Hunted quest at the Greenetech Genetics.

When you're near the ruins, tune into the courser radio signal to start tracking it. Follow the strength until you reach the Greenetech Genetics building.

While inside, synths and Gunners will battle each other throughout the level. In the main area with visible cross walks on the upper levels, watch out for several turrets, a gunner with a missile launcher, and other gunners with the upper ground firing at you. Work your way up to make your way to the next objective.

Side note: A Massachusetts Surgical Journal can be found at 13:32
Fallout 4 Part 211: Hunter/Hunted (Greenetech Genetics) Part 2

Welcome friends,

In this episode we continue the Hunter/Hunted at Greenetech Genetics.

Continue working your way to the top. When you arrive at a red room with a door in the middle and 2 turrets on the ceiling, also terminal to the left and right, get ready for a big fight. Many gunners are expecting you and will immediately attack.

Take the elevator up to a room with a sealed cage and a terminal. Security lights will be on both sides. They can be easily taken down before spotting you. The locked terminal (master) will open the sealed door. Inside will contain a fusion core. Go up the stairs and through the door at the top. In this room, there will be sealed cages to the left and the right. Locked terminals (novice) can open the doors. However, there is very little loot and it hardly seems worth the time. Go through the door in the middle of the terminals and up some more stairs.

Speak with Z2-47. Hell use a stealth boy. Kill him as quickly as possible and get the courser chip. A fatman and trunk are on the stairs. If you want to free the synth, open the door, however you to unlock the locked terminal (master). You can kill K1, Jenny, or set her free. The terminal at the top of the stairs will unlock the door to the roof access. The elevator next to the stairs leading to the roof will bring you back to the beginning of the area.



Side note 1: Fusion cores can be found at 8:44 behind a locked door (advanced)

Side note 2: More fusion cores can be found at 15:03 behind a sealed door which can be unlocked from the locked terminal (master)

Side note 3: Another fusion core can be found at 15:41 behind a locked door (advanced)

Side note 4: Speak to Mama Murphy, defaulted in Sanctuary,and she will give you Z2-47's deactivation code. use this code and you can avoid fighting him.
Fallout 4 Part 212: Cambridge Crater

Hey friends,

In this video we do the Cambridge Crater area.

This area is the result of a tactical nuclear strike, which is not as powerful as the one down in the Glowing Sea. Many ghouls claim home to this area, so if you attack, be prepared to face many at once.

In this video, I snipe most of them from top of the Greenetech Genetics building. After the ghouls are clear, is a trunk in the center of the crater. Although it seems easy to get, do know that the center has a high yield of radiation damage.
Fallout 4 Part 213: Piper Companionship Complete

Hi friends,

In this video we complete Pipers companionship.

Piper will initiate dialog. At this point you can flirt and do romance.

After finishing the dialog, you'll get the Gift of Gab perk, which double the experience gained upon a successful persuade check
Fallout 4 Part 214: The Slog & The Slog: Greenskins

Hey friends,

In this episode, we explore The Slog, and also do the quest The Slog: Greenskins.

At some point, you'll overhead settlers in your settlements mention a farm that operated by some ghouls. We'll ladies and gentlemen, The Slog is that very place.

In order for this place to become an official settlement, you must complete the quest. In order to get this quest, Preston will assign it after completing several Minutemen quests. Speak to Wiseman and he'll tell you to take our some super mutants in a random location. Clear the specific super mutant in the area and you'll complete the quest.

The Slog is a unique settlement offering tarberry. Aside from being an area which has a pool, there isn't much else to offer. However, speak with Arlen Glass, who is working on a Giddyup Buttercup, after you've been to the Wilson Atomatoys Factory. Tell him he can get some extra parts there and he'll complete the toy. If you give him Marlene's Holotape, Marlene is his deceased daughter, then Arlen will give you the Giddyup Buttercup and some caps.


Side note 1: Marlene's Holotape is found at the Wilson Atomatoys Corporate HQ.

Side note 2: Speak with Holly for work to gather tarberrys and she'll give you a few caps.
Fallout 4 Part 215: The Molecular Level (Minutemen)

Hi friends,

I this episode, we do the The Molecular Level quest, specifically for the Minutemen.

To being with, take the courser chip to Tinker Tom in the Railroad who will analyze and decrypt the chip's information. After cracking the chip's information, speak with Virgil in his cave. Virgil will offer assistance exchange for a serum in his old lab within the Institute to cure his FEV affliction. next, you'll have the choice to speak with the Minutemen, the Brotherhood of Steel, or the Railroad.

At the chosen faction, speak to the technical person who will instruct you need to build a stabilized reflector platform, beam emitter, console and relay dish. Make sure you have a military circuit board, a sensor module, a biometric scanner, and enough resources (steel, plastic, etc). You'll need 27 power as well, so don't forget to have plenty of copper which will be used to make generators and wires. The wires need to connect all the equipment together.

Once everything has been built and powered, speak to the specialist. As soon as your ready, step onto the platform and you'll be teleported to The Institute.


Side note 1: If you killed the members of The Railroad, go to Goodneighbor and speak to Amari who advises you go to the Railroad HQ. Use Tinker Tom's computer and you can decrypt it yourself.

Side note 2: If siding with the Brotherhood of Steel, several quest will need to be completed prior to completing The Molecular Level.

Side note 3: Specifically with the Brotherhood of Steel, the teleporter will need to be built at Boston Airport. If you have issues with stabilized reflector or platform beam emitter connecting, remove the carpet on the ground.
Fallout 4 Part 216: Building A Better Crop

Welcome friends,

In this video we do the Building A Better Crop quest for the Institute faction.

This quest is very direct so I will simplify each objective. However, near the end, you have to make a choice.

