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In-Depth Any% Fallout 4 Route Guide

Apr 4th, 2017
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  1. Last Updated: August 22nd, 2017
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  3. Questions/errors/comments: contact me on Discord https://discordapp.com/invite/zyMbNJa
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  5. Enter Vault:
  6. Play as Nate since Nora has slower dialogue. Play in first person the whole time, you walk/run slower when in third person. Timer starts 3.5 seconds after you press confirm on your character. Talk to Codsworth as soon as you leave the bathroom in order to skip his dialogue. Wait for Codsworth to hear Shaun crying and go to comfort Shaun. Talk to him as soon as he starts talking while he’s moving towards Shaun to skip his dialogue (Codsworth will stop doing the dishes at 29 seconds). Turn and talk to Nora to skip her dialogue. Wait for the Vault-Tec Rep to ring your doorbell. Open the door and press 4 repeatedly to skip his dialogue. Enter a short name and select 10 END, 4 INT, 10 AGI for your stats. Once you’re done talking to him, turn and talk to Nora to cancel her dialogue. Walk into Shaun’s room and talk to Codsworth once he begins talking. As soon as you talk to Codsworth, comfort Shaun. Nora will talk to you, press 4 to skip through your dialogue with her. Wait until Codsworth finishes his line of calling you into the living room and open the door and run to him. Wait for the front door to open and run to the right. Jump over the fence to enter the neighbor’s backyard and run to the far corner and jump over the fence again. Run across the log and up the hill. Talk to the Officer and mash E when your character says “list” to try to skip his dialogue. Once you get let through, forward along the rocks on the left side and run up the hill once you reach the end of the rocks. Run onto the vault platform and enter the vault.
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  8. Leave Vault:
  9. Once the elevator reaches the bottom and the gate opens, walk up the stair and when you’re on the straight walkway leading to a turnstile, jump over the railing on the right and walk to the Vault-Tec employee and take the Vault suit from her. Walk down the hallway to your cryopod (the last one on the left). Wait for the doctor to reach the end and start talking. Talk to him to skip his dialogue and then turn and enter the pod. Sit through the cutscene. Once you get control over your character, run to the right up the stairs and open the door. Run straight ahead and open the door on the right but don’t walk through it. Pick up the cone that is knocked over and walk through the door you just opened. Look down and walk backwards into the corned by the window looking into the next room over to item climb over the wall and into the next room. Run along the walkway to the left past the radroaches and follow the path until you’re in the overseer’s room. Pick up the stimpaks, jump over the desk, stand by the terminal, pickup both the gun AND the ammo, quickly look to the right and enter the terminal. If you pick up the gun and enter the terminal in rapid enough succession, you will skip the gun cocking animation. In the terminal, select the final option to open the door. Mash tab to exit the terminal ASAP. Run out the door that just opened and follow the tunnel. Once you get into the big open area where you usually get the pipboy, turn left twice quickly and pick up one of the cones standing there (crouching usually helps when picking these up). Turn around and run straight and when you get to the stairs jump forward and left onto the big thing with tubes coming out of it. If you don’t make the jump, you can item climb up onto the big thing. Jump/climb up onto the ledge on the left while still holding the cone. Walk into corner and item climb up into the big room with the elevator. Trigger the elevator to come down by walking up to it. Setup a coverslide in the room and then step into the elevator once it opens. Ride the elevator out of the vault. Lower your frame rate while in the loading screen.
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  11. Museum of Freedom (MoF):
  12. Walk to the left through the chain-link fence. Walk down onto the rock near the bottom that has a weird texture compared to the others. Look down and pull out your gun while in first person to trigger the coverslide. If you discovered Sanctuary while sliding, run straight into Concord when you land. If you didn’t discover Sanctuary and you landed near Red Rocket, walk over to discover Red Rocket and then run into Concord. If you landed far away from Sanctuary and didn’t discover Sanctuary, run into town for now, we will discover Red Rocket later on. Run to the MoF killing all raiders along the way. We need at least 4 pipe pistols for clips (if doing all punchwarp strats) in this run so try to pick up as many as you can between now and the end of MoF. You also need at least one melee weapon for punchwarping throughout the run. Try to loot one off of a raider. There are several raiders that are guaranteed to spawn with melee weapons so you should always be able to get one. It is better to get a weapon like a switchblade or knuckles because the attack animation is faster, but even weapons like pool cues are ok. Check all toolboxes and med coolers you pass for jet, buffout, and bourbon. Kill the raiders outside in Concord, and take the Minuteman Outfit off of the dead body outside of the main entrance if it spawns on the body. Enter the MoF and immediately walk to the right. Kill the guy that is one floor above you who is half standing behind some boxes. Run along the hallway to the right and kill the guy who spawns in the room before the collapsed floor/staircase room. Go down the collapsed floor and grab the bobby pins that are on top of the terminal. Lockpick the door to the left of the terminal and grab the fusion core. Run up the stairs and to the left, and enter the doorway on the right. Follow the path and kill the two guys in the small room. Continue to run down the pathway after the two guys and then run up the stairs. Sometimes a Nuka-Cola Quantum will spawn in the Nuka-Cola vending machine at the top of the stairs. If it does, grab it. Open the door on the right and kill the three remaining raiders. Setup a coverslide on some nearby scenery. Once Preston opens the door, run into the room but run left immediately and don’t talk to Preston. Open the door on the far side of the room and turn left. Run all the way down and exit through the door at the end on the right.
