Skyrim excavation walkthrough. "Excavations" ("Skyrim"): the passage of an additional mission. Companion missions

This page provides a walkthrough side quests, which can be obtained in the vastness of Solstheim (in Dragonborn, an add-on for Skyrim).

Glove of Kagrumez

You can complete this quest only if you have four so-called Kagrumez Resonator Stones. Given that two of them are located in Kagrumez itself, you can start the quest with just a couple of stones.

Location of resonator stones:

So, if you have already found the two stones you need in Nchardak, Falbtarz or bought from the Dunmer, then you can safely go to Kagrumez. At the entrance, you will encounter three hapless adventurers who will encroach on your life. After explaining to the bandits that their efforts are in vain, grab the two remaining resonator stones and Raleth Eldrie's diary. It contains a reasonable suggestion that the clues to the successful passage of the ruins should be sought on the gate, which is somehow connected to the console.

Look at the drawing marked on the gate and put the resonators in the order indicated there. Dwemer things will attack you from different sides - destroy them.

Pay attention to the corner of the room

There is a Dwemer spider there, ready to be your companion. Better leave him here for the future, Kagrumez's trials may be too harsh for him.

In the next room is another satellite - a Dwemer sphere.

And again, a similar procedure awaits you, except that Dwemer traps will be added to the opponents, and you will need to use a resonator more. Having dealt with the difficulties, follow the last room. Here you will need all four resonators.

In the last room you will find the Dwemer Black Bow of Doom, which has interesting opportunity 50% chance to consume 25 pts. arbitrary attribute (health, magic, endurance).

Cold Moon Invitation

Geldis Sadri, owner of a tavern in Raven Rock, will talk about werewolves in the mountains of Solstheim. You need to recover on the cliff of the icy moon(north-northeast of Raven Rock) and talk to the hunters. The Nord hunters you find on this cliff are not really hunters at all, but the most werewolves out there.

If you yourself are not a lycanthrope, then nothing good will be said to you in this camp, and they may even attack you. But if you are a lycanthrope, then the leader Majni will be very welcome and ready to sell four unique rings that enhance the form of a wolf. In wolf form, you can only wear one ring, so you do not need to buy all four, unless you are, of course, an avid collector.

werewolf lair
Screenshot: "UESPWiki"

Werewolf Rings:

  • Ring of Bloodlust allows you to deal and receive 50% more damage.
  • Ring of the Moon increases howl duration by 25%.
  • Ring of the Hunt grants regeneration while in Werewolf Form.
  • Ring of Instinct slows the world for 20 seconds while in werewolf form.

Excavations

Meeting in Kolbjorn

To the northeast of Atiya Farm is Kolbjorn Mound. In the barrow you will meet a Dunmer named Ralis Sedaris. He came from Mournhold itself (the former capital of Morrowind) to excavate on behalf of a representative person. However, as it turned out, it turned out to be almost impossible to excavate: the entrance turned out to be walled up too deep, and the earth fills the hole back faster than it can be dug. Dunmer needs a reliable partner who is ready to sponsor this adventure and share the profits in half.

You will not refuse to pass one of the most not so much interesting as complex side Dragonborn quests for some miserable wad of cash? Give Ralis 1000 gold and wait for the note.

There will be many such expectations in the process of completing this task. Therefore, if you are not eager to waste time in vain, or if you want the task to harmoniously fit into the planned scenario, you should go to the excavations as soon as you see a messenger with a note.

First visit

After receiving the note, head to the mound. As you will notice, the Dunmer spent the money for a reason: the entrance to Kolbjorn was found, but the draugr, disturbed by the work of the diggers, awakened and killed all the workers. Only Ralis survived, and the passage further is completely closed - the help of a "specialist" is required.

Go down and destroy every single Draugr. Then remove the skull from the table in the lower hall. He will open a passage to a new hall, in which, in the most prominent place, you will find Ahzidal's boots of walking on water. Now you can go back to Ralis. He will demand 2000 Septims from you for further excavations: now there are fewer people who want to work here. There is nothing to do - agree.