1. Speak with Clayton Holdren.
2. Speak with Isaac Karlin
3. Travel to Warwick Homestead and talk to Roger Warick
4. Talk to the Warick family and get some more information
5. Travel to Goodneighbor and talk with Cedric
6. Travel to Warwick Homestead and resolve the conflict with Bill
7. Speak Isaac Karlin

Side note 1: To resolve the conflict with Bill, you can either kill him or pass an orange persuade check.

Side note 2: After completing the quest, the Warwick Homestead will become a settlement
Fallout 4 Part 217: Institutionalized Part 1

Hey friends,

In this episode, we do the main quest Institutionalized - part 1.

The main purpose of part one and two are for exploration, in addition to the objectives mentioned below.

Speak with:

-Allie Filmore in main area
-Justin Ayo in SRB
-Clayton Holdren in Bioscience
-Madison Li in Advanced Systems

There is lots of lot contained in part one and two. Most of which is worth watching, especially that of Shaun and the Institute's leader.

Side note: Madison Li was with the Bortherhood of Steel in Fallout 3. Her role will be vital in fallout 4 if siding with the Brotherhood of Steel.
Fallout 4 Part 218: Institutionalized Part 2

Hey friends,

In this episode, we do the main quest Institutionalized - part 2.

The main purpose of part one and two are for exploration, in addition to the objectives mentioned below.

Speak with:

-Allie Filmore in main area
-Justin Ayo in SRB
-Clayton Holdren in Bioscience
-Madison Li in Advanced Systems

There is lots of lot contained in part one and two. Most of which is worth watching, especially that of Shaun and the Institute's leader.

Side note: Madison Li was with the Bortherhood of Steel in Fallout 3. Her role will be vital in fallout 4 if siding with the Brotherhood of Steel.
Fallout 4 Part 219: Variable Removal (Repeatable Quest)
Hello friends,

In this video we do the Variable Removal quest.

Although the location is to the courser is random, the principle will always go as follows:

1. Destroy the Courser

2. Speak with P.A.M. at the Railroad HQ for the reward. Most of the time its caps. Sometimes she'll include a weapon.
Fallout 4 Part 220: Synth Retention (Libertalia)

Greetings friends,

In this episode, we do the Synth Retention quest.

The purpose of this quest is to recover a synth who has gone bad. In other words meaning, a synth named Gabriel has too lead of a large group of raiders in Libertalia. This is one concept the Railroad fails to understand.

First, speak with father (Shaun), and he'll direct you to recover a synth from Libertalia. Meet up with X6-88, speak with him, and he'll give you Gabriel's' deactivation code. Work your way up to the large structure on the left. Use the deactivation code on Gabriel, and return to father (Shaun).

Although majority of this level will not be detailed, however Libertalia is found in my playlist, and is known to me as Loot Heaven, because there is more loot in this small area than anywhere else in the game.

The full detail to Libertalia can be found here:

https://www.youtube.com/watch?v=xX4MSpG1Bxo
Fallout 4 Part 221: West Everett Estates

Hey friends,

In this episode we do the West Everett Estates.

This area is home to lots of Super mutants, and their leader Hammer who has a missile launcher. Each house has a moderate amount of loot. In the light blue house to the Northeast, you can unlock Lance's terminal (advanced) to open a locked floor safe (expert). In the same house, to the Southwest is another locked floor safe (advanced). A locked steamer trunk (expert) can be found in the red transport trailer.

Side note 1: A level-scaled power armor can be found at 12:39

Side note 2 The Boston Mayoral Shelter Bathroom Key is located in the room with a crib. Check the blue house near the entrance

Side note 3: The Backyard Bunker is found in a shack connected to a house, in front of the white water tower.
Fallout 4 Part 222: Randolph Safehouse (Final)

Hi friends,

In this video we do the last Randolph Safehouse.

This mission is just like the previous 5, pickup the dead drop from a random location, then go to the next random location to complete the objective.

However, upon completing the 6th quest, you get the ending where the safehouse can no longer be used.
Fallout 4 Part 223: Backyard Bunker

Hello friends,

In this video we locate and enter the Backyard Bunker within West Everett Estates.

The location is in a shack connected to a house, just in front of the big white water tower. Inside is plenty of easy loot, a steamer trunk, and an armor work station. Also, use David's terminal to open the locked wall safe (expert) for more loot.
Fallout 4 Part 224: The Battle of Bunker Hill

Hey friends,

In this episode we do The Battle of Bunker Hill quest, part of the main story, part of the certain factions.

To begin with, Father (Shaun) from the institute wants you to recover some synths from Bunker Hill, with the assistance from X4-18.

Travel to Bunker Hill and the battle will start. This is actually a great place to rack up on experience because attacking allied factions will not make you enemies with them. Since the main door is locked, go to the right and there will be a door open. The basement door in near the center. Go in and a battle down stairs will occur. Once cleared, you have options to recover the synths or free them. If you free the, X4-18 will go hostile.

After your decision, speak with Father (Shaun), and he'll ask if your going to continue being an ally with the Institute.

The alternate choices are as follows:

-Railroad Must inform. The Railroad must be told about Bunker Hill. Eliminate the courser and leave Bunker Hill.

-Brotherhood of Steel. The Brotherhood of Steel must be told about Bunker Hill. Kill all the synths in the basement.
If you choose to inform both The Railroad and The Brotherhood of

-BOS and The Railroad can both be informed, however the courser will ask why you are later, resulting in more synths being summoned and both the BOS and The Railroad will fight the synths but not each other.

Side note: In order for each faction to not attack you during the battle, you must complete several quest, and they will completely ignore you if you attack each faction.
Fallout 4 Part 225: Mankind Redefined

Hi friends,

In this video we do the Mankind Redefined quest.

Due to the simplicity of this quest, below are are the direct objectives.

