Fallout: London is a large-scale modification with an independent plot and a ton of diverse content. The release version was very raw and buggy, so many players had difficulties with its passage. In addition, many quests turned out to be confusing and incomprehensible, and markers on the map do not always show where to go and what to do. In this guide, we will describe a detailed walkthrough of Fallout: London, and also give useful tips on the game.
What character to create
The Fallout: London modification is quite hardcore and unbalanced in terms of passing. Even on the average difficulty level, enemies kill with several hits, and there is always not enough ammunition. Most of the game you will be forced to fight with melee weapons, so you need to approach the creation of the character with great responsibility.
First of all, invest as many points as possible in the strength indicator . This will help you withstand more hits in the early stages and deal more damage with a normal attack. Do not spend too many points on: perception, intelligence and charisma. Unlike the numbered games of the series, the modification has very linear quests and most important answers are not tied to role-playing system checks. In any case, you will be able to increase other characteristics later.
Don't skimp on points for luck. The higher it is, the more often you will deal critical hits to your opponents. With its help, you will be able to quickly deal with bosses and get legendary items that will make the game easier. Also add more points to pumping up stamina. It will give your hero more health points and fast strikes with large weapons.
In a separate guide, we will describe the features of perks: we will make lists of the most useful and useless abilities so that you do not have to experiment and waste precious level points.
Broken Angel
After creating your character and listening to the scientists' monologue, you'll wake up in a science flask. Press the strike button to break the glass barrier. Get out. Collect the first useful items in the room and leave it. Then move along the long corridor towards the burning debris. There will be two doors on the sides. First, go through the left one and go up the stairs. Take the GOG T-shirt and interact with the terminals in the hall. Go back to the burning debris and stomp through the right door. Due to the reduced brightness, you may not see it, so be careful.
In the new room, search the boxes and take the lockpicks from the table . Interact with the terminal and select the last item from the list. The cages with laboratory moles will open. Kill them to end the combat mode. Go through the open door and take the British version of Pip-Boy from the stand. Interact with the terminals to get additional information about the device. After that, go to the door and interact with the compartment for Atta-Boy.
Search the corpses in the corridor. Go straight to the door and listen to the dialogue between the two strangers until the end. Call the elevator. After that, the power will turn off. Pick up the flashlight with a belt clip from the dead scientist. Hold down the TAB key to turn it on. The door will open in front of you. Go forward and pick up the stimulator from the table. Inspect the walls to see a hole punched through. Go through it. Open the red door and follow the corridor. Listen to the stranger's monologue and go to the elevator. After going up, you will find yourself in the main hall.
Listen to Mr. Smythe's monologue and move forward. Go up the escalator and call the elevator. Kill the shrews at the top. Be careful, there are too many of them and they can easily gnaw you. One door with useful items will be locked. You will need 7 strength points to open it. Hack the farthest door with a lockpick. Take the note on the balcony , but do not do what it says. Then return to the elevator and go down to the hall. Under the escalator there will be a door leading to the subway station. Collect items by exploring the destroyed corridor. Be extremely careful, shrews are running everywhere, so carefully lure them out one by one. On the left there will be a passage to the kiosk. Search it. There will be a safe behind the counter. If you have lockpicks left, then interact with it.
There will be a skeleton sitting on a bench next to the shop. Take from him: a cane , a hat , a magazine with bonus skills and a ticket (it acts as a local currency). The cane will help you deal with the moles faster. Take the cigarette pack from the ashtray. Go to the turnstile with a red light and use the ticket you found. Turn left and search the cash register. Under the escalator on the left there will be a door that can be hacked with a master key. Collect useful items and currency in this room. Go back and go up the escalator.
Once outside, get on the train. It is advisable to go to the first car so that the script will work. The screensaver will start. We advise you to press the T or ESC key so that the game does not crash. An accident will occur, after which you will have two strong debuffs: 10% decrease in damage resistance and 10% decrease in damage to enemies. Both ailments can only be fixed as you progress through quests.
On the mend
Turn on the flashlight and go straight ahead. Talk to the local gang members. You will learn that they were the ones who attacked the lab where you were kept in the flask. Ask them about a doctor who could help you cope with your ailments. You will be given two quests, which you are free to complete in any order. We advise you to follow the men to cure one of the two debuffs as quickly as possible. A gang member will give you a butterfly knife. Equip it. Follow the tramps, listening to information about this world along the way.