Second visit

After receiving the second note, you will find out that something happened again. When you arrive at the excavation site, you will find out that two workers are missing, the rest are dead.

Climb down and deal with a bunch of draugrs that have flooded the ruins. Return to the place where you found Ahzidal's boots and then down into the central tunnel. Along the way, you will find the body of one of the workers. The entrance to the left opens with chains. Reach the door with four handles and pull the second one on top and bottom. When you find the body of the second missing, you will be attacked by a cluster of draugrs. After that, go to the left: the handle below will open a secret room with Ahzidal's Ring of Necromancy. Go back to Ralis. The Dunmer are now asking you for 3000 Septims for new workers and guards.

Third visit

When you arrive at the excavation site for the third time, you will find that at least some of the workers and guards are now alive. And again, further work is hindered by draugrs. Take diary #22 from Ralis's desk, in which the Dunmer complains that the diggers are too clumsy to run properly over some tiles.

After descending into the tomb, deal with the undead that filled it. In the central hall with a column, climb to the second tier and follow towards the previously hidden door with a wall chain. Pull the chain, go back a little and turn right - there you will find Ahzidal's Gloves of Warding, which allow you to absorb spells. Go back to the chain room and open the other door. A new batch of Draugr will attack you. Deal with them, clear the cave and return to Ralis.

Ahzidal's Ring of Sorcery

Before returning, you can get Ahzidal's ring of magic, which will allow you to cast a couple of new spells: "freeze" and "ignite". This can be done either with the help of telekinesis, which is quite a difficult task, or with the help of tips in the diary. In this case, it makes sense to use the time dilation cry.

The new amount required by the restless Dunmer to continue the adventure is 5,000 Septims.

Fourth visit

Having handed over a new letter to you, the courier will warn you that it is the last one: he becomes ill near these excavations. When you arrive at Kolbjorn, you will see that absolutely everyone is dead this time: their guards, and ordinary workers. If you look into Ralis's tent and read his last diary, you will realize that he is crazy and is going to revive the ancient dragon mage Ahzidal.

After descending into the central hall of the mound, learn a new word for the cry "Cyclone", and then head to the hall in which Ahzidal's ring of magic was located. Deal with the Draugr, proceed to the far end of the hall and go down the stairs. In the new hall, in a room behind bars, there is Ahzidal's Armor of Retribution. To open it, turn the obelisks "fish" in your direction and pull the lever. Then turn the obelisks "eagles" towards you and pull the lever again. A passage will open in the floor.

After destroying the draugr attacking you, pay attention to the grate on the right: there is an artifact of Ahzidal's Helm of Insight. Set the obelisks "snakes" to you, pull the lever and you can take your helmet.

Dragon Priest Ahzidal
Screenshot: "UESPWiki"

After destroying Ahzidal, take his mask and decide the fate of Ralis, who killed all the workers in the mound. He, nevertheless, sacredly swears that he committed murders under the influence of the beckoning call of Ahzidal and could not resist the will of the latter. If you leave Ralis alive, he will settle in Raven Rock and become your potential companion. If you decide to punish him, you will receive a unique pickaxe, but you will not return your money.

The exit from the hall is in the southwest side. It leads to the sanctuary of Hermaeus Mora with the black book Filament and Filigree. This completes the quest.

Death Brand

In the vastness of Solstheim, you can stumble upon a book called "The Brand of Death." When you read it, it will appear on the map new marker- "Shoal of Haknir". The book can be read after finding one of the chests, for this it is enough to search the corpses of the killed adventurers.

This task involves searching for a set of special weapons and armor in various places on the island. It can be done along with other quests.

Typical treasure guard
Screenshot: "UESPWiki"

Chest #1

This chest is guarded by a horde of robbers. Deal with them and get a helmet that allows you to breathe underwater and increase your armor rating when wearing a full set. Right next to it lies a pendant of Eastern imperial company. Grab him too.

