At the
beginning of the game, you must choose the gender and appearance of the
character. Next, you will be asked to distribute the parameter points. All of
them correspond to the original Fallout 4. Be sure to specify the name in
Latin, select the features.
Click LMB
to break the glass of the cracked camera. Get outside, look around, and go
through the only door. Move along the corridor, to the burning rubble. First,
go through the door on the left (there is another one on the right). Go up the
stairs and interact with the terminal.
On this
terminal, you can read the names of the creators of the game, patrons, and so
on. Leave the room through the same door and go through the door ahead.
Interact
with the terminal on the far table and select the last item to unlock the
doors.
When you go
into the next room, lab rats will escape from the cages. Kill 5 rats, then pick
up the marked device. If the device suddenly does not pick up, it means that
one of the mobs is still alive. Go through the neighboring rooms and finish off
the remaining mutants. This device functions as a Pip-Boy. Go to the blue door
and interact with the control panel on the right to use the ATTA-BOY.
Go along
the corridor to another blue door and linger. Eavesdrop on the conversation of
two people, then, when the power goes out, turn around and go back (you may
need to press the button to the right of the blue door). There is a corpse of a
scientist with a flashlight near the closed door on the left. Pick up the
flashlight. It is automatically equipped. To turn the flashlight on or off, you
need to hold the TAB key.
The problem
with using a flashlight is that it increases your stealth. Instead, you can
cheat and temporarily increase the brightness level in the game settings. As
soon as you pick up the flashlight, the door closest to the corpse will open.
Go forward, through the hole in the wall on the right and open the red door on
the left. Listen to the head of the lab outside the window on the right, go to
the elevator and call it. Ride up. You will find yourself in the lobby.
Listen to
Mr. Smythe, go forward. Now you can use the black door between the two
escalators to get to London Bridge Station, or go up the escalators and call
the elevator to go even higher. First, ride up, kill the rats, search the room
and hack (if you have a lockpick) the far door that leads to the balcony.
Then go to
London Bridge Station. Move along the corridor, collecting items and killing
red rats. In the open store on the left, behind the counter is a safe. If you
found lockpicks earlier, you can open it. Look for tickets on the high ashtray
on the left. Collect them (or find them anywhere else), go to the far
turnstiles. One of them glows red. Insert the ticket into the slot just below
to open the turnstile.
You can
immediately go up the escalator on the left to get to the surface of London, or
go deeper and hack a simple door (there are tickets and one lockpick on the
counter on the right). This will get you to another part of the station, but
there is nothing interesting there (a few tickets and junk).
Go outside
and enter the train, which will move forward. After the introductory cutscene,
you will receive information about the first affliction: you take 10% more
damage until you find a cure. Also, after an accident, you will deal 10% less
damage until you contact a medical specialist.
Go forward
and talk to the men who attacked the laboratory. If you have a high charisma
level, you can ask them for 2 bottles of distilled water. Ask for a doctor and
you will receive two new tasks. Agree to immediately follow the wanderers to
complete the mission "Fallen Angel". Sebastian Gaunt will give you a
modified knife. You will complete this task in parallel with the next two story
quests.
Be patient.
During the quest "Charybdis" you will have to help the mutants from
Thameshaven. Having done this, you will get to the market square of their
settlement. Talk to the Ferryman to complete the story quest. Not far from him
you can meet a local doctor. Talk to him, and he will cure your first ailment
(received as a result of a train accident).
After
talking to Sebastian, if you agree, then immediately follow him. Continue
following him, listening to information for local factions. Eventually, you
will approach the Greenwich station. In the courtyard opposite, there will be a
wounded tramp. You will receive the key to the station, and you will be asked
to find a first aid kit. Follow the marker inside the station.
Kill the
ghoul in the room on the right, then take the first aid kit from the wall.
Collect the tickets and go outside. If you can, heal Ricky. In any case, he
will send you to the settlement of Swan and Mitra. You need to go around the
large building to the southeast (open the map to see the road leading to the
object). On the way to the goal, you can encounter small hooligan bases (these
are local raiders). Kill the enemies outside and inside the bar, and then talk
to Yvette.
She asks
you to catch up and kill the Dog Syndicate scout. Go outside, get to the marked
cafe, go inside. Follow the door behind the counter and look for a syndicate
scout in the far room. If you have enough strength (3 units), you can do
without a fight. Then decide what to do with the scout (put down or kill). Go
outside and use fast travel to return to the Swan and Mitre.
Go inside,
talk to Yvette to get 100 tickets as a reward. If you have level 5 charisma,
you can ask for more tickets. Follow Yvette, listen to Sebastian, finish the
conversation with the girl. Talk to Slepy Nelson, who should call you after.
Ask what he needs. He asks to repair the radio. Winston is in the same pub.
Talk to him. He will get an antenna for the radio, but asks to find out how his
supplier is doing.