Swan and Mitre
This quest will open up a faction quest line for you. Once you're cured of your affliction, you can follow it through to the end at your own discretion. We recommend not doing this until you're level 10-15. After talking to Sebastian, you'll come to a station where a wounded gang member will be lying. You'll be given a key to the station and asked to find a first aid kit. Follow the marker and enter the building.
Kill the ghoul on the right and take the first aid kit from the wall. Collect useful items and tickets, then go outside. Approach the wounded man and start a dialogue. With enough science points, you can cure Ricky. We advise against this in order to take the pistol from the dead body . Go to the Swan and Mitre bar. Go around the large building on the south-east side. Near the fence, you will meet a group of people who want to kill the lord. Choose any side and kill the opponents. Along the way, you will meet a local gang of cospellers of the British fleet. You can attack them to get weapons and a single-shot blunderbuss. The opponents are quite weak, but beware of the turrets.
Once you reach the bar, you will find yourself in a shootout with the syndicate. Kill the enemies and take the ammunition. Go into the bar and kill the remaining opponents. Talk to the female doctor. She will ask you to catch up and kill the scout. Go outside and get to the cafe marked on the map. The girl will be hiding behind the door. Talk to her and spare her . Return back to the bar and report on the successful completion of the task.
Talk to the doctor to get a reward and a bonus for 5 charisma points. Ask Yvette to cure you of your ailment. After that, talk to the blind ghoul, who will ask you to fix the radio. Go to the repairman and ask him about the problems with the equipment supply. Leave the pub and go to the store marked on the map. Kill the hooligans and talk to the woman. She will give you the package. Use the Pip-Boy to quickly return to the pub. Give the repairman the package, then go down to the basement.
Go to Anthony and tell him how to fix the laser rifle. If you don't have enough stats, take the quest to return the photon crystal. To do this, you need to go south from the bar. There is a passage to the store near the building next to which the pillar will sparkle. Enter it and take the quest item near the terminal. Teleport back to the Swan and Mithra and give the crystal. Go upstairs and talk to Johnny. He will ask you to settle his affairs with the ghoul. Talk to the character and convince him to accept the gift. Return to the quest giver and take the repaired radio. Give the item to the blind ghoul to complete the quest. After a short scene, you will be asked to return the female doctor. This is a faction quest and has nothing to do with the main mission, so we will complete it later.
Sea monster Charybdis
Return to the place where the train crashed. Go northwest to the dog food factory. You will hear dogs howling. Kill the wild dogs and save the English bulldog. Go up the steps to the main entrance and talk to the guard. You will be offered to take the dog for yourself. Agree. Command Churchill to join you.
You can enter the factory to complete a small quest with a local workers' strike. But we go further along the main quest. In the west, you will meet guards who will tell you that the doctor we need lives in Thameshaven, but now the way there is blocked. You will be offered to go along a difficult path to get to the underground people. We agree and go into the building. Turn left and break the wooden boards. Open the red door and remove the traps with jars. You will see a place for cooking. Fry the meat collected during the journey, as it will be useful to you in further battles. Go forward and enter the gray door. Do not go underground, so as not to accidentally fall to the very beginning of the location. Enter the train car and kill the shrews. Before the next car, turn left.
You will be attacked by shrews and leeches. Try not to waste your ammo and kill everyone with melee weapons. Wait for the electric current to kill all the enemies near the red door. Then go forward along the corridor, then turn left. Soon you will see the entrance to Thamzhaven. Talk to the local ghouls. Rachel will ask you to find and save the ferryman. Tell her that you need more medicine. Pass a charisma check to get stimulants.
Go to the elevator doors and open them. Go down the stairs to the very bottom level. Dive into the water and swim the section. Kill all opponents and continue moving forward. Go up the stairs and use the terminal. Open the door and continue to follow the ferryman. Kill all the leeches and talk to the character. He will ask you to blow up the passage from which the monsters are climbing. We agree to the task and go down the escalator. Swim through the right passage and climb the wooden bridges. Go to the narrow corridors to the marker. Plant the explosives and run. Return to the place where the ferryman was lying. Behind him there will be a door with an escalator that leads up. Remove the chains from the door and go outside. Go down to the Thameshaven market.
Report to Rachel about the successful mission. Go to the doctor to cure the ailment. Talk to the ferryman. You will learn that there is a boy who was kept in a scientific laboratory, like you. A new quest will appear in which we need to find the child.