Chest #2

Off the coast north of Raven Rock, you'll find a few bandits and a chest dug into the ground containing Haknir's armor, which increases stamina with each new element of the Deathbrand set.

Chest #3

This chest is located next to the waterfall. It contains the Gloves of Haknir, which increase the damage of two-handed weapons for each piece of the set equipped.

Chest #4

The fourth chest can be found at Tel Mithrin: you need to go to the mouth of the river flowing nearby. Tucked away here are boots that increase your maximum carry weight for each piece of the set you're wearing. In the same chest you will find the key to the Gildenhul Mound.

Mound Gildenhul

Before you can recover in the indicated mound, you need to get an ancient Nordic pickaxe. This can be done by completing the quests Glover Mallory from Raven Rock or Deora from the Skaal Village.

With this pickaxe in the mound, you will dig open the stalhrim in one of the sarcophagi and open a passage for yourself further, where the legendary pirate Haknir will challenge you. As a result, you will receive two swords: the Bloody Scythe and the Strangler, which, when used mutually, weaken the enemy’s defense and absorb his vitality.

Ebony Warrior

A prerequisite for obtaining the task: the level of the hero is at least 80.

On your next visit to one of the cities of Skyrim, you will be visited by a huge warrior, fully dressed in ebony armor, and will say that only you can send him to rest in Sovngarde. He had no villains left to destroy, no tasks to complete. He challenges you to a duel in the Velothi Mountains region (a marker will appear on the map).

Obviously, this task is some kind of Easter egg for a player who has passed along and across the whole game. In addition, in TES III: Morrowind, namely in the Tribunal add-on, there was a very unpleasant meeting for the player with an incredibly strong aka god Bosmer, who first blackmailed the player, and then appeared dressed from head to toe in ebonite armor and tried to kill him. Very similar to a referral.

Ebony Warrior
Screenshot: "UESPWiki"

The Ebony Warrior is a difficult opponent. For level 80, of course, not that much of a problem, but still keep in mind that he has the thu'ums Ruthless Force and Disarm, and his equipment has resistance to all magical destructive effects.

After killing him and taking the armor, you will discover that the Ebony Warrior is a Redguard. Well, it's not for nothing that the Redguards are known as the strongest swordsmen.

Calling Karstaag

Before completing the task, you should make sure that you are able to deal with a strong opponent, because Karstag is exactly that.

In the Ice Cave in the north of Solstheim, you will find a rickling lair. Defeat them and take the skull of Karstaag at the back of the cave. With this skull, you need to go to the ruins of Karstag Castle. After wandering through the caves there or picking the master level lock, go to the back of the courtyard. Approach the throne and activate it with the skull.

Spirit of Karstaag
Screenshot: "UESPWiki"

And now, as they say, "load a saved game in order to restore the course of fate, or live on in the damn world that you yourself created." A giant that appeared out of nowhere has enormous health, regeneration and immunity to physical and magical attacks. His only weakness is fire.

As a reward for destroying Karstaag, you will be able to summon him three times in an open area.

Mzund's Insight

This job does not appear in the log.

Travel to the Dwemer Ruins Falbtarz (in the center of Solstheim east of the Water Stone). The ruins are full of ricklings, which you will have to deal with in order to proceed further. On the remote with ten buttons, select the bottom second button from the right, otherwise you will have to repel the attacks of creeping Dwemer spiders or endure the action of gnome traps.

Ruins of Falbtarz
Screenshot: "UESPWiki"

Next, you will find locations filled with spiders. Please note that the resonator locks open with a blow. One of them is hidden by cobwebs. Jumping on the gears, you must penetrate into Falbtarz's gallery, activate the lever and valve there, and then again go through the gears to Falbtarz's steam engines.

In the end, you will "run into" another riddle, poring over the solution of which, a couple of adventurers have already failed. There is no secret here - just try to activate the resonators and watch the result. This way you will arrive at the correct sequence.