Go outside,
move south along the road. Go to the marker on the right side to find Nadia's
shop, which is under attack by three hooligans. Kill them all and talk to the
woman, who will give you a package for Winston. Teleport back to the Swan &
Mitre pub, give Winston his things. Go down to the basement through the right
wing and talk to Anthony. If you have enough stats, you can pass the check and
bypass the need to find the Photon Crystal Stirrer. Otherwise, leave the pub,
go south again along the marker, which points to the crossroads. Enter the open
building on the corner. At the beginning, there is a table with a broken
terminal. On this table is the Photon Crystal Mixer. Pick up the item. The task
should update. Return to the Swan & Mitre, go down to the basement and give
the item to Anthony. Go upstairs and talk to Johnny. Give the ghoul Mickey his
gift (beyond the bar, next to Nelson). Use charisma, stamina, or tickets to
convince Mickey to accept the apology. Finally, take the radio from Johnny and
give it to Nelson to complete the quest. In the pub, you can take the side
quest "Tighten up the Tails" from Sid.
When you're
ready to head to the Thames, teleport to the train wreck and head northwest.
You'll pass a food processing plant, where you'll see several wild dogs and a
bulldog. Kill all the dogs, go up the steps to the plant's guard and talk to
him. Agree to take Churchill. Interact with the pitbull and give him a command.
This will give you your four-legged pet.
Continue
following the marker and talk to the guard. Head further west and enter the
marked building that leads to Thameshaven. Once inside the tunnel, go down.
Going right is pointless, as the main entrance to Thameshaven is barricaded.
Turn left and knock out three wooden boards in the doorway. Open the red door
behind the hanging cans, go through the room with the cooking station. Go
forward and turn into the grey door on the left (the hole on the right will
allow you to jump down to the beginning of the area and the main barricaded
entrance). Enter the train car and move left. Kill the rats and turn left
before the next train car ahead.
Move to the
left, kill the rats and leeches on the way to the red door. Let the leeches die
from the electric discharge, then go forward and left. Move along the left
corridor and soon you will find the entrance to Thameshaven. Talk to Rachel and
Bob. Rachel will ask you to find the ferryman. If you pass the charisma check
(6), you will receive 40 experience points and 3 stimpacks.
Go to the
elevator nearby, press the button to open the doors, and go down the stairs to
the very bottom level. Swim into the opening and get out of the water. Kill the
bugs, move forward and jump to the stairs. Go up, go through the corridors and
examine the terminal at the marked door. Choose the only team and go to the
Ferryman. Kill all the leeches and talk to the man. If you follow him and go up
the stairs, you can remove the chain from the door and create a shortcut to the
place where you met Rachel. Otherwise, you need to go to the right of the
Ferryman, down the escalator.
Take the
right path to drop into the water and turn right, where the arrow points. Move
through the cars and along them until you reach the marker. Interact with the
beam to plant the explosives and run away. After the explosion, move through
the flooded passage on the right and go up the stairs to the exit to Thamshaven
Market.
Talk to
Rachel, who will offer to visit the Ferryman in the infirmary. During the
dialogue, the current quest will be completed and the quest "Lands of the
Seraphim" will begin.
Return to
the surface near Thameshaven and head north. Once in the flooded area, move
along the bridges and stairs to the plane, which is the center of the
settlement. Knock on the door of the plane. You will be told that the door will
not open until the bug nests are destroyed. Look for the first one directly
under the plane. Then navigate by the markers and destroy all the other nests.
If you suddenly cannot hit an egg, either shoot it or pick it up. When you have
dealt with all the clutches, return to the plane, go inside, to the pilot's
cabin and talk to Archie. If you pass the strength check (6), you will receive
experience points. At the end of the conversation, he will give you the
Ferryman's Friend pistol.
Teleport
back to the store on the surface, near Thameshaven, go northwest and talk to
the Ferryman near the city. He's ready to take you north, but first you need to
lower the crane bridge in the settlement across the river. Go north along the
river until you get to a playground with a flying saucer. There's a bridge here
that you can use to cross the river. Do just that, take the only route to the
marker, jump into the building, kill the radroaches and interact with the
terminal to lower the crane. Once you've done that, cross the bridge and press
the red button to open the gate. Return to the Ferryman and get on his boat.
Enjoy the ride, albeit for a short time: soon you'll have to shoot back at the
Hooligans hiding in the surrounding houses. Let's move in order to complete the
additional objective. Open the map and find the nearest marker that points to
the Tower Bridge. Follow it. You'll have to kill four members of the Beefeater
faction. Once you've done that, enter the door on the left to climb to the top
of the bridge and cross the river (there will be another enemy with a shotgun
at the top). Once you've done that, leave the bridge and head left to the main
quest marker where you need to meet Archie and the Ferryman.
When you
get there, listen to the Ferryman, go up and activate the beacon (1/101). Talk
to the Ferryman again. Indeed, there are 101 beacons in the game, and each of
them is a landmark for Barry the robot, which is used as a navigation system on
the Ferryman's boat. In general, this is a unique fast travel system along the
Thames.
Follow the
marker to the Monument/Obelisk and go inside. Once inside, interact with the
hatch to go down to the lab. You got the key from the Ferryman and Archie. Go
down the steps behind the door and immediately turn right, to the door with a sign
with a large letter A above it.
Go through
the first door to realize that the noise is coming from the second one. To open
it, you need to find a terminal. Return to the main corridor, turn right and go
like this to the very end. Enter the room on the left to find a terminal.