Lands of the Seraph
Return to the surface near Thamzhaven. Start heading north towards the small settlement of Rotherhithe. Go across the bridges to the plane, which is the central building. Knock on the door, after which you will be asked to destroy the nests of mirelurks. Follow the marks on the map and deal with the monsters. The nests can be destroyed by hand, as well as looted, and later cooked at the fire omelette. Having recaptured the settlement, return to the plane. Go inside and talk to Archie. At the end of the conversation, he will give you a pistol.
Let's go back to Thameshaven. Go northwest to the ferryman, who is waiting for you by the river. You need to activate the bridge crane in the settlement across the river. Go along the river to the playground and cross the bridge over the river. Jump into the nearest building and kill the cockroaches. Interact with the terminal to lower the crane. Return to the bridge and press the button to open the gate. Go to the ferryman and get into his boat. After sailing a little, you will have to fight the hooligans and go to the Tower Bridge. Kill four opponents and climb to the very top. Kill the enemy with a shotgun, then return to Archie with the ferryman.
Listen to the ferryman's story, then activate the beacon. Return to the ferryman. You will learn that there are 101 beacons in the game, which serve as ways to quickly move along the Thames. Go to the monument and go inside. Interact with the hatch to go down to the science lab. After the first door, turn right and go to the door with the sign. You need to open the door from which the noise comes. To do this, you will have to return to the main hall and turn right. Go straight along the corridor. On the left there will be a room with a terminal - interact with it. Now you need to turn on the power source. Go around the generator and activate the switch on the wall. Do this as quickly as possible and do not stand still, as you can easily get an electric shock.
Before returning to the terminal, equip a firearm. There will be turrets waiting for you that need to be destroyed. Interact with the system and open the door. In the new room, you will encounter a new super mutant. Stay away from him, as he can kill the player with just a few hits. Use a shotgun or a powerful pistol to deal with him as quickly as possible. Search the corpse and take a new weapon. Next, interact with the terminal and get quest information. Collect all the supplies in the lab and return back to the ferryman. Archie will want to become your companion - you can take him with you.
Defender of the Faith (Fidei Defensor)
We go to St. Paul's Cathedral. Talk to the guard at the entrance. After the dialogue, there will be an attack of hooligans. Kill all opponents, then talk to the Frenchman again. If you have 8 strength points, then choose the answer option with an additional reward. You will be offered to kill the leader of the gang. We agree and go on a journey to the city hall. We kill all the enemies in the area, then go inside.
Get rid of the enemies in the main hall and go through the door on the right side. Enter the room and slip through the gap in the wall. Deal with the enemies and go down. Destroy the turret, then go along the left corridor to get to the gang leader. Use buffs to easily kill the difficult boss. After victory, go outside and return to the cathedral. The Frenchman will be attacked by hooligans again. Kill the enemies and demand a reward. Then go into the building and climb the steel stairs. Talk to the bishop and complete the quest.
Cold Case
While in the cathedral, talk to Father Luka. He will ask you to examine Lazarus' room. Go there and take the note from the box in the far right corner. Go back and talk to the priest. He will ask you to find out who is hiding behind the pseudonym "Bones". You will have three candidates to talk to. Go straight to the undertaker so as not to waste time. He is standing next to the bar. Ask him about Christopher. After that, go talk to the undertaker's assistant . Use charisma to make the character confess to what he did. If your leveling does not allow you to do this, then go to his room and break into the evidence box . Take the device and show it to Christopher.
Follow Reverend Francis and tell him everything you have learned. Go out through the door where the undertaker and his assistant are standing. You need to find Lazarus's hiding place. Just follow the mark and open the chest hidden in the grass. Take all the useful things, as well as the note . Read it. Now you need to go to the cafe, which is in the east. There you will find an audio recording . Do not pick it up, but immediately click "Listen" . Having learned new information, you need to proceed to Wintergarden.
Go along the embankment to the east to the bridge. There you will come across a checkpoint of bandits. Negotiate with the hooligans or kill them all. In any case, you need to get to the bar. Talk to the syndicate member who kidnapped Lazar. Try to negotiate the release of the prisoner. You will need 7 points of charisma or 10 points of strength for a successful check. If you fail to communicate, then boldly kill all the enemies. Take the key from the corpse and open the refrigerator door, then talk to Lazar to get an additional task.
Heavenslayer
Go to the Imperial Museum (IWM) territory. Talk to the Colonel and enter the building. Follow the character and listen to his monologue. Next, you need to go to the cathedral and talk to the Frenchman. He will ask you to kill the bandits who have settled in the bank. Go to the Monument station, which you visited earlier. Kill all the opponents in the corridor and use the ticket on the turnstile. Go down and follow the rails.