In the large hall, you need to activate the lever on the right. The platforms that appear will open access to the center of the hall, where you will activate another resonator. The southern part of the hall leads to The Great Hall of Falbtarz, where you will need to use two Centurion Cores. If there were none at hand, do not worry - the developers carefully put two steam centurions next to them, which can be awakened.

Grab a Resonator Stone if you need it for the Gauntlet of Kagrumez quest, and a unique Dwarven helmet that allows you to breathe steam on enemies at the expense of your own stamina, and off you go.

The Fallout 4 quest "Digging" begins in Goodneighbor. This is a small settlement in the center of Boston, on the streets of which you can meet a population of different categories: bandits, ghouls, vagrants, drug addicts and criminals. Therefore, visiting this place is quite dangerous. Nevertheless, there is a lot of work here, even if almost all of it is of a criminal nature.

Meeting with Bobby

So, for example, if you move to the end of a narrow alley behind the weapon shop of the sociopathic robot KL-E-0, you can meet the house of Noseless Bobby, an entrepreneur and an old acquaintance of Mayor Hancock.

Bobby will talk about a cache located directly under Diamond City. She could have done it herself, but her workers stopped digging as soon as they met the swamps that live there everywhere. To start Fallout quest 4 "Excavations", you need to offer her your help.

In response to this, Bobby will offer 50 caps in advance, and if high level charm can be obtained twice as much plus Additional information. In any case, she will open the door, and then take the hero to a place where you will have to kill several swamps. Only there will still be no one to dig, so a specialist in this field will be needed. And Bobby knows who he could be.

Meeting with Mel

Mel is a local roboticist and the creator of a unique "robo-eye" nicknamed "Sonya". Just what is needed in order to Fallout mission 4 "Dig" to get to the vault. The problem is Mel is in jail for trying to reprogram a bartender in Diamond City to give out free beer. Bobby will offer to meet at the local market to discuss the details of the operation.

Noseless believes that it will be easy to pull out a partner. To do this, you need to go into the room, and if you have enough charisma, you can bribe the guard. Another option is to activate the broken Protectron by hacking its terminal. The robot will start attacking the guards and give Mel time to free. Now it remains to recruit him. Although this won't be a problem.

Sonya, go!

Robot "Sonya" is capable of destroying almost any obstacles with a powerful impulse. In this case, these are the walls at the excavation site. The main thing is to point out to her the most fragile of them. So, everything goes smoothly: "Sonya" paves the way, the hero with Bobby clears the territory and hacks simple terminals, and Mel, apparently, must monitor the technical condition of his device. Fallout 4's Excavation mission is in full swing.

Mel eventually begins to suspect that Bobby is hiding something. He's pretty sure they're not under Diamond City. But Bobby insists on his own - they are where they should be, under the vault. And to penetrate it, it remains only to destroy the ceiling. "Sonya" creates the last impulse, and it fills up with debris. Climb up and go into the vault.

Hard choice

Once upon a time, Noseless Bobby had a close relationship with the mayor of Goodneighbor. Therefore, she knew very well about his hiding place. This is where she came to. Bobby will say that there is no difference and that there is also something to profit from here. And indeed it is. The only problem is a woman named Fahrenheit. She also resides in Goodneighbor and is Hancock's first second in command and bodyguard.

The mercenary is dressed in metal armor, and in her hands she holds the minigun "Incinerator" - a multi-barreled heavy machine gun of the 5th caliber, causing, in addition to huge ballistic damage, 15 points of fire damage. All in all, a real killing machine. In addition, two flamethrowers in protective suits cover her.

This is the most difficult place in the Fallout 4 mission "Digging", the passage of which will force the hero to take one side or another. The good news is that Fahrenheit can be dealt with by betraying Bobby and leaving the vault the same way. Otherwise, you will have to enter into a tough fight, which is likely to be unequal.

And again the choice

True, the victory over Fahrenheit in the mission of the game Fallout 4 "Excavations" will not go unnoticed. The mayor will still find out about what happened, even praise for the excellent operation, but demand retribution. All you need to do is kill Bobby and pay a small compensation with caps.