1. Speak with Father (Shaun) on the roof of C.I.T. ruins
2. Go to the Directorate meeting
3. Talk with Father (Shaun)
4. talk with Allie Filmore

Side notes:

-If you get Father (Shaun) too mad during the rooftop conversation, you'll be banished, and at this point, both the Institute and Railroad quests cannot make anymore progress

-X6-88 can be used as a companion after siding with the Institute during the rooftop conversation

-Siding with the Institute will immediately fail and Railroad quest.
Fallout 4 Part 226: Pinned

Hi friends,

In this episode we do the Pinned quest.

Since this quest is very simple, I've narrowed down the objectives below:

1. Talk to Father (Shaun)
2. Go to the house near Greygarden
3. Talk to Minutemen outside the house
4. Talk to Enrico Thompson
5. Talk to T.S. Wallace

When speaking to the Minutemen person outside the house near Greygarden, you can side with the Minutemen, kill the Minutemen by siding with the Institute, or persuading the Minutemen the Institute is not the enemy. Either choice will require you to go speak with T.S. Wallace and persuade him to come work with the Institute.

Side note: The locked door (expert) going down to the basement has a locked safe (advanced) and several junk items.
Fallout 4 Part 227: Mass Fusion Part 1 (Institute Quest)

Greetings friends,

In this video we do the Mass Fusion quest, choosing the Institute faction.

Due to the simplicity of the quest, and since a Majority of the Mass Fusion Building was explored in a previous video, I'll narrow down the objectives based on the following.

1. Talk Allie Filmore

2. Use the Relay from the Institute to be warped at the roof of the Mass Fusion building. Alternatively, the Brotherhood of Steel can be informed to change factions

*Movie ends here to explore unacceptable parts within the Mass Fusion Building.

3. Find the Beryllium Agitator

4. Get the Executive Keycard

5. Go to the reactor level

6. Take the Beryllium Agitator from the reactor

7. Eliminate the building's security

8. Leave Mass Fusion Building.

(Optional) Assist your factions defense from opposing forces onslaught in the lobby

9. Talk to Allie Filmore

Side note: All radiation damage can be removed from the decontamination room, just before the reactor.
Fallout 4 Part 228: Mass Fusion Part 2 (Institute Quest)

Hey friends,

In this video we finish the Mass Fusion quest, choosing the Institute faction.

Due to the simplicity of the quest, and since a Majority of the Mass Fusion Building was explored in a previous video, I'll narrow down the objectives based on the following.

1. Talk Allie Filmore

2. Use the Relay from the Institute to be warped at the roof of the Mass Fusion building. Alternatively, the Brotherhood of Steel can be informed to change factions

*Movie begins.

3. Find the Beryllium Agitator

4. Get the Executive Keycard

5. Go to the reactor level

6. Take the Beryllium Agitator from the reactor

7. Eliminate the building's security

8. Leave Mass Fusion Building.

(Optional) Assist your factions defense from opposing forces onslaught in the lobby

9. Talk to Allie Filmore

Side note: All radiation damage can be removed from the decontamination room, just before the reactor.
Fallout 4 Part 229: A House Divided

Hey friends,

In this video we do the Institute quest, A House Divided.

There's trouble brewing in the Institute, since Father (Shaun) wants you to become the next director, and a few other scientist are protesting.

To begin with, speak with Newton Oberly. He'll unlock a door to the right. Follow the path door and eliminate the synth guards. Proceed through the next door and take out the turret on the left down the hall. GO through the door where the turret was destroy, and take out another turret to the left. Follow the path down and go into the next room. From the garden room, proceed to the left room. SAVE HERE BEFORE PROCEEDING. If you do not pass the next persuade checks, you may not like the consequences.

Speak with Lawrence Higgs. Tell him there is a better way, and if you can pass a red persuade check, tell him to give you a chance. After a second dialog, there will be an orange persuade check asking to give you a chance again. After which, the team of scientist will no longer protest. Go speak with Newton and you can decide their punishment.

Side note: If you cannot persuade Higgs to stop, you'll have to kill him
Fallout 4 Part 230: End of the Line

Hey friends,

In this video we do the quest End of the Line for the Institute.

Due to the simplicity of the quest, the below objectives are provided.

1. Speak with Father (Shaun)
2. Eliminate Desdemona and the Railroads leaders
3. Speak with Father (Shaun)


As an alternative, you can warn Desdemona about the assassination, however, she will prompt that you need to make a decision to side with the Railroad or the Institute.

Side note: If you choose to kill the Railroad, you will lose the opportunity to have Deacon and the perk gained from maximum admiration.
Fallout 4 Part 231: Powering Up

Hi friends,

In this episode we do the quest Powering Up for the Institute.

Here are the following objectives:

1. Speak to Father (Shaun)
2. Record your speech
3. Speak to Father (Shaun)
4. Reconfigure the radio transmitter
5. Speak to Father (Shaun)
6. Turn the reactor on
7. Speak to Father (Shaun)
8. Go to the directorate meeting

The radio reconfiguration solution is as follows:

-The panel with buttons goes to the left
-The panel with dials goes in the center
-The panel with tubes goes on the right
Fallout 4 Part 232: Airship Down

Hello friends,

In this episode we do the Airship Down quest.

The last battle against the Brotherhood of Steel is now on the way. The Institute's best opportunity to take down the Brotherhood is be hacking Liberty Prime to use its main attack on the Prydwen.

This final battle can be intense, and I highly recommended bringing lots of ammo, healing, and enough offense to deal with numerous hostiles.

Below are the quest objectives.