Interact with it. The task will update, since you need to activate the power
source. Return to the very beginning, turn right and go forward. At the fork,
enter the room on the left. Go around the large transformer and interact with
the switch on the wall. Keep in mind that you will immediately start to get
electrocuted by the nearest transformer.
As you go
back to the terminal, you will be attacked by several machine gun turrets.
Destroy them all, unlock the door and go through it to fight a formidable
mutant. He only attacks in close combat, so if you use a firearm, you will have
an advantage. After defeating him, take the two-shot calibrated pistol from the
corpse. Examine the terminal and read the document about the completion of the
work. Leave the lab and return to Archie with the Ferryman. The task will be
completed, you will receive about 250 experience points, and Archie will become
your new companion.
Follow the
marker to St. Paul's Cathedral northwest of your current position and talk to
the guard at the closed entrance. After a while, the cathedral will be attacked
by hooligans. Kill all the raiders and talk to the guard again. If you pass the
strength test (8), you will receive 15 tickets and experience points. Then you
will be asked to kill the leader of the Hooligans. Not so that you have a
choice.
Get to the
town hall building, kill the enemies around and go inside. Clear the main hall,
look for a door on the right side that can be opened. In a small room in the
wall on the left, there is a gap. Go through it and open the door on the left.
Keep in mind that there is an enemy in the corridor, and a little further there
will be several more. Go down, there is a turret ahead, so turn left or right
so that it does not interfere, and kill the leader of the hooligans.
After
winning, go outside, run back to St. Paul's Cathedral and help the Frenchman
and his guards kill the hooligans. After winning, talk to the Frenchman. If you
pass the endurance test (8), you will receive 15 tickets and experience points.
Enter the cathedral, go to the main hall and climb the metal stairs to Bishop
Whaler (if you look up, you will see a man marked with a marker). The quest
will be completed. You will receive experience points. If you pass the charisma
test, you will earn additional experience and 300 tickets (without the test -
200).
The quest
will start automatically after completing the previous one. Talk to Bishop Luca
inside the cathedral, go to Lazarus' room and get the note from the drawer in
the far right corner.
Return and
talk to Luca. He will say that the person you need could be a cook, a bartender
or an undertaker. Three markers will appear. You can immediately exit through
the door under the BAR sign between Luca and the bartender and talk to the
undertaker. He can't say for sure who bought the chemicals, but if you name his
assistant, he will nod his head affirmatively.
Talk to
Christopher, the undertaker's assistant. Bring him to justice using charisma (6).
Get additional experience and avoid another task. If you can't bring
Christopher to justice, you will have to examine his things. Go to
Christopher's room in the temple and break into the box with a simple lock on
the left. By the way, Archie will like this. Get the "Wonderland"
drug from the box. Return and show it to Christopher.
Go to
Reverend Francis and talk about everything. By the way, you can take the
additional quest "Learn about the Choir" from the same character. Go
outside, where the Undertaker and his assistant Christopher are standing.
Follow the marker. Find a chest among the grass and trees. Get various
resources, 137 tickets and Lazarus' note from there.
Next, you
need to go east, to the Beefeater Burger cafe. Move east and enter the establishment
(near the rubble). You need to find an audio cassette. It is lying on one of
the tables (yellow and white). Once you get it, open your inventory and find
this cassette in the "Miscellaneous" section. Play the recording to
update the task. the thugs went to the Winter Garden with Lazarus.
When you
are ready, move east. follow along the embankment. To cross the bridge, pass a
charisma check or use a unique phrase if you have the "Cannibal"
trait. You can pay, or you can shoot all the Hooligans. Get to the specified
location and enter the bar. Talk to the representative of the syndicate who
kidnapped Lazarus. You can kill everyone or use a skill check - charisma (7) or
strength (10). In any case, you will receive the key to the cage (if killed,
search the corpse). Open the cage and talk to Lazarus to complete the current
quest and start the next one. In addition, you can offer your help with
returning to St. Paul's Cathedral. You will have to convince the bishop that he
should let Lazarus back.
Follow the
marker to the military deployment site on the Imperial Museum grounds. Talk to
the Colonel and enter the museum (you may have to move away from the door for a
bit for it to become active again). Follow him and listen to the General, who
will ask you to eliminate the Hooligans holed up in the Bank of England. Travel
to St. Paul's Cathedral and talk to the Frenchman marked by the marker to ask
for his help with the bandits.
To get to
the Bank of England, go to the Monument station (there is also a lab there that
you visited during the story mission). Go to the metro station, move forward
along the only path and clear the tunnel. Use the ticket reader near the
turnstile with the red lamp, go down and along the tunnel with rails until you
reach a new location (marked by the marker). If you talked to the Frenchman, he
will meet you with a group of fighters when you exit the metro.
Once you
have destroyed all the enemies outside, go inside the Bank of England. The door
ahead is closed and requires the Bank of England key. Move left, turn right and
go into the corridor under the steps. Continue moving to the end of the
corridor until you get to a room with a corpse hanging from a ceiling fan. Turn
into the room on the right, go up the stairs and at the very end of the red
corridor you will run into another closed door. On the right side of it, the
Bank of England key is hanging on a chain.