Bobby, of course, is not a strong opponent, but if you don’t touch her, he will allow you to take all your things. The mayor, on the other hand, can lie that Bobby is finished, and he will believe, he won’t even take the caps. He will say that he is tired of power and will ask for a partner. For a hero who is used to solving problems with tough methods, he will become the most understanding companion.

Fallout 4 mods

It is worth noting that the mission is quite difficult. Therefore, to simplify the passage of the game, you can use some mods. For example, the Disarm mod in VATS mode adds a new target - a weapon hand. Now, when shooting there, there is a chance to knock out the weapon from the enemy. True, he can immediately rearm. If, of course, there will be something.

You can also add a set to the game, which includes about two dozen grenades and different kind By downloading useful add-ons to Fallout game 4 (mods), you can not only simplify its passage, but also make it more interesting and beautiful.

Acquaintance

Head northeast from Old Attius Farm to find Kolbjorn Barrow. On the spot, meet the Dunmer in upset feelings. It turns out that Ralis Sedarys arrived from Mournhold to excavate and get valuable relics that already have a customer. However, it turned out that it was impossible to excavate alone, the entrance is too deep, and the ashes fill up the hole faster than you dig it out. Ralis needs a partner who would finance the enterprise, the profits will be fairly divided. Agree to participate. You will need 1000 gold, and Ralis promises to send a note when he has something to look at.

Having received a note, you are not obliged to run to the excavations, but you should not delay: the whole process will take enough time, and you are not going to wait all your life for the end of this story.

First visit

After receiving the news, go to the excavation site. Ralis wasted no time, the entrance was discovered. But the Dunmer meets you with disturbing news: the draugr awakened by the work killed all the diggers, he himself barely escaped, and in general a dead end was discovered, it is not clear how to go further.

Get down, destroy all draugr. Remove the skull from the table in the central lower hall. A passage will open. Inspect the new room, it is completely littered, but in a conspicuous place lies a relic - Ahzidal's Boots of Waterwalking. Go to Ralis, he will require another 2000 septims to continue the work. Give the money.


Second visit

The next note says you are needed urgently. It turns out something terrible happened. Again, a bunch of draugrs fell down. Two diggers are missing, the rest are killed. Your task, of course, is to get rid of the restless and find the missing.

Going down, we see that there are really corpses of workers and a cloud of draugrs all around. We deal with adversaries and reach the place where Azidal's boots were. It is heard that the Wall of Words is somewhere nearby, but it is probably under the rubble.


We go down into the central tunnel. Along the way, the body of one of the missing is found. We pull the chains a couple of times and the passage to the left opens. Before us is a door with four handles, we pull the second one from the top and the lowest one to go through. We saw the body of the second missing person - get ready for a warm meeting. When you're done with the Draugr, don't forget to look to the left, there's another handle at the bottom that will open secret room with Ahzidal's Ring of Necromancy. Return to Ralis, who will now require 3000 septims.


Third visit

New note. Arriving at the place, you see that the picture is not so sad: at least there are living people: workers and security guards. Sedaris says the draugr are once again interfering with the excavations. Note that there are diaries on the table in front of the Dunmer. Read them, and the 22nd part especially carefully. Ralis mentions some invisible friend/master and laments that the workers are too clumsy to run briskly across the tiles, stepping on each one.


Get down to the tomb. Deal with the draugrs and go to the central hall with a column, then to the second tier - to the place where you left the last time. Go left, you will see a locked door with an expert level lock, however, there is nothing special behind it, except for spiders and a chest with a trap. Go along the first tier towards the central hall, as if returning. In the room closest to the exit from this compartment of the ruins, there is a new, previously hidden door and a chain in the wall. Pull the chain - this will open a secret room. To get into it, go back and turn right, there you will see a pedestal with Ahzidal's Gauntlets of Warding, which weakens the charms by 25%, but makes it possible to absorb 50% of the magic from spells directed at you.