1. Talk to Doctor Li
2. Talk to Doctor Watson
3. Use the relay to warp at the Boston Airport
4. Eliminate the generators

(Optional) Place the synth teleport Beacons

5. Go to Liberty Prime
6. Defend the Synth hacker from BOS forces
7. Leave Boston Airport

Side note: When defending the synth hacker, a Vertibird will start attacking. Destroy it and Elder Maxson will attack on the ground. Kill him to get his legendary weapon, Final Judgement,
Fallout 4 Part 233: Nuclear Family (Institute Version)

Welcome friends,

It is now time do show the ending for the Institute faction from the quest Nuclear Family.

All you need to do is speak with Father (Shaun) as he dies from his terminal illness.

Side note: If you kill Father (Shaun) before he finishes, the quest will still be completed, however you will be banished from the Institute.
Fallout 4 Part 234: The Molecular Level (BOS)

Hi friends,

I this episode, we do the The Molecular Level quest, specifically for the Brotherhood of Steel.

To being with, take the courser chip to Tinker Tom in the Railroad who will analyze and decrypt the chip's information. After cracking the chip's information, speak with Virgil in his cave. Virgil will offer assistance exchange for a serum in his old lab within the Institute to cure his FEV affliction. next, you'll have the choice to speak with the Minutemen, the Brotherhood of Steel, or the Railroad.

At the chosen faction, speak to the technical person who will instruct you need to build a stabilized reflector platform, beam emitter, console and relay dish. Make sure you have a military circuit board, a sensor module, a biometric scanner, and enough resources (steel, plastic, etc). You'll need 27 power as well, so don't forget to have plenty of copper which will be used to make generators and wires. The wires need to connect all the equipment together.

Once everything has been built and powered, speak to the specialist. As soon as your ready, step onto the platform and you'll be teleported to The Institute.


Side note 1: If you killed the members of The Railroad, go to Goodneighbor and speak to Amari who advises you go to the Railroad HQ. Use Tinker Tom's computer and you can decrypt it yourself.

Side note 2: If siding with the Brotherhood of Steel, several quest will need to be completed prior to completing The Molecular Level.

Side note 3: Specifically with the Brotherhood of Steel, the teleporter will need to be built at Boston Airport. If you have issues with stabilized reflector or platform beam emitter connecting, remove the carpet on the ground.
Fallout 4 Part 235: Outside the Wire

Hello friends,

In this episode we do the Outside the Wire and From Within quest.

Outside the Wire :

Since a majority of the video requires you to speak to the Institute scientist, all you have to do is simply eject the Network Scanner from the terminal in the relay room and give it to Proctor Ingram.

From Within:

Elder Maxson wants you to persuade Doctor Li to come join the Brotherhood of Steel after leaving from the end of Fallout 3.

There are two ways to complete this quest. One, is persuading Li with a yellow, orange, and red persuasion check.

The other option is to gain Li's trust by proving Doctor Virgil was accidentally killed. Evidence can be found in the FEV Lab within the BioSciences Division. To gain entry, use the locked terminal (master) to open the door or lockpick the FEV Lab door (novice). Fight through the turrets, synths, and an assulatron to find a holotape in the main lab, then bring this back to Li.
Fallout 4 Part 236: From Within

Greetings friends,

In this video, we conclude the quest From Within.

The details are provide below.

Elder Maxson wants you to persuade Doctor Li to come join the Brotherhood of Steel after leaving from the end of Fallout 3.

There are two ways to complete this quest. One, is persuading Li with a yellow, orange, and red persuasion check.

The other option is to gain Li's trust by proving Doctor Virgil was accidentally killed. Evidence can be found in the FEV Lab within the BioSciences Division. To gain entry, use the locked terminal (master) to open the door or lockpick the FEV Lab door (novice). Fight through the turrets, synths, and an assulatron to find a holotape in the main lab, then bring this back to Li.

Video link:
https://www.youtube.com/watch?v=sewuazr2kpk
Fallout 4 Part 237: Liberty Reprimed

Hey friends,

In this episode we do the Liberty Reprimed quest for the Brother of Steel.

If you played Fallout 3, then guess who's back? Liberty Prime!

Although this quest is very direct and you need to build items as well as have certain rare materials, I'm going to narrow the objectives down. See below.

1. Talk to Proctor Ingram
2. Follow Proctor Ingram
3. Talk to Professor Scara
4. Look for Professor Scara or talk to Doctor Li
5. Talk to Proctor Ingram
6. Get a high-powered magnet
7. Build 4 electromagnetic actuators
8. Speak to Proctor Ingram
9. talk to Scribe Haylen

*video ends here

10. Find the bomb storage facility
11. Get the Mark 28 stockpile
12. Turn the distress pulser on
13. Talk to Paladin Danse
14. Talk to Proctor Ingram
15. Turn Liberty Prime on
16. talk to Proctor Ingram
Fallout 4 Part 238: Liberty Reprimed Part 2 (Sentinel Site - Mag. Found)

Hey friends,

In this episode we do part 2 of Liberty Reprimed.

If you played Fallout 3, then guess who's back? Liberty Prime!

Although this quest is very direct and you need to build items as well as have certain rare materials, I'm going to narrow the objectives down. See below.

1. Talk to Proctor Ingram
2. Follow Proctor Ingram
3. Talk to Professor Scara
4. Look for Professor Scara or talk to Doctor Li
5. Talk to Proctor Ingram
6. Get a high-powered magnet
7. Build 4 electromagnetic actuators
8. Speak to Proctor Ingram
9. talk to Scribe Haylen

*video begins here

10. Find the bomb storage facility
11. Get the Mark 28 stockpile
12. Turn the distress pulser on
13. Talk to Paladin Danse
14. Talk to Proctor Ingram
15. Turn Liberty Prime on
16. Talk to Proctor Ingram

Specifically for Sentinel Site, this place has lots of ghouls at the bottom. After you are able to open the launch doors, proceed further until you reach a Child of Atom guarding the entrance. You can either kill him or convince that you want to spread Atom by taking the bombs.