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  14. Sewer:
  15. Put the fusion core in the power armor and enter the power armor. Run through the vertibird and don’t pick up the minigun. Go into third person and take out your gun. Jump on the ledge and face towards downtown Boston. Walk right to drop off of the building and double tap tab to trigger your first coverslide charge. You should use about three coverslide charges to get to Greenetech Genetics. If you overshoot Greenetech, try to press tab twice again to shoot back towards Greenetech. Once you land, run to the front of Greenetech and get out of your power armor right in front of where you look when you fast travel to Greenetech. Turn around to the right and jump on the grill of the truck and keep jumping to get to the other side of the truck. Run past the raiders and jump into the water to the left of the bridge to downtown Boston. Swim down and to the left and enter the sewer. Make a hard save as soon as you load in and quit to the main menu. Mash E to press continue as soon as you can and then you will load in on top of the water. Swim to the left of the pipe and keep going forward until you come to another big pipe. Swim against it and up, and then to the left once you’re above the water. You will coc (spawn back in) at the entrance of the pipe. You will now have the quest “Nuclear Option”. Exit the pipe.
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  17. Relay:
  18. Once you finish loading, go to the surface of the water and press M to pull up the map. Press T to level up and level up “Action Boy”. Press tab once to go back to the map and fast travel to MoF. Once outside MoF, pick up a fusion cell and either item climb up the side of the building and then drop down onto the balcony from the roof, or climb up on the left side of the balcony and try to get onto the balcony straight from the climb. Enter through the balcony door and pick up at least 5 coffee cups once you’re inside. Crouch next to Sturges and quicksave. Pickpocket the Institute Relay Targeting Sequence off of him. If you get caught, quickload and try again. Once you pickpocket Sturges, quicksave and loadwarp to the sewer.
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  20. Running to Goodneighbour:
  21. Swim to the rowboat that is next to the bridge. Use either the enamel bucket or life preserver to item climb onto the bridge. Run across the bridge past the raider and the attack dog. If neither the enamel bucket nor life preserver spawn, then swim underneath the bridge to the other side and jump up onto the road. Keep running down the main road and to the left of Mass Fusion. Grab the frag mine that is to the left of the Mass Fusion entrance and run behind Mass Fusion. Behind Mass Fusion, walk on top of the semi in the road and make sure you walk along the left side on top of the tanker to discover the Old Corner Bookstore. Jump off the back end of the tanker onto the little ledge sticking out of the building. Jump onto the ledge of the wall that is blocking off the alley. Walk off of the wall into the alley to load into Goodneighbour.
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  23. Goodneighbour:
  24. Run past Finn into the store on the left that has the robot vendor, KL-E-0. Talk to Daisy through the hole in the wall on the right. After you say barter and say your line, you can walk away from Daisy while she’s talking and position yourself to be behind KL-E-0. From Daisy, buy all of her .38 ammo. Sell 1 of the rounds back. Then sell the rest of the bulk back. Then sell the one bullet left in your inventory over and over (at least 15-20 times). Then continually buy back all of the ammo to cause an underflow error that gives you thousands of caps in store credit. In the “Junk” tab, buy a Biometric Scanner if she has one. In “Aid”, buy the following if she has any: bourbon, buffout, jet, Nuka-Cola Quantum. Buy all of her RadAway and Stimpaks. In “Apparel” buy the Destroyer’s Left Leg and Chest Piece. If you didn’t get a Minuteman Outfit, check if she has any of: army fatigues, baseball uniform, military fatigues, sea captains hat. If she does, then purchase them. Go to "Weapons" and buy and frag mines she has, pipe pistols if you need more, and a melee weapon if you don't have one. Press R, then E, then tab to confirm and exit out of bartering with Daisy. Quicksave and crouch in the corner behind KL-E-0 (the corner that is kitty-corner to the Fat Man). Steal both the Fat Man and Mini-nuke that is on the shelf to the right. If a notification appears that the owner is trying to take back the item/has removed the Fat Man, quickload and try again. Sprint out of Goodneighbour and exit through the main door.