Return to the room with the chain. Now open the door, which will cause a collapse and kill a couple of draugrs waiting for you below. Move on and finish off the rest of the undead. You can already return to Ralis, but first it makes sense to examine everything. In front of you is a large hall, on the right is a locked gate, behind which you can see a pedestal with a ring. You can pull out the ring using telekinesis (but it's not easy), or you have to remember what you read in Ralis's diary. Examine the floor: when you step on a tile, it glows for a short time. Try to quickly run around all the tiles so that they all glow at the same time (shouting "Slow Time" (Slow Time) will not hurt), the gate will open and you can take Ahzidal's Ring of Arcana, which allows you to cast new spells "Freeze" " (Freeze) and "Ignite" (Ignite).

In the hall on the left there is a ladder up, go up, slip past the swinging axes, pull the chain ring, which is directly above the door, and you will enter the central hall with a column. Return to Ralis, this time he needs 5000 gold. What can you do ... you have to give.


Fourth visit

In a few days, wait again for the courier with a note, he says that he will no longer carry letters, he is uncomfortable with this place.

This is the last visit to Kolbjorn. Keep in mind that it will not hurt to stock up on items that give fire resistance, the Candlelight spell, or torches.

Arriving at the mound, you will see that everyone is dead: both the workers and the guards. Go into Ralis's tent, he himself is not there, but there are his diaries. Read the last, 23rd notebook. It becomes clear that the archaeologist is out of his mind, he is going to revive the powerful ancient magician Azidal.


Go to the central hall of the tomb. Ralis managed to fully dig out the Wall of Words, and you can learn the word for the 'Cyclone' shout.


Now head to where Ahzidal's Ring of Enchantment was. Draugrs greet you as soon as you enter. Deal with them, go to the far end of the hall and go down the stairs. Ahead you will see a small hall where the undead sit on thrones. Calm them completely and look around. In the corner room, behind the bars, Ahzidal's Armor of Retribution is visible. On the side walls of the chain, if you pull them, the stones will begin to rotate, showing obelisks with images of fish. Similar obelisks in the center. Set them so that you the images of fish turned out to be turned, and pull the lever.Access to the armor is open, but the exit from the room is blocked by a grate.


Rotate the images so that two eagles become visible, and pull the lever again. Opened a circular passage in the floor. Get down, overcoming the resistance of the inhabitants of the tomb. On the right is a grate covering the last relic - Ahzidal's Helm of Vision. Set the images so that two snakes look at you, pull the ring - and your helmet. Carefully, flames will burst out of the pedestal.


Go now to the left, you will find yourself in front of the door and hear the call of Ralis: "Azidal, rise!" No matter how fast you are, the Dragon Priest will be awakened. This is a powerful magician who specializes in fire spells and is able to revive the dead. Keep in mind, as soon as you deal with him, all the undead will fall into eternal sleep. Defeating Ahzidal will earn you a new mask that increases fire resistance by 50% and fire spell damage by 25%.

You now have to decide the fate of Ralis. He explains that he was bewitched and had little idea of ​​what he was doing. Yes, it was he who killed the workers, making sacrifices to Ahzidal.

You can have mercy and promise not to tell anyone about what happened, then the Dunmer will stop at Raven Rock and will be ready to accompany you on your wanderings if you so desire. If you think that such actions should be punished, you will have to kill Ralis. He will not have your money, but you will receive a unique Hoarfrost pickaxe.


Exit the hall to the southwest. A short journey through the tunnel, and you find yourself in the real sanctuary of Hermaeus Mora with his huge statue, and on the pedestal lies the Black Book "Filament and Filigree" (Filament and Filigree)

Reading the book initiates the quest Black Book: Filament and Filigree. Upon returning from the Apocrypha, exit the room to the left, pull the lever and a staircase will appear leading to the central hall of the tomb.

After leaving the mound, you will find that the archaeologist's camp has mysteriously disappeared.

So, in the last video of the fifth chapter of the passage, I helped the paladin Dans in Arkjet, and the level of the Persian was 23rd. Now level 36. What happened during this time?