Side note: Astoundingly Awesome Tales can be found at 16:50
Fallout 4 Part 239: Blind Betrayal

Hello friends,

In this episode we do Blind Betrayal.

This quest has 3 alternate endings. Before getting to the options, refer to the below objectives.

1. Talk to Elder Maxson
2. Talk to Proctor Quinlan
3. Follow Scribe Haylen
4. Talk to Scribe Haylen
5. Go to the Listening Post Bravo
6. Find Paladin Danse in the basement
7. Talk to Paladin Danse
8. Chose to execute Paladin Danse, set him free, or bring him to Elder Maxson
-If you do not kill Danse or if he is set free, get Paladin Danse's holotags
-If chosen, Maxson will order Danse's execution. Witness it
9. Talk to Elder Maxson.

Alternate endings:

Killing Danse:
When speaking to Danse for the first time, you can kill Danse, without speaking to him, or Danse will request you to execute him. If you refuse, there is an option for Danse to kill himself.

Refusing to Kill Danse:
You can suggest to Danse to leave the Commonwealth forever, and hell give you his holotags.

If Danse is brought before Maxson, you must convince him he is no threat or Danse will die by you, Maxson, or Brotherhood of Steel members. As Maxson will allow Danse to live, per your successful persuade, Danse can remain in the Commonwealth or be one of your companions. However, he will be exiled from the Brotherhood of Steel.

Either choices above will result in your Paladin rank, Danse's former equipment, including power armor, and your own living quarters in the Prydwen.
Fallout 4 Part 240: Tactical Thinking

Hey friends,

In this episode we do the Tactical Thinking quest for the Brotherhood of Steel.

As you progress with the Bortherhood of Steel, they learn about P.A.M. who is being used by the Railroad, and want to acquire the technology.

The quest is very direct, being story related, so the below objectives will be provided below.

1. Talk to Lancer Captain Kells
2. Go to Old North Church
3. Eliminate Doctor Carrington
4. Go to the railroad HQ
5. Eliminate Glory
6. Eliminate Tinker Tom
7. Eliminate Deacon
8. Eliminate Desdemona
9. Reprogram or Eliminate P.A.M.
10. Talk to Lancer Captain Kells

Side note: If you choose to kill the Railroad, you will lose the opportunity to have Deacon and the perk gained from maximum admiration.
Fallout 4 Part 241: Spoils of War

Hi friends,

In this episode, we do Spoils of War, a Brotherhood of Steel main story quest.

Since this quest is almost the same as the Institute quest, Mass Fusion, the objectives will be provided below.

1. Talk to Proctor Ingram
2. Use the Vertibird to fly to Mass Fusion Building. Alternatively, you can change factions by informing the Institute
3. Drop down on to Mass Fusion Building’s roof
4. Get the Executive Key Card from a desk on the upper level

(Optional) Restore power to the building's elevator

5. Go to the reactor level
6. Get the Beryllium Agitator from within the reactor
7. Eliminate the Mass Fusion Building's security
8. Leave the Mass Fusion Building

(Optional) Help the Brotherhood of Steel in the lobby from the assault

9. Go back to Boston Airport
10. Talk to Proctor Ingram
Fallout 4 Part 242: Banished From the Institute

Welcome friends,

In this video, we do Banished From the Institute. There are a variety of ways to get banished. Below are some examples.

1. Killing Father (Shaun)
2. Speak with Father negatively at the end of The Battle of Bunker Hill
3. Killing Institute scientists and/or Synths within the Institute
4. Siding with the Brotherhood of Steel in the Mass Fusion quest
5. Killing any of the main Institute scientists
Fallout 4 Part 243: Ad Victoriam

Hey friends,

In this episode we to the Ad Victoriam for the Brotherhood of Steel quest.

Due to this quest being somewhat slow, thanks to Liberty Prime taking his time, it is also very direct. Go here, and do that, then finish. For the most part, you don't even have to attack. See below for the objectives.

1. Talk to Proctor Ingram
2. Insert the Beryllium Agitator into Liberty Prime
3. The the Liberty Prime's power on the console
4. Follow Liberty Prime
5. Go in the Institute
Fallout 4 Part 244: The Nuclear Option (Brotherhood of Steel)

Hi friends,

In this episode we do the assault on the Institute with the Brotherhood of Steel in the quest, The Nuclear Option.

Be prepared to face many synths throughout the level. Fortunately, you have the Brotherhood of Steel on your side, so you'll see lots of power armored friends.

When you arrive at the Institute reactor, be very prepare as this small area has numerous enemies, and some tough legendary synths.

Since the game is nearing the end, objectives are very direct and leave little room for exploration or secret. Below is the breakdown.

1. Speak with Elder Maxson
2. Go to the director's terminal to remove the Institute's lockdown

(Optional) Activate an evacuation

3. Go to the Reactor
4. Place the Fusion Pulse Charge in the reactor
5. Speak to Elder Maxson
6. Speak to Proctor Ingram
7. Speak to Shaun (child version)
8. Use the relay
9. Activate the detonator
10. Speak to Elder Maxson
Fallout 4 Part 245: A New Dawn

Greetings friends,

In this video we do the final quest for the Brotherhood of Steel, A New Dawn.

After completed The Nuclear Option for the Brotherhood of Steel, Elder Maxson wants to speak with us. He'll give you a special title, Sentinel and a rocket booster for T-60 power armor.

The random quest at the Cambridge Police Station will still be available, and if you speak to Proctor Ingram, you can get a miscellaneous quest.
Fallout 4 Part 246: East Boston Preparatory School (Mag. Found)

Hey friends,

In this episode we do East Boston Preparatory School.