Open this
door and go to the door opposite the entrance to the bank. Use the key and
clear the room of enemies. Kill the hooligans who have taken up residence in
the rooms ahead, near the stairs. Then return to the first hall behind the
double open door and try to open another one, behind which there are enemies.
Unfortunately, it requires the bank manager's key. Go to the side wing where
the last enemies were, do not go up or down the stairs. In the corridor a
little further, remove the chain from the door and go out into the courtyard
with the dreads. In the center, there is a capsule with a corpse in white
clothes. Near the skeleton lies the bank manager's key. Open the door and kill
the last opponents. You will be able to explore the bank, find and open the
vault to get a new companion, Kira. Return the same way through the metro
station to the colonel in the Imperial War Museum. As a reward for completing
the mission, you will receive a gas mask. Help the ghoul at the gate so that he
becomes your new partner. Interact with the intercom on the right and go to the
second gate.
In the Swan
and Mitre pub (where you will get to by the story quest of the same name), talk
to Sid, who is standing in the main hall. If you pass the charisma test (level
4), you will immediately receive some experience points. Agree to help him. He
asks you to find 3-4 books in the nearby Churchill Library. The entrance is on
the opposite side from the Swan and Mitre pub. Once inside, go down to the
lower floor. There is a closed door on the right, and a corridor with two
toilets on the left. Enter the nearest open restroom. A ghoul will fall from
the ceiling. The key to the forbidden books section is in the sink. Now you can
open that very door on the opposite side of the floor, but keep in mind that a
ghoul will crawl out near it. Inside the small room, you can find several books
with unique titles, but they are not suitable for you.
Go up to
the upper floor and kill the ghoul-ghoul. You can break the box on the
nightstand to get a rifle. On the far table, where the terminal is, is the key
to the right wing of the Churchill Library.
Go back down
and open the door indicated by the marker. Clear the library of four ghouls.
You need books with unique titles. I found one of these on a shelf near the
cooking station on the first floor of the library. Then go up, go along the
left side and in the very corner look for another book on the shelf (Larry
Crocker). Go to the right and find a red book (something about radiation) on
the table with a computer. The quest should update!
To find the
optional book, climb up the broken slabs again. Immediately on the second
floor, near the crack in the floor, look for a pedestal with an overturned
cardboard box on it. Knock this box down to find the book. Return to Sid to
complete the quest.
This quest
starts automatically after you complete Sid's previous side quest "Tighten
Up the Tails". Talk to him, and he will show you a piece of paper with the
first words written. Praise him or point out the mistakes. The objective will
update, and you will be asked to wait for Sid to write something new.
Continue to
complete other quests until the objective updates. Return to the pub and talk
to Sid. He will show you a new text. Praise him or point out the mistakes,
after which you will have to wait again.
Return to
Sid for the third time and study his text. You will again be asked to pause and
wait for the quest to update. Keep coming back to Sid whenever the quest
refreshes. Keep coming back about 4-5 more times and the quest will be
complete.
In the Swan
& Mitre pub, talk to Ian Wint, who is in the main hall. Head south, where
you have already been a few times, and enter Bromley's DIY store. Keep in mind
that there will be about 6-7 hoodlums here, with most attacking you at once, so
you should be well prepared. After clearing the first room, go to the warehouse
and kill the last hoodlum, who is also supported by a turret. It is best to
lure him towards you and fight in rooms without turrets. Once you have killed
all the hoodlums, the quest will refresh and you will be asked to return to
Ian. Head back to the Swan & Mitre, talk to the man. As a reward you will
receive 50 tickets and weapons.
Talk to
Nelson the Blind, tell him about Yvette, after which he will ask you to help
her. Agree to start the quest. Leave the pub, open the map and teleport to
Greenwich station. Be patient until the quest "Unsolved Case" begins,
within which you will go to that very Millwall!
The main
difficulty of that quest is to get to Millwall. To successfully complete this
quest and explore dangerous Millwall, I first recommend completing the
storyline associated with Archie until he joins you as a companion.
Thanks to
this, you will be able to approach Millwall from the west, from above.
Otherwise, if you decide to complete the quest earlier, the marker will point
to an underground passage with huge radiation. You should not go there! Having
reached the bridge, pay the bandits, or pass a charisma test. You can also use
the cannibal trait. Alternatively, you can cross the Tower Bridge, but there
are some tough enemies on that bridge.
Once you
cross the bridge, stick to the coast and head east. You'll come to Canary
Wharf. You'll know you're entering this area when you see the 5th Column
faction base, which will be neutral towards you. Moving along the river, you'll
come across a small dock with some hooligans.
After that,
you'll approach the Isle of Dogs, where the Syndicate resides (the southern
bend of the river). This is Millwall. You'll even go there as part of the main
story mission "Cold Case" when you're trying to find Lazarus.
Millwall is a pretty glitchy region at the moment. Keep saving constantly. Once
you get into the building, things will be more or less fine. Talk to Yvette
about various topics, you can pass a couple of checks to get additional
experience points, after which you will have to kill all the Syndicate Dogs.
Once you do this, move to Greenwich station and enter the Vagabond hideout.
Talk to Yvette to get about 500 experience points, complete the quest and start
the "Welcome to Vagabond" quest.
