



Talk to them, and then plan your attack - the synths of Acadia will now be hostile to you and attack on sight. Meet the squad on the western side of the island.Give him enough info and he’ll send troops to the island. Tell Lancer Captain Kells about Acadia.It’s found just as you enter the airship interior, then take the steps down to the room beneath the viewing deck. Talk to Lancer Captain Kells in the airship control room. Return to the Commonwealth and return to the Prydwen.After meeting with DiMA and learning the location of Acadia, tell DiMA that you are a member of the Brotherhood of Steel.Where to Start the Quest: The Prydwen – Lancer Captain Kells.To activate this quest, you must be a member of The Brotherhood of Steel. Two very specific jobs are available from two very unfriendly factions - the Brotherhood of Steel and the Institute.īoth faction quests will end any progress you’ve made with Acadia’s Synths or DiMA, so continue at your own risk. Not all of Far Harbor’s missions are acquired on the island. If you’re a true survivor, check out Gameranx’s massive list of guides, how-to’s, secret locations, and everything else a fresh Vault 111 escapee needs to thrive on the Fallout 4 Ultimate Commonwealth Guide. Keep reading to get all the info you need to get started, and let us know which ending you picked in the comments. These quests will always be open to take if you’re curious, and you can always save your game before proceeding if murdering basically innocent robots isn’t your thing. If you feel like being cruel in a cruel world, these two faction-specific ending scenarios are for you.įor those speeding through Far Harbor, be aware that both of these quests are available even after your bring “peace” to the island, in whatever form that takes, so long as you side with DiMA and Acadia. Joining either the Brotherhood of Steel or the Institute puts you on Acadia’s trail, and both quests lead to the utter destruction of one (sorta) peaceful synth settlement. Most of the expansion’s story takes place on a secluded area off the coast of Maine, but these extra quests take the Sole Survivor back to the Commonwealth. It’s a wonder they lasted long enough for you to come and save them all.Bring peace to the irradiated islands of Fallout 4: Far Harbor with these alternate faction endings. There is a clear good guy, clear bad guy, and some textbook video game simpletons who depend on you, an outsider, to fix every problem they have - from hammering some extra nails into the barricades, to patching up interpersonal rifts. While there are plenty of ways to approach the main quest (including options for snitching out the synth haven to the Brotherhood of Steel or the Institute, both of which will immediately lead a crusade against them), I never really felt compelled or pulled in any direction other than the obvious one. I mean, you’re first interaction with them involves two friends forced to execute each other to “prove their loyalty” to Atom what else are you supposed to think about them? The Children never make a case for themselves as anything other than evil. DiMA is shady, but his possible misdeeds are presented in the lightest shade of gray possible. The harbor men are exactly as they appear: hot-tempered rubes easily swayed by a few impressive displays or speeches. Sadly, Far Harbor doesn’t lean into any of these ideas as much as it could.

Rounding it off are the Children of Atom, bomb-worshiping maniacs who live in an abandoned nuclear sub. Arcadia seems outwardly benevolent but is quickly hinted to have a sinister side. Then there is Arcadia, a safe haven for synths run by a prototype synth name DiMA (think Nick with a bunch of vacuum tubes and hard drives sticking out of his back) who is idolized by his followers. They’re squatting on a remote dock in increasingly dire straights. You have the harbor men, superstitious and contentious islanders, forced out of their homes due to the spreading radioactive fog. The primary conflict on the island stems from the needs and fears of three separate, insular, equally paranoid communities. I brought a suit of power armor that largely insulated me from the radiation, but you’d still do well to stock up on medical supplies before heading out. Almost the entire island is covered in radioactive fog and crawling with mutated monsters who thrive on the rads.