This building has 3 levels, with lots of raiders. Upon entering, straight ahead will be a chained door, which the room behind it is accessible from the 2nd floor. The third floor has some make-shift prison cells, which are supposed to hold prisoners you can free, but for me there were not any to be found. The terminal describes how some of the, now, raiders, were once prisons tutored until submitted. IN the computer classroom, watch out for the trip wire at the door. There is also a locked safe (advanced) inside here.

Side note: An Astoundingly Awesome Tales can be found at 12:22
Fallout 4 Part 247: Preston Garvey Companionship Progression Part 1

Hi friends,

In this video we do some companionship progression with Preston Garvey.

Getting on Preston's good side is actually very easy. Just do some Minutemen related quest, and he'll love it! However, if you do something bad, like be mean to other NPCs, he'll hate it. So be careful using him as a companion while doing end-game story related quest.
Fallout 4 Part 248: Rotten Landfill

Hi friends,

In this video we do the Rotten Landfill.

This garbage heap, just so happens to have a small area inside accessible through the circular tunnel. Inside you can find various ammo and loot. Do watch out for the level-scaled waves of mole rats that will attack.
Fallout 4 Part 249: Bedford Station

Hey friends,

In this video we do Bedford Station.

This is a small train stop with a two buildings and a few train carts to explore.

In the higher building, there is the Station Master's Terminal. Use this to listen to the Bedford Station recording and also deactivate a spotlight if you want.

In the blue train car, the one connected to the engine car, is a Railway Rifle.
Fallout 4 Part 250: Mystic Pines (Mag. Found)

Hi friends,

In this video we do Mystic Pines.

This is a small building, once a retirement home for the elderly. There isn't much here other than a magazine and a fusion core in the basement, behind a locked door (advanced).


Side note: A Tales of a Junktown Jerky Vendor can be found at 0:26
Fallout 4 Part 251: Preston Garvey Companionship Progression Part 2

Hello friends,

In this episode we continue with Preston Garvey's companionship progression.

This progression, Preston wants to stop and say thanks.

*Thanks Preston for noticing all the hard work.
Fallout 4 Part 252: Lexington Apartments

Hey friends,

In this video, we do Lexington Apartments.

There really isn't much here other than a raider and an explosives box in the kitchen.
Fallout 4 Part 253: Mass Gravel and Sand

Hi friends,

In this video we do Mass Gravel and Sand.

This small area has a duffle bag at the top of one of the silo. Simply walk up the old conveyor.

There's a level-scaled power armor to the East in a cage.
Fallout 4 Part 254: Tucker Memorial Bridge

Hello friends,

in this video we do Tucker Memorial Bridge.

Although there isn't much here, you can have a lot of fun on this bridge. Someone has planted explosives all over it. As soon as you light the flammable liquid on the ground, watch out, because shes going to blow!
Fallout 4 Part 255: Poseidon Energy Turbine #18-F (Mag. Found)

Hey friends,

In this video we do Poseidon Energy Turbine #18-F.

This building is large, seemingly would the level would be however, inside is mostly turbines that takes up the space. There are a few mirelurks in the water and a steamer trunk at the end of the catwalk.

Outside, there is a level-scaled power armor in the crashed plane not far from the buildings entrance.

Side note: A Tumblers Today can be found at 1:51
Fallout 4 Part 256: Irish Pride Industries Shipyard (Mag. Found)

Hey Friends,

In this episode we do Irish Pride Industries Shipyard.

There are two entrances for this building. An unlocked door on the West side and a locked door (master) to the East. If you come in form the West side, there will be a locked door (novice) allowing access to the storage section. This building holds a large ship, which can be explored on top, and below since the water has been drained. Lots of ammo and loot can be found throughout the level.

In the middle level of the boat Rory's terminal can be accessed detailing his observations on mirelurks and there violence. The PA system's audio playback can be deactivated as well. Down below are several mirelurks and to the Northwest is a steam trunk. Rory's body is also found.

A large shack to the west has a power armor workstation inside.

Side note; A Taboo Tattoos can be found in the lower level of the ship on a metal rack.
Fallout 4 Part 257: Strong Companionship Part 1

Hello friends,

In this video we do Strong's companionship progression.

Strong, unlike most super mutants, enjoys learning new things, and so he takes the time to tell us what he's learn so far.

Side note: The best way to get on Strong's good side is to engage in combat. Do not wear power armor, because each time you get in, he will dislike it. He will also dislike it when you unlock doors or hack terminals.
Fallout 4 Part 258: Last Voyage of the U.S.S. Constitution Part 1 (Mag. Found)

Hey friends,

In this episode we do part 1 of the USS Constitution.

This massive ship, is stuck on a building. Not from a flood, but because it has power problems with it's rocket booster; yes, it's rocket booster.

When you're near, Lookout will approach and greet you, then request you speak to the captain. Go though the bottom of the ship and work you way through until you see a big hole on the side of the ship. In side, there is a hatch in the ceiling. Armor, weapons, and chemistry work stations can be found throughout the inside of the ship. On the 3rd level, there is a locked door (master). Eventually, the Captain Ironsides will give you the key to the room.

When ready, speak to the captain. He'll ask if you can help defend the ship. When the scavengers attack, you can also use the switch to shoot the ship's cannons. If timed correctly, several enemies will be hit. After the assault finishes, speak to Mr. Navigator. He'll request you recover the Guidance Chip from the Scavengers.

Go to the scavengers nearby location and speak to Mandy Stiles. Mandy will tell you her objectives were purely for financial gain. You can decide her fate by siding with her team or the Captains. The chip can be found inside a cabinet behind her in a small room. If you steal it, her team will immediately attack.

Side note: A U.S. Covert Operations Manual can be found at 7:47
Fallout 4 Part 259: Last Voyage of the U.S.S. Constitution Part 2

Hi friends,

Welcome back to part 2 of the Last Voyage of the U.S.S. Constitution quest.