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  26. Running to Diamond City:
  27. Once the screen goes black from the load screen, meaning that you are gaining control of your character, press I to pull up your inventory. Go to the Fat Man and bind it to a hot key by pressing Q and then selecting what button you want to bind it to. After binding the Fat Man, bind the frag mines and melee weapon. Equip the Destroyer pieces and any apparel that we’ve picked up/bought. Bind all aid that we’ve gotten so far. Begin by running to the right and wrap around the building that’s on the left. At some point during this run to Diamond City, you will hit level 3. Wait until the XP bar shows on screen and it shows that you leveled up and there’s a prompt to hold tab to pull up the perk chart. Hold tab, level up Action Boy and then level up Solar Powered. Press tab once to exit. Run along the right side of the bus past the cemetery. Run through the Boston Commons (don’t run along the road on the outside) in order to be sure to discover Park Street Station. Run parallel to the road that runs along the right side of the Commons. Exit through the hole in the fence at the other end and keep running straight. Run along the left of the bus in the road and run through the parking garage on the left side of the road. Run down the road to the left of the exit past the Boston Public Library towards Diamond City. Pick up the cone that is by a big heap of rubble and item climb up the side of Diamond City to clip into the building. Run towards where stands and you will load into Diamond City. Once you load in, hold down S in order to leave ASAP.
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  29. Glowing Sea:
  30. Run southwest out of Diamond City and follow the road until it no longer goes southwest. There will be a pond on your right. Keep running southwest and jump over a rock barrier when you come to it. You’ll pass a red car and yellow car parked next to each other. Keep going and you will come to a crashed vertibird/plane in a military outpost. There’s a super mutant suicide that will run at you but if you don’t stop running he shouldn’t catch you. Swim across the river and keep going southwest. You’ll come to another red and yellow car. Keep going and jump onto the destroyed freeway in order to cross it. You will continue heading southwest through the entire glowing sea. You will run across a giant open area with a few bloodbugs where you will take a lot of rads. Use your radaway to take out sizable chunks of radiation as you acquire it. You will pass by a collapsed freeway that has a Deathclaw walking along on it. As you go southwest you will discover the Capsized Factory. Keep going and drop off of ledge to be in a tiny canyon with radscorpions. Run past them and setup a coverslide on a nearby rock. Run up the giant hill to the opening on top and then down into the Crater of Atom. Run wide left of all the structures to avoid aggroing the Followers. Jump up the small rocky cliff and then run ahead to jump up another rock that’s on the far left of a big rock formation. Keep going southwest until you come to another big hill. Run up the side of it and jump to scale some rocks to get to the very top. You should have the a cave marker showing on your map now. Run to it to discover it but be sure not to aggro the nearby Deatclaw. Make a hard save right outside of the entrance to the cave and fast travel to Greenetech Genetics.
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  32. Kellogg:
  33. When the screen is black as you take control of your hero, mash E to enter the power armor as you load in. Once in the power armor, fast travel to Vault 111. Once at the vault, enter third person and take out your gun. Walk to the right of the platform that lowers into the vault, jump, and double press tab to trigger your coverslide. Trigger the slide about 3 times like with the slide to Greenetech. When you land, you should be by Fort Hagen. Exit the power armor immediately and run up the scaffolds in the back of Fort Hagen. Get to the top by the maglocked door and press I to pull up your inventory. Drop one of your pipe pistols and grab it by the butt while crouching. Look down while backing into the corner of the doorway and then slowly turn until you’re looking parallel to the door. Only hold down S and you’ll slowly clip through the door. Activate the elevator and enter Fort Hagen. Once the elevator is moving, pull out your Fat Man to get rid of any remaining coverslide charges. Put the Fat Man away and get rid of all your rads and heal up. Once the elevator stops, drop another pipe pistol and use it to item climb up the shelving unit on the left side of the hallway. You should go above the wall and be able to drop into a hallway beneath the one you’re in. Walk and bump into the white door next to where you land in order to trigger the Kellogg spawn. Walk around the corner in the hallway and pull out your Fat Man and quicksave as the door opens. Shoot the ceiling above where Kellogg spawns and put away your Fat Man. Loot everything off of Kellogg’s body and grab the Military-Grade Circuit Board off of the desk to the right. Enter the terminal and be sure to view the access logs. Exit the terminal, quicksave, and loadwarp to the sewer.