The next
quest, which is activated automatically after completing the "Meeting in
Millwall" mission. Return to the Swan and Mitre pub, talk to Sebastian.
Next, you can talk to three Vagabond officers. You can choose armor or
grenades, a pistol or a lead pipe, medicines or chemicals. Next, listen to
Nelson, who will tell you about the captain of the Syndicate Dogs.
Prepare
well, because from this moment on, all Syndicate representatives on Dog Island
will be hostile to you. And you will have to kill one of the captains - a
rather strong opponent. Head back to the Millwall area. You can find the HMS
Warship roughly in the middle of the island. To the west of it, there are
Syndicate Dogs roaming around, and the character you need (Syndicate Sniffler)
may be among them. These enemies wear black suits, a hat, and use automatic
weapons. After defeating any Sniffler, loot their body to get a badge. Show it
to Sebastian. You will receive experience points, a Rogue cap, and the quest
will be completed.
Talk to
Sebastian, after which, in order to continue the current quest, you will have
to complete three missions from three Rogue lieutenants - "Prison
Break", "Train Work" and "Arms Race". Once all three
tasks are completed, the mission will be completed and Sebastian will offer to
return to the Rogues in a few days.
Prison
Break. Talk to Johnny in the Swan and Mitre pub to start this additional quest
from the Rogues. Head to the HMS Dredge, a naval boat located in the center of
Dog Island and marked with a marker. Kill a few enemies outside, destroy the
turret. Hack the door and go inside. Kill all the Syndicate guards, then find a
ladder in the far corridor and go up. Talk to the captive Larry and use the
terminal nearby. Try to unlock the cells, but nothing will work. You need a
password. Go outside, go up to the captain's bridge, kill a few enemies, and
use the terminal. Reset the password for the cameras, then go back inside the
ship and use the same terminal again. Talk to Larry. All that remains is to
return to Johnny and tell him about the mission. You will receive 500
experience points.
Working on
the Train. Talk to Winston at the Swan and Mitre pub to start this additional
mission from the Drifters. You will also receive a Spy Pistol (with a
silencer). Go north of Dog Island and go down to the marked bunker. Run forward
along the tunnel, you will be attacked by a ceiling turret. At the very end there
is a door. To open it, interact with the panel to the left of the door. You
will be attacked by a robot, and inside there will be a turret. There are
several white rats at the top. At the bottom, interact with the terminal, after
which you will need to decide whether to blow up the train or redirect it to
the Vagabonds. To do this, go up the stairs and call the right elevator. Ride
up, remove the chains and destroy all the representatives a Syndicate
commander. Once inside the train, decide what to do - destroy it (plant
explosives in the middle of the car, in the marked place) or redirect it (go to
the driver's cabin and interact with the control panel). It remains to return
to Winston for a reward. You will receive about 500 experience points and 3 Stimpaks.
Talk to
Anthony in the Swan and Mitre pub to start this additional quest from the
Drifters. You will also receive a bomb. Before heading to the warehouse, move a
little lower on the same Dog Island. Not far from the military boat HMS Dredge
there is a marker indicating a woman with whom you should talk. Talk to
Valentina.
By this
point, you should have copper, plastic and a diagram. If you don't have them,
you will have to explore the immediate vicinity and find the items. Or buy them
from merchants. Talk to Valentina and follow her. Talk to him again to get the
access card for the Syndicate warehouse. Go to the designated location, kill
the enemies outside and use the access card on the card reader on the left side
of the blocked door. Go inside, clear the hallway. Go to the far end, through
the door on the right and remove the chain that blocks the back entrance. This
will let the Drifters into the Syndicate warehouse, completing an optional
objective. Once you've planted the bomb, leave the area and return to Anthony
at the Swan and Mitre pub. You'll receive about 500 experience points and a new
rifle.
In the
story mission "Charybdis" I told you how to find a four-legged
companion. You will meet Churchill near the food production plant. Enter this
plant to start this quest. Go to the right wing, move to the common room with
conveyors. Go upstairs, enter the upper control room and exit through the door
on the right. This way you will get to the source of the noise. Go downstairs,
wait for Allen to finish his speech, and talk to Harvin standing above (the
owner of the factory).
Follow him
to the office nearby. Talk again. If you can pass a perception check (5), do so
to earn experience points. If you can pass an intelligence check (5) or
charisma (7), then Harvin will appoint the worker as a regional manager, as a
result of which his salary will depend on sales, and the strike will end. In
this case, you will receive 150 tickets and 480 experience points.
If you fail
the tests, you will have to resort to violence. If you agree with Harvin,
follow him to the locker room. Talk to Allen. Harvin promises 100 tickets, but
Allen will try to bribe you. I recommend agreeing and killing Harvin, since you
will also get the Factory Key (opens some locked doors) and collect supplies
from his corpse. Allen will also allow you to take dog food from the nearby
box. In any case, after your decision, the quest will be completed.
When you
are doing the story quest "Lands of Seraphim" and cross the river on
the Ferryman's boat, move across the Tower Bridge. To the north of it is the
Tower Hill station. In its area, you will receive a distress signal.