After getting the NX-42 Guidance Chip, finish off the scavengers and return it to Mr. Navigator and then install it on the Core Guidance System. Speak with Mr. navigator again and he'll ask you to repair or replace the Poseidon Radar Transmitter. If you have 9 or more Intellect, you can Jury Rig the transmitter for a quick solution. Alternatively, you can get a replacement from Poseiden Energy Turbine 18-F.

Next, speak with Bosun and he'll ask you to repair 3 power cables. These can be replaced with power cables or if you have 3 or more Intellect. Three power cables can be found in a metal box, not far from Bosun. After the repairs, speak back with Bosun and then return to Captain Ironsides. The captain will give you the keys to his quarters, and also request you a FLL3 Turpobump Bearings. These bearings can be found at the General Atomics Factory. Return to the captain's quarters and install the item on the device.

Speak with the captain again and an other attack will begin from the scavengers. Eliminate the enemies and return to the captain. He'll give you the Broadsider, a big weapon that shoots cannonballs. The last part of the quest it to go activate the circuit breaker. After which, the ship launches and ends up landing on another building, much higher this time.

If you go speak with the captain in the new location, he'll give you access to his quarters.

Siding with the scavengers will lead to an attack on the ship, where you defeat all the robots and the captain. Mandy and her team will vote to not split the loot, rather instead to kill you.
Fallout 4 Part 260: Bunker Hill (Mag. Found)

Hey friends,

In this video we do Bunker Hill.

Bunker hill is a medium sized location with defensive walls surrounding the area, and a tall monument inside. There's a general store, medical clerk, and a food vendor.

You can use this as a settlement pending the completion of quests from Deb and Kessler, or after the The Battle of Bunker Hill quest.

Notable quest here are below:

-Prep School
-Boston After Dark
-Special Delivery
-Fallen Hero
-Traffic Jam
-The Battle of Bunker Hill

Side note: A Live & Love is found at 8:37
Fallout 4 Part 261: Hancock Companionship Progression Part 2

Hey friends,

In this video, we continue with Hancock's companionship progression.

You'll never guess who Hancock's brother is. I'll give you a hint, he's in Diamond City.
Fallout 4 Part 262: Wattz Consumer Electronics (Mag. Found)

Hey friends,

In this video we do Wattz Consumer Electronics.

This building is medium sized, containing 3 levels. All robots throughout the building will be docile until they are put in demo mode. You can kill each robot if you want to get some easy experience. The upper level contains an open safe with lots of prewar money and a mini nuke inside, stashed away behind a locked door (expert). A small office up the stairs will have a steamer trunk and an unlocked terminal to open a wall safe.

The mid-level has a blue locked door (advanced) leading behind the cash register. On the same floor is another locked door (novice) with little junk to loot.

The lower level will have the most robots and can be accessed through the big hole in the floor or a stair case towards the west. Once on the lower level, go to the open blue door and an armor workstation can be found. Use the unlocked terminal to open the door. Inside the room is a magazine and another unlocked terminal. This terminal can be used to put all robots into demo mode, making them hostile.

Side note 1: A Total Hack can be found at 5:51

Side note 2: Total Hack works only on robots that can be activated via terminal. The new options will be listed in the terminal.
Fallout 4 Part 263: Fallon's Department Store (Mag. found)

Hey friends,

In this video we do Fallon's Department Store.

This large building has several levels and lots of super mutants, as well as their hounds, to fight. Most can be easily taken down due to the large open area throughout the building.

The lower floor has a locked wall safe (advanced). The top floor, towards the West, has a small room containing a steamer trunk and a magazine. If you take the roof exit in this area, you can find a fusion core in the next room.

Parking Garage details in notes

Side note 1: A La Coiffe can be found at 21:10

Side note 2: If you go outside and do the parking garage maze, at the end is a Hot Rodder Magazine. If can be found once you take Door 2. Go to the left, past the tripwires, and you'll see some cages on the left and a dead end sign on the right. Continue on until you see a small shack. The magazine is on top of a a crate next to a lantern
Fallout 4 Part 264: Using Power Armor

Greetings friends,

I've been reading the forums over many many weeks, and I see much complaints about how power armor is used in Fallout 4. I too used to constantly complain how ineffective it is. However, there is a solution, and this you will want to know.

The reason being, once you have tweaked your power armor to this build, you're near unstoppable and will not want to leave it again.

First things first, Get X-01. If you do not want it, then assemble the frame you want, and make sure you get the MK VI mod upgrade. This may take time to collect the resources to get all parts upgraded, but you want to do this, or else your gear will be breaking very often consuming resources to repair it.

After MK VI, get the Explosive Shielding paint job. Yes I know it's ugly as a rusted turd, but it give you the best defense because explosives will wear power armor defense out very fast. Make sure all pieces are painted.

Finally, for maneuverability, get the rocket booster on the chest pieces. Using this can make you quickly evade grenades, mines, and heavy fire if you need a fast escape.

I truly hope this helps. If you recommend a better build, feel free to post in the comments section.
Fallout 4 Part 265: National Guard Training Yard (Mag. Found)

Hi friends,

In this episode we National Guard Training Yard.

The front entrance of the main building has several turrets on the roof. While on the ground, near the door, there are a few mines. Going near the bus will initiate a ghoul ambush.

Inside there are numerous ghouls throughout the building. To the West is a locked terminal (expert) leading to the barracks. If proceeding to the West exit, there will be another terminal which unlocks another sealed door. Do be careful while in the cage, because there are some roof turrets on the next building. There is another locked terminal (master), which unlocks the armory.

While outside, towards the West, there is a locked security gate (expert) in the green containers. Inside will be a level-scaled power armor.