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  35. Park Street Station:
  36. Fast travel to Greenetech Genetics. Run down the road to the right of Greenetech, past a semi-truck, and up to the lamp post where we setup our punchwarp. Equip your melee weapon (unequip your gun so you have fists out if you don't have a melee weapon), equip your frag mines, and stand so that you're aligned with the left edge of the panel on the face of the lamp post. Look straight up at the lamp post and throw your frag mine into the air. As soon as you let go of the frag mine, mash Q to enter VATS and select the mine. Once it's selected, press E once, and then press Tab. Your camera should stay in first person the whole time. If the camera never goes into first person, then you successfully setup a punchwarp. Fast travel to Park Street Station, Once inside Park Street Station, throw your frag mine onto the ground, use Q to pull up VATS and select the mine, and then E to attack it. You will get teleported to the lower level of Park Street Station. Walk down the hallway behind you and enter Vault 114. Once you’re inside Vault 114, press I to pull up your inventory, and then bind the frag grenade you looted off of Kellogg and also drop a pipe pistol and quicksave. Use the pipe pistol to item climb up one of the corners and try to stand on the ledge of the corner. Jump from the corner to the big blue pipes and air vents running along the hallway next to the initial room. Run to the right along the pipe and jump into the room with Nick Valentine. Quicksave before you jump and be sure not to be too close to the left or you’ll trigger a dialogue that you cannot skip. Once you’re in the room, quicksave and talk to Nick. If the reticle disappears when you talk to him, go through the dialogue with him. If the reticle doesn’t disappear and he keeps repeating the same line over and over, load the quicksave and try again. Once the conversation with Nick is over, quicksave and loadwarp out to the sewer.
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  38. Memory Den:
  39. Fast travel to Goodneighbour and run forward and down the alley on the left. If you need another pipe pistol, loot Finn’s dead body. Enter the Memory Den and run past Nick and Irma down the stairs to Dr. Amari. Walk up to her to trigger Nick saying, “Dr. Amari?” and then walk backwards while still looking at her in order to talk to her from afar. Skip her first couple lines and then look at Nick as he walks down the stairs to skip his dialogue. Look back at Amari and skip her lines and talk to her. Once Nick enters the room, follow him and align yourself so you can talk to both of them at once. Once the conversation ends, you have two options. The first option is to turn around, throw a frag mine between the table and bathtub in the corner, equip your melee weapon, attempt to melee the frag in VATS, and cancel your attack while your character stands there idle. This stores our position and is the setup of a punchwarp. Grab the mind and run up the stairs that you came from, stopping by and stealing (while crouching) the jet if you need it. Run to the entrance to the Memory Den and exit once Amari begins her line that starts with the word "continue". Once outside, enter the building again and run up to the side of the "drifter" in the Memory Pod (it's actually Deacon). Attempt to melee attack him in VATS to get warped to Amari's room but cancel your attack animation as soon as the warp ends. Run up to Amari and talk to her, and grab the bone cutter and surgical tray to her right while she is saying her intro line. The alternative method to what just happened is to wait and begin looting everything in the room while she is talking to Nick. Don't setup the punchwarp, just loot everything in the room. Be sure to pick up the bone cutter and surgical tray. If you don’t have a jet yet, go upstairs and steal (be sure to crouch) the jet from the vanity in the narrow room behind Irma. Run back downstairs and talk to Amari with your gun out once she’s done talking with Nick. This is where the two strats converge. Once you finish talking to her, quicksave and shoot her a couple times but be sure not to down her yet. Wait for her to shoot you so that Nick goes into combat mode. Once Nick takes out his gun and attacks Amari, you can down Amari, then you put away your gun and sit in the memory lounger. If you mess up, load your quicksave and try again. The screen should immediately fade to white if done correctly and you won’t have to sit through Amari’s dialogue. Once in Kellogg’s memories, walk along the neurons once Amari finishes talking and walk through all the scenes straight to the final one. Don’t stop to watch any of the scenes. Once you get to the last scene, you’ll have to wait for the cutscene to end. Don’t bump into anyone in the room or you might delay the scene. Once the cutscene is over and Amari finished talking, activate the TV to leave the memory sequence. When you exit the memory lounger, take out your gun, shoot Amari once, quicksave, and loadwarp to the save that you made in the Glowing Sea in front of the cave.