Open the
PDA, go to the "Radio" tab and activate the "Distress
Signal" channel. After a few seconds, you will hear the voice of a girl
named Georgia, who is calling for help. Open the journal, in the
"Miscellaneous" section, select the "Find Georgia"
objective.
Follow the
marker, go around the marked building. Note that there is a large group of
gatherers on one side. You need to find two doors. One of them will allow you
to enter the Sky Garden. Once in the building, find the elevator behind the
stairs and go up. At the top, look for a door leading outside. As soon as you
turn off the radio, the task will be completed, but the Legendary Womble will
jump down to you from above. You can kill the monster or escape on the
elevator. It drops parts and the left arm of the safecracker (increases the
size of the sweet spot when picking locks).
To the west
of the place where the distress signal was received, there is an object called
the "Government Card Index" (approximate). As you approach, you will
hear the screams of police officers and Sean Bond, who is holed up in the
building. Sean isn't in the mood for conversation, but you can talk to Officer
Cambridge standing outside.
If you pass
the endurance check (8), the cops will run away. Then talk to Sean to get 300
tickets and 240 experience points as a reward.
If you don't
pass the check, you'll have to decide what to do. Agree to help the constable,
in which case you and two other officers will have to kill Sean. You can search
his body, and Cambridge will give you 100 tickets and 240 experience points.
If you say
that you'll talk to Sean yourself, go to him. You can pass a charisma check (7)
or strength (7) to make Sean give Cambridge her money. In this case, talking to
her will give you 240 experience points and 100 tickets. Without any checks,
you either leave without solving the issue, attack Sean (100 tickets and 240
experience points), or agree to his offer to get rid of the cops (300 tickets
and 240 experience points).
Also,
either Cambridge or Sean will become a trader. The quest will be completed.
This
objective will appear after completing the Cold Case story quest, during which
you will rescue Lazarus, who was captured by the Syndicate. It is enough to
return to the cathedral and talk to the bishop. Exit the cathedral through the
gate, since Lazarus is standing nearby. Tell him the great news to complete the
objective and receive 125 tickets as a reward. In addition, all of Lazarus'
goods will be sold at a 20% discount.
This
additional objective will appear after you eliminate all the thugs holed up in
the Bank of England during the Angel Killer story quest. Using the Bank
Manager's Key will take you to the Vault with the last of the enemies. After
defeating them, head to the large door and examine it. Interact with the
intercom to talk to the woman trapped inside the vault.
To find the
Vault Keycard, head to the main lobby of the Bank of England. From there,
follow the hallway on the left, just like you did when you got the Bank of
England Key. There will be an open door on the left with a trap that leads to a
staircase. Go down the stairs and open the door with the Keycard. I'm not sure
where I found it, but it was in my inventory. Kill the Glowing One, go through
the hallway, and enter the room with the big green table with green table
lamps. You will find the bank vault key card right on this table. Open the
vault and talk to Kira. She will agree to become your new companion.
As you head
north in the Angel Killer story mission, towards the underground lab (after
getting the gas mask), you'll hear a voice near your destination. Talk to the
ghoul hanging upside down by the big, bright stand. This is Arthur Mountbatten.
If you help him, he'll become your new companion.
Talk to
Johnny at the Swan & Mitre Pub to start this side mission from the
Drifters. Head to the HMS Dredge, a naval boat located in the center of Dog
Island and marked with a marker. Kill a few enemies outside, destroy the
turret. Hack the door and go inside. Kill all the Syndicate guards, then find a
ladder in the back hallway and go up. Talk to the captive Larry and use the
terminal nearby. Try to unlock the cells, but it won't work. You need a
password. Go outside, go up to the captain's bridge, kill a few enemies, and
use the terminal. Reset the password from the cameras, then go back inside the
ship and use the same terminal again. Talk to Larry. It remains to return to
Johnny and tell him about the mission. You will receive 500 experience points.
Talk to
Winston in the Swan and Mitre pub to start this additional task from the
Vagabonds. You will also receive a Spy Pistol (with a silencer). Go to the
north of Dog Island and go down to the marked bunker. Run forward along the
tunnel, you will be attacked by a ceiling turret. At the very end, there is a
door. To open it, interact with the panel to the left of the door. You will be
attacked by a robot, and there will be a turret inside. There are several white
rats at the top. Interact with the terminal at the bottom, after which you will
need to decide whether to blow up the train or redirect it to the Vagabonds. To
do this, go up the stairs and call the right elevator. Ride up, remove the
chains and destroy everyone with the Syndicate representative. Once inside the
train, decide what to do - destroy (plant explosives in the middle of the car,
in the marked place) or redirect (go to the driver's cabin and interact with
the control panel). It remains to return to Winston for a reward. You will
receive about 500 experience points and 3 Stimpaks.
Talk to
Anthony in the Swan and Mitre pub to start this additional task from the
Drifters. You will also receive a bomb. Before heading to the warehouse, move a
little lower on the same Dog Island. Not far from the military boat HMS Dredge
there is a marker indicating a woman with whom you should talk. Talk to
Valentina. By this point, you should have copper, plastic and a diagram. If you
do not have them, you will have to explore the immediate vicinity and find
items. Or buy them from merchants. Talk to Valentina and follow her. Talk to
her again to get the access card for the Syndicate warehouse.