  1. Exercise " Expansion - Starlight Restaurant»
    It's simple - built a small settlement in the Starlight location. Preston Garvey is delighted and continues to give directions. I don't understand - who is the general here?
  2. Exercise " Kitty Kitty Kitty»
    For the life of me, I don't know where this cat came from. I think the quest was activated after killing Red Tourette in the federal food warehouse (see chapter V). I gave the animal to the girl Erin in Vault 81.
  3. Exercise " old guns»
    Returned to the Castle and spoke to veteran Minuteman Ronnie Shaw. Granny led her through the catacombs to the entrance to the Arsenal. The hardest part is the security robot Sergeant. But! little trick. I have a special perk in the intelligence line, with which you can hack and deactivate / destroy robots. While the robot was “starting up”, I quickly ran up to it, hacked it and launched the self-destruct program (if you choose deactivation, then Ronnie Shaw will be dumb and will not open the next door). Total profit: experience points, access to the arsenal of the Castle (there really are a lot of weapons), the ability to build artillery in settlements, and even an achievement.
  4. Exercise " The last flight of the Constitution»
    This is a fairly long quest in which you had to side with the Scavengers (they want to rob the ship) or the side of the crazy robots (they want to go sailing). Obviously, in this case scavengers = evil. In addition, as a reward, they promise to share the swag from the ship. And I didn’t notice anything particularly valuable for myself in the hold. In a pinch, it would be easier to steal. By the way, he took the spare part for the ship from the scavengers without a fight. He told them that he agreed to throw the robots, for which the gullible scavengers gave the part away just like that. Total: cut-scene (didn't expect the ship to crash into a skyscraper) + a unique cannon that shoots cannonballs.
  5. Exercise " Abernathy Farm. wild ghouls»
    Suddenly. I already cleared the supermarket from ghouls, but for Abernathy I had to do it again. Respawning enemies (and items too) in some locations is frustrating.
  6. Exercise " valentines day»
    And here it is out of the ordinary. I was going to carry out the mission "Road to Freedom" (search for the Underground faction) and then came to the Park Street station. Here the puzzle must be solved - like go further along the path of freedom. Of course there is no marker. Ahead is a pond with a Swan (a giant super mutant), on the right is the entrance to the station. The swan specifically interfered, I had to get rid of it (a hidden shot followed by plasma mines and grenades). It's still not clear what's next. Went down to the subway. There are gangsta ghouls. I’m not sure that I’m on the “path to freedom”, but still I’m slowly starting to chop dudes with machine guns. And suddenly a familiar gate. Vault 114! It was unexpected. The second surprise - in the Overseer's room I found Nick Valentine (kidnapped by gangsters). The third surprise - he is a synth! Gee. Total: experience points, little things, costumes for the inhabitants of shelter 114 and a bunch of boxes of brand new Abraxo.
    There was a question. How does a synth live and work in a city where synths are hated and feared?
  7. Exercise " Nordhagen Beach kidnapping»
    This is a Minuteman assignment. The Commonwealth is in danger, the settlement of Nordhagen Beach needs help. On the spot, it turned out that the raiders stole his wife from her husband and demanded a ransom of 400 caps. Where do these poor fellows get that kind of money? All they have is a small garden where only a pumpkin grows, two mattresses, a small table and two bottles of vodka on it. Lord Raiders, what did you think? Okay, man, I'm going to save your wife while you water the pumpkin. Total: the gang of robbers was eliminated, the woman was saved, you can use the workshop in Nordhagen Beach. I put them a turret and a radio. In the evenings they will drink vodka to music in safety.
  8. Exercise " beer bubbling»
    The Protectron was converted into a drinking buddy robot (found in the basement of some bar with raiders). You can keep it or give it to a certain Rufus at the Rexford Hotel. Chose the second option. Received experience points and money. You can also talk to the Drinking Buddy in Rexford if you wish.
  9. Exercise " Excavations»