Inside the armory bunker are several laser traps. After the first trap is a locked terminal (novice) which opens up another power armor, a power armor workstation, and a ghoul. All the way in the back of the armory is an armor workstation, weapons workstation, a ghoul, and a trunk. After unlocking the terminal inside the armory, the Sentry Bot will become active and attack.

Side note 1: Knight Astlin will have a holotape needed for the Brotherhood of Steel quest, The Lost Patrol. She is found on the first floor.

Side note 2: A U.S. Covert Operations Manual can be found in the cafeteria, near a cooler, of the Barracks.
Automatron 1: Mechanical Menace
Automatron 2: A New Threat
Automatron 3: Headhunting Part 1
Automatron 4: Headhunting Part 2
Automatron 5: Restoring Order Part 1
Automatron 6: Restoring Order Part 2
Automatron 7: Restoring Order Part 3
Automatron 8: Rogue Robot
Far Harbor 2: Walk in the Park
Far Harbor 3: Blood Tide
Far Harbor 4: Hull Breach
Far Harbor 5: Safe Passage
Far Harbor 6: Hull Breach 2
Far Harbor 7: Rite of Passage
Far Harbor 8: Hull Breach 3
Far Harbor 9: Turn Back the Fog
Far Harbor 10: The Great Hunt
Far Harbor 11: The Hold Out
Far Harbor 12: Where You Belong
Far Harbor 14: Visions in the Fog
Far Harbor 15: Nucleus
Far Harbor 15: Nucleus
Far Harbor 16: The Trial of Brother Devin
Far Harbor 17: Ablutions
Far Harbor 18: Heretic
Far Harbor 19: Witch Hunt
Far Harbor 20: Best Left Forgotten (All Puzzles)
Far Harbor 21: Shipwrecker (Boss)
Far Harbor 22: Cliff's Edge Hotel
Far Harbor 23: National Park HQ
Far Harbor 24: Aldersea Day Spa
Far Harbor 25: Oceanarium
Far Harbor 26: Eden Meadows Cinemas
Far Harbor 27: Briney's Bait and Tackle
Far Harbor 28: Rayburn Point (Dylan's Stash)
Far Harbor 29: Rock Point Camp
Far Harbor 30: Cranberry Island Supply Shed (Almost Unlimited Resources )
Far Harbor 31: Zephyr Ridge Camp
Far Harbor 32: Fringe Cove Docks
Far Harbor 33: Northwood Ridge Quarry
Far Harbor 34: Cranberry Island Docks
Far Harbor 35: Waves Crest Orphanage
Far Harbor 36: Huntress island
Far Harbor 37: Old Pond House
Far Harbor 38: Brain Dead (Vault 118 Quest)
Far Harbor 39: Kitteredge Pass
Far Harbor 40: Best Left Forgotten (Harbor Grand Hotel)
Far Harbor 41: Best Left Forgotten (Optionals)
Far Harbor 42: Horizon Flight 1207 (Erickson Here)
Far Harbor 43: Beaver Creek Lanes
Far Harbor 44: Wind Farm Maintenance
Far Harbor 45: Reformation
Far Harbor 46: Close to Home (Kasumi Returns Home)
Nuka World: All Abroad
Nuka World: Taken For A Ride (Part 1)
Nuka World: Taken For A Ride (Part 2)
Nuka World: Cola-Cars Arena (Nearby Areas)
Nuka World: Nuka Town Market
Nuka World: Bradberton Amphitheater
Nuka World: The Parlor
Nuka World: Nuka-Cade
Nuka World: Fizztop Mountain
Nuka World: An Ambitious Plan (Fizztop Grille)
Nuka World: Taking Out the Trash
Nuka World: Galatic Zone (Exploration)
Nuka World: Star Control

Note: Quest will be progressively completed.
Nuka World: Vault-Tec Among The Stars
Nuka World: Starlight Interstellar Theater
Nuka World: Nuka Galaxy (Best Area Ever!)
Nuka World: RoboCo Battle Zone
Nuka World: Dry Rock Gulch
Nuka World: Mad Mulligan's Mine
Nuka World: Safari Adventure (Exploration)
Nuka World: Safari Adventure (Quest Only)
Nuka World: Northpoint Reservior
Nuka World: Bradberton
Nuka World: Mortinson Residence
Nuka World: Bradberton Overpass
Nuka World: Wixon's Shovel Museum
32 bình luận
Scottii  [tác giả] 28 Thg01, 2020 @ 6:34am 
Fixed. Thanks for letting me know!
Vali 23 Thg01, 2020 @ 8:34am 
Hm, if you are lazy for search, becouse the list is huge. You can open the sourcecode and use the "search" for Witcher.
Vali 23 Thg01, 2020 @ 8:30am 
Scottii: Between "Far Harbour 26" and "Far Harbour 31" are 4 episodes from the Witcher.
Scottii  [tác giả] 22 Thg01, 2020 @ 11:11pm 
?
Vali 20 Thg01, 2020 @ 11:25am 
You have some videos from the Witcher in it.

The first Witcher game. :-)
Scottii  [tác giả] 13 Thg11, 2019 @ 2:29am 
@LanThief(HUN) It did. Thank you very much for noticing.
LanThief(HUN) 12 Thg11, 2019 @ 5:07pm 
Well this took a lot of time and effort to make this walktrough.

Very Good Work :awexplosion::awtank:
Fox in a Tank 7 Thg12, 2018 @ 7:11am 
maybe i was scrolling fast, but i don't see Vault 81
cat 9 Thg09, 2018 @ 11:14am 
holy shit wtf how long is this jesus cristh
Scottii  [tác giả] 5 Thg01, 2018 @ 7:31pm 
aw snap. gonna get some hair on that chin, eh? =P