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Fallout London Walkthrough — Game Guide

A detailed guide to all the story and side quests, secrets, and endings of the huge mod for Fallout 4.
Fallout London Walkthrough — Game Guide

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.

Broken Angel

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.

On the mend

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).

Swan and Mitre

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.

Charybdis

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.

Lands of Seraph

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.

Fidei Defender

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).

Cold Case

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.

Angel

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.

Side Quests

Swan and Mitre 

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.

Memories Of Syd

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.

Fixer Upper (Side Quest)

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.

Meeting in Millwall

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.

Welcome to Vagabond

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.

Direct Action

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.

Arms Race

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.

No More Heroes

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.

Find Georgia

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).

Officer Cambridge and Trader Sean

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.

Convince Bishop Whaler to let Lazarus in

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.

Open the bank vault

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.

Investigate the Voice

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.

Prison Break

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.

The Train Job

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.

Arms Race

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.

Inquire About a Choir

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.

Hurly Burly

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.

Fashion Terrorism

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.

Is Going to Be Good

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".

Choose Life

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".

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.



Author
Anton Latoshkin
Date of publication
9 August 2024