    Another long quest. The whole thing takes place in the settlement "Good Neighbor". Ghoul Bobby proposes to rob the Diamond City vault. Okay, let's try. First, I freed our accomplice Mel from prison (convinced the guard), then a hike through the sewers (many swamps, including the legendary king of swamps, as well as ghouls in stock) and finally we are in place. There are two main bugs that everyone has. First, Mal's robot doesn't fly up to the last wall. Try to talk to Mel and re-send the robot to the wall. Second: the three of us are standing over the place for undermining, but nothing happens. You need to look at Bobby while she is talking to Mel, and then the dialogue will appear.
    Okay, we've been at this for a long time. Explode. Yes, stop. This is not a Diamond City vault, but a warehouse of Hancock, the mayor of Goodneighbor. Bobby what's up? Fahrenheit (Hancock's bodyguard) with a menacingly large minigun advises to turn around, as a reward we will stay alive. Here you can convince Bobby to turn back, leave her or help her cope with Fahrenheit. I went for the third option and killed the guards. Total: a unique minigun Ashbringer from a Fahrenheit corpse, 250 caps, experience points and an angry Hancock.
  10. Exercise " House of memories»
    Light experience points. In Good Neighborhood, I visited Irma's House of Remembrance. Climbed into the capsule, had a dream. Made.
  11. Exercise " Revelation»
    Story quest, which continues the story of the protagonist. Rescued from captivity, Synth detective Valentine suggested who might be involved in the murder of his wife and the kidnapping of Sean. This is the mercenary Kellogg. Surprisingly, his house is right there in Diamond City, although I had never noticed it before (behind the school). We open the lock and .. no one. The button under the table opens the secret room. Here I inspect the mercenary's favorite cigars and send the dog on the trail.
    Quite a long way and here we are. Kellogg is hiding in a place called Fort Hagen (east side of the map). The old fort is guarded by synths, plus the most modern turrets and energy traps are installed everywhere. I won’t say that it was easy, but it’s even easier to deal with synths now than with swamps. Synths are much more vulnerable, they don't run after you like crazy, they don't kill you in one or two hits.
    But Kellogg was completely disappointed. I went to his room, where he is hiding with two synths. It is clear that the battle is unavoidable. After a short conversation (he is allegedly a puppet and does not decide anything. Hired by the Institute to kidnap Sean), Kellogg goes into invisibility. I was so scared that I shot myself with everything that was, ate steaks from the claw of death, the uterus of swamps, bit the ribs of the yao-gai and washed it down with some water. As a result, the synths could not damage me at all, and Kellogg was able to remove a quarter of my health at most, but at the same time I recovered very quickly. The mercenary had no chance, he was beaten to death with a hammer.
  12. Exercise " Shadow of Steel»
    I leave the fort, and here is an epic picture. A giant airship flies by, accompanied by rotorcraft. At first I thought that it was the Institute that sent a whole army of synths with aviation to my soul, but no. This is the Brotherhood of Steel. They came to force peace. My task: to talk with the paladin Dans, then we sit down in the rotorcraft and fly through the destroyed Boston to the Prydwen (the airship of the Brotherhood of Steel). Everything is very well done, just a whole movie.
  13. Exercise " Business trip»
    I study Pridwen, I talk with the main persons of the Brotherhood. And for this they also give experience points. All this is certainly great, but on the other hand it is somewhat strange. Why am I so important to the brotherhood that Elder Maxson himself wants to speak to me right away? Well, yes, of course, I am the general of the Minutemen and I hold almost all the northern territories. I open the door of the mayor of Diamond City with my foot. Their stores, their supply lines. In short, a serious bigwig. Only all this is not mentioned in conversations.
  14. Exercise " Without mercy»
    Elder Maxson gives the first instruction: to clear Fort Strong from super mutants (by the way, I already cleared it, and on the way to the fort I found it almost completely assembled power armor X-01). The second run turned out to be quite simple. First, shoot all super mutants from the air on a rotorcraft, and paladin Dans will help to clean up the premises of the base.
And some screenshots with armor on this moment. Although legendary enemies are very common, really good items are extremely rare.