Go to the
specified location, kill the enemies outside and use the access card on the
card reader on the left side of the blocked door. Enter inside, clear the
corridor. Go to the far end, through the door on the right and remove the chain
that blocks the back entrance. This will let the Rovers into the Syndicate
warehouse, completing an optional objective. Once you plant the bomb, leave
this place and return to Anthony at the Swan and Mitre pub. You will receive
about 500 experience points and a new rifle.
You can
take this side quest in St. Paul's Cathedral, where you get as part of the main
quest "Protector of Fideia". When the mission "Cold Case"
begins, at some point you will be sent to Reverend Francis. He gives the quest.
ask where to look for hymns. Inquire about the police station, college
(school), airport and museum. Four separate objectives will appear, related to
the search for four church hymns.
To complete
the task, you need to return to the Rogues region, to the Swan and Mitre bar.
Go south from it, where the first two objects are located - Bromley College and
the police station. Enter the college (there will be Hooligans next to the
object). Immediately turn left, go through the hole in the wall and look for a
ladder behind the nearest door. On the second floor, move to the far room where
the marker points. Kill the Hooligans and take the first psalter from the far
table. Then move to the police station. The psalter is hidden on a shelf on the
first floor. Just follow the marker to the indicated room and interact with the
object. You don't even have to jump (although you do if you want to see the
object itself).
Move to the
next two markers, which point to the museum and the airport. Enter the
chapel-turned-museum, but note that you will need lockpicks, as the psalter is
in a locked glass case (which cannot be broken) with a simple lock. Finally,
visit the airport, enter the room on the right and take the psalter from the
shelf.
Return to
Reverend Francis at St. Paul's Cathedral. You will receive 250 tickets from
him. You will be asked to check the choir in a week. Continue to complete other
tasks. After a week The quest will automatically update and you will receive a
new objective (Return to the Choir). Listen to the singing, after which the
quest will automatically complete.
After
completing the "Angel Killer" quest to a new location, you will hear
the sounds of a shootout. Interact with the intercom to go outside, go forward
and kill Shorty Miller's men. Then talk to Rosie to get your reward and the
next objective. Go a little further under the bridge and deal with another
group of Shorty Miller. If there is a first aid kit, help the wounded Rondo,
and then follow the rest of the followers to meet Dennis and Joan. Talk to the
man and woman. Go through the bus and enter the Oberon Club.
Once
inside, listen to the man. If the conversation ended but the battle did not
start, you will have to load an earlier save. And make sure you help the
wounded (there may be a bug because of this). After defeating all the Millers,
talk to the marked characters and go outside. Listen to Dennis's speech
outside. Decide the fate of Ronnie, who betrayed the faction, and the quest
will be completed. You will receive about 500 experience points. Another side
quest, "Fashion Terrorism", will also begin.
Chat with
Patrick, who is fighting enemies nearby, then either go straight to the quest
objective or visit two shops. Decide which of the merchants to help. If you
talk to Milano, you will need to go to the alley, convince the ghoul Barty and
take the fabric, and then enter the neighboring shop and convince Florence to
remove the mannequins with outfits from the window. Then go to the indicated
hotel, go up to the upper floor and talk to Greta. If you can convince her with
skills - good, otherwise you will have to destroy the robot. Then Greta will
agree. Return to Milano and tell her the good news. He will give you a Rondon
faction coat. Go to the Wolf and Port bar and talk to Patrick. Don't forget to
equip the faction outfit you got from Chanel or Milano.
Go outside
and go to the indicated shop nearby. Talk to Patrick, go inside and wait for
him to introduce you to the prince. Talk to the man, then talk to Patrick again
to complete the current quest and start the next one.
Note: This
quest is the complete opposite of the Choose Life quest. If you go too far and
give Dennis and Joan 3 doses of Calmex, the second quest will fail. In this
case, you will kill Prince Pete, and Dennis will take his place.
Another
side quest related to the Rondo clan. You are asked to meet Dennis. Leave the
prince's shop, return to the bar where both Dennis and Mike are. Talk to him
and agree to help. Talk to Dennis to update the task and go outside. Move to
the Oberon Club, where Dennis is waiting for you. Listen to Joanna and Dennis,
after which the latter will ask you to find 3 doses of Calmex. To avoid
bothering, you can enter the cheat code player.additem 00058AA7 3 in the
console. Unfortunately, after 2 hours of searching, I still couldn’t find a
single dealer from whom I could buy the drug, so I used the console command. Go
to the store and give Dennis the drug. Then head north to kill Rosie and Guy.
Search their corpses, take the medallions and return to Dennis. He will tell
everyone about the death of the Prince, blaming Rosie and Guy for everything.
Then go to Patrick to talk about Mike Manchester. Decide what to do, but most
likely a shootout will start anyway. After winning, talk to Patrick, kill him
or let him escape to Camden, where Mike Manchester also went. Return to Dennis
at the store, tell him everything. He will ask you to convince Roger Moon to
stay in his faction.
To do this,
you will have to leave this area and go to Camden. Then move northwest, where
the marker indicates. If you use charisma several times, Roger will not return
to Dennis, but will also refuse to join Mike. Without a charisma check, you can
either kill Roger or hint that Mike is also a drug dealer. He will not return
to Dennis, but will say that he will think about whether he should join Mike.