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  41. Courser:
  42. Load warp into the cave if you haven’t already. Run in past the turrets and talk to Virgil. Once the conversation is complete and you get the quest “Hunter/Hunted”, leave the cave and fast travel to Greenetech Genetics. Run in and enter Greenetech. Pick up the trashcan that is in front of you while standing, not crouching. Run into the big main room and item climb up the broken staircase on the right side of the room. Keep holding onto the trashcan and turn around. Enter the doorway, strafe right so the wall is behind you, and item climb up onto the balcony/platform on the right. Drop the trashcan and run in the hallway to the right. When you turn left, run up to the white box that is on the floor along the left wall of the hallway and nestle yourself between the box and the wall. Equip your frag mines and you melee weapon and setup a punchwarp but tossing your mine on the other side of the box. Pick up the mine, turn around, and go to the stairs behind you going up. If you have only two frag mines, jump over the laser trigger and loot the frag grenade off the hanging string. If you have three or more frag mines then ignore the grenade and run up the stairs. Don’t stop running and keep running down the hallway. Enter the room on the left down the hallway and run through the doorway on the other side of the room. Run up the stairs and access the elevator and ride it up to the next floor. You can heal up while you’re in this elevator if you want. While riding the elevator, toss a frag mine on the ground in the elevator and wait for the elevator doors to open. Once the doors open, trigger your punchwarp and run up to the stair and grab the Mini Nuke under the stairs. If your punchwarp does not deploy due to an improper setup, run to around where the spotlight is, crouch, and pick up the box sitting just past the spotlight’s light. Item climb up the fence column in the middle of the room and go up two floors. Jump off on the second/top floor and drop the box. Run to the right and pickup the mini-nuke under the staircase. Pull out your pistol, then pull out the Fat Man to have it automatically be reloaded. Run up the stairs and shoot the Courser with the Fat Man. Run to the dead body and loot the Courser Chip off of the dead body. Make a quicksave and load warp to the sewer.
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  44. Prototype:
  45. After you load warp to the sewer, fast travel to Lexington. If you discovered the Corvega Asssembly Plant and not Lexington, fast travel to Corvega. Lexington is faster though if you have the option to choose. If you fast travel to Lexington, run forward/slightly right into the Slocum Joe diner. If you fast travelled to Corvega, turn left and run towards the alley with the van. Jump over the hood and run down the street to Slocum Joe’s (it’s on the right side of the street. While you're running to Slocum Joe's equip the frag mines and your melee weapon. Once in Slocum Joe’s, run down the stairs and enter the basement. After loading in, walk up to the corner infront of you and to the right. Throw your frag mine up into the corner of the ceiling and setup a punchwarp on the mine while it's still in air. Grab the mine, run down the stairs in the basement, and quicksave when you’re standing at the cake pan that is on the counter of the counter that is attached to the wall. Grab the cake pan and item climb up the thick pipe/pillar that is next to the counter. You’ll clip above the wall and land on a pile of dirt/gravel that is floating. Heal up to near max health and sprint off the dirt to land on the metal shelving unit on the far side of the room. When you land, pop a Stimpak and then jump down into the big vault. Grab Carrington’s Prototype off of the shelf. Pull up your inventory, bind the jet if you haven’t already, and then drop Carrington’s Prototype. You’ll now have the quest Tradecraft. Equip the frag grenades, throw one on the ground, and trigger your punchwarp by melee attacking the grenade in VATS. You'll warp to the exit of the basement. Exit the basement.
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  47. Relay:
  48. Once you finish loading, press M to pull up the map. Press T to level up and level up the pickpocket perk twice. Press tab once to go back to the map and fast travel to MoF. Once outside MoF, pick up a fusion cell and either item climb up the side of the building and then drop down onto the balcony from the roof, or climb up on the left side of the balcony and try to get onto the balcony straight from the climb. Enter through the balcony door and rup up to Sturges. Crouch next to Sturges and quicksave. Pickpocket the Institute Relay Targeting Sequence off of him. If you get caught, quickload and try again. If Preston tries to talk with you thus making pickpocket not available on Sturges, run out of the door that you exited to run to the roof earlier in the run, and re-enter the room. Once you pickpocket Sturges, exit onto the balcony. If you didn't kill all the raiders outside of the Museum of Freedom earlier, then you can loadwarp to