At the exit from the metro station, you will be met by a Frenchman with a small group. Kill the opponents near the entrance to the bank and go inside. The main door will be closed, so you will need to find the key. Turn left and go straight. Then turn right and go into the corridor under the stairs. Go straight until you see a hanging body . Turn right and go up the stairs. There will be a key hanging near the locked door . Take it and unlock the lock. Kill all the enemies and return to the main hall with two doors. Go inside and kill the enemies. To continue, you need the manager's key. Return to the wing where the last skirmish with opponents took place, then go up the stairs and unlock the passage.
Once you get out into the fresh air, kill the legendary enemy. Go to the capsule with the corpse in a white suit - the key we need will be lying next to it. Return to the locked door and open it to kill the last opponents. Search the bank and collect useful loot. Go to the vault. Talk to the woman on the intercom. She can't get out, and you need to find the key again. Run to the main lobby of the bank. Go to the place where the capsule with the corpse was - there will be a door with a trap on the left. Disarm it and go down the stairs. Open the door with the card and kill the enemy in the room. Go to the green table and search it. You will receive the key to the vault . Go back and release the girl. She can become your companion if you offer her to go with you.
Go to the colonel to report on the successful capture of the bank. As a reward, he will give you a gas mask . Now we have access to Islington, where the Red Plague is raging. Now we need to proceed to the northern gates of London. There will be a hanging ghoul at the entrance, and the task "Investigate the source of the voice" will appear. Help the stranger and invite him to join your team. There is a bell on the right side of the gate - click on it to open access to the area. A new faction quest "Hurly Burly" will become available to you . Go forward and talk to Rosie. She will ask for help in the battle with Miller's gang. We agree and go to fight.
After killing all the enemies, return to Rosie with a report. He will give you a reward and ask you to go to Crawford Street. You can take the task and help the gang in the factional war. But we have unfinished business. So let's return to the main story. Follow the marker to the red door. Open it and interact with the manhole cover. Get rid of the flies that will jump out at you. Open the lattice door on the left and go straight along the corridor. At the end, there will be a door locked with a key. Go back a little and go down the wooden ramp. Be careful: there will be ghouls on the way! Go down into the water and swim to the left ledge. Get out on dry land and open the door on the left side. Go along the long corridor until you come across a ladder. Climb up. Then there will be another ladder. Climb up again. The key will be on the steel shelves. Open the door on the chains and you will immediately find yourself near a lattice door. Use the key and go forward.
Kill the ghouls in the corridors. Be careful: there will be a legendary enemy near the exit. Finish him off and take the item he drops. Go up the stairs to the door. Go down and hack the terminal. Press the buttons next to the terminal so that the number 1922 appears on the lamps . The door will open and ghouls will attack you. Kill them and go to the new room. Use the stairs to leave the sewers. Once you get out into the fresh air, put on a gas mask and go to the contaminated area, which is marked on the map.
Go to the Angel Underground Station. Inside, use the turnstile and go down the escalator. There will be a door at the bottom. Use the lockpicks to open it. Go straight down the corridor and then down to the red door. Hack the barrier and go further. You will be attacked by blank clones. Kill everyone you meet. Turn left and you will find yourself in a subway station. Collect useful items and tickets from the tables. Go down to the train tracks and go straight. Eventually, you will reach the next station, which is guarded by turrets. The door to the lab will be closed, so return to the tracks and go further along the tunnel. Go along the destroyed train to the depot. Kill the guards and go straight to the door marked on the map.
Once inside the lab, stomp down the corridor to the locked door. There will be a passage on the left from which a crowd of blank clones will run. Kill the opponents and go into the main hall. Destroy the security turrets and agents to move on. Turn left and go straight down the corridor. Open the door on the left side and kill the opponent standing at the top. Climb the stairs and use the fingerprint scanner. Go straight ahead and you will find yourself in a room with clone flasks. Turn right. You will see an elevator on the side. Call it and go down. Then go through the open door, dealing with the clones along the way. Use the terminal to open the door. The self-destruct code will be activated. You will have one and a half minutes to complete the task. Deal with all the opponents as quickly as possible and use the fingerprint scanner to stop the timer. Listen to Mr. Smythe's monologue. Jump onto the train tracks and run to the locked tunnel. There will be a door on the right that can be opened with a switch. Unlock the lock and run straight to the exit of the lab.
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