Return to
Dennis and tell him everything. Regardless of how the story with Roger Moon
ended, he will send you to the Oberon club to Joanna. She will commit suicide,
as she will blame herself for the death of the prince. Move to the upper left
corner of the region to meet Dennis and Mike. If you can convince them with
charisma, you will avoid the battle. Then the quest will be completed.
Otherwise, you will have to take someone's side. It is noteworthy that the
quest "Self-Preservation Society", which you receive from Roger Moon,
will not fail even if he dies (if he stood up for Mike, and you decided to stay
on Dennis's side). In any case, the quest will be completed, and the Millers
will attack the Rondo clan, and you will need to complete a new mission
"Lost and Win".
Note:
This quest is complete
opposite of
the quest "Good and Evil Are Inseparable". If you go too far, clear
the safehouse at "Brick Lane Curry", clean up, repair the fridge and
replace the door, then the second quest will fail. In this case, you are going
to cure Prince Pete of drug addiction.
Another
side quest related to the Rondo clan. You need to talk to a certain Mike. Leave
the prince's shop, return to the bar where both Dennis and Mike are. Talk to
Mike to update the task and go outside. Move to the "Maab House"
marked on the map, go down the stairs, go through the door in the kitchen and
talk to Mike. He wants to cure Prince Pete of addiction. Agree, after which you
will learn about the safehouse in which Mike is going to keep the Prince. You
need to go there, kill all the enemies and add all the necessary items. Follow
the marker to the east and enter the house on Brick Lane Curry. Kill the
enemies on the lower, middle and upper floors. After that, you will be asked to
replace the door, clean up and repair the refrigerator. All of this requires
supplies. If you do not have them, use the console and enter the player.additem
command. Next, after a space, add the ID of the desired resource. After another
space, you can indicate in what quantity you want to receive a particular item.
Once you do all of this, the quest "Good and Evil Are Inseparable"
will be failed.
Return and
talk to Mike Manchester, who will complain that the Hooligans have set up
roadblocks on the way to the desired territory. Go to the indicated place and
finish off 5-6 Hooligans. Among them there will be one Legendary. After the
victory, go to the shelter to meet Mike. You need to get 1 Morph-X and 3 antibiotics.
You probably already have the first drug in your inventory, so you'll have to
find an antibiotic. If you don't want to bother, I suggest entering the code
player.additem 00249F2C 3 in the console. Alternatively, you can create an
antibiotic at a chemistry station. If the quest doesn't work through the
console, you'll have to craft antibiotics and Morph-X. To do this, go to the
nearest chemistry station. For example, you can teleport to the plane in
Rotherhithe, where you met Archie. If you can't find it, go to Monument Station
and move to the Bank of London (or immediately click on the marker on the map
if you've already completed the story quest related to it), where there is
another chemistry station, in one of the side rooms of the open storage (where
you met Kira). Once you craft all 3 antibiotics, the quest should update. If
you don't want to look for resources for crafting, use the player.additem
command with the following IDs: 001c0fc3 (glow mushroom), 366c0
(distilled/purified water), 001BF72D (acid), 23736 (stim).
Give all
the medicines to Mike, after which Dennis, Joanna, Roger will burst in. Talk to
them, use strength, charisma or intelligence to convince the NPC that Mike is
doing the right thing. To help Pete, you will have to pass a luck (10) or
intelligence (7) check. Otherwise, he will die, but you can take time to
prepare and level up your abilities. Immediately after this, the mission will
end, and you will receive experience points and a new quest "Lost and
won".
If you
followed Mike's route and saved Pete, the quest will be bugged. The characters
will not leave the shelter. The solution to the problem can be found using the
console. So, make a save, then enter the command cow hackneyworld 5,7 to
teleport to the bridge in Hackney. Kill all the mutants in the area, there
should be no enemies! After that, you need to teleport all the characters who
remained in the shelter there. To do this, use the ID of each character - Pete
(prid 072efd8e), Joanna (prid 072e5533), Patrick (prid 072efd8d), Roger Moon
(prid 072eefa4), Mike Manchester (prid 072efd87) and Dennis (prid 072efd86).
First, enter the ID and press Enter (along with the prefix prid, as in
brackets). After that, enter moveto player and press Enter again. When you
close the console line, the character will be next to you. It is important to
make sure that the characters are not also drawn into the battle against the
Millers standing nearby. After that, talk to Prince Pete, then choose what you
want to clear out - the streets or the houses. For example, to avoid all those
extra and long loading times, choose the streets and kill three groups of
Millers in different places. Once you do this, return to Pete, who, if the
quest is bugged, is standing on the bridge. Talk to him and agree to
investigate the source of the noise in the Oberon Club.
This is not
the end of all your adventures with bugs! To complete the quest in the Oberon
Club and talk to Pete for the last time, you need to first stand at the
entrance to the club and use the command described above to teleport Pete here.
Then wait for him to enter the club on his own! It is important that Pete
enters the club not through the gate behind the red bus, but through the door.
To do this, go to the right of the bus, along the wall, until you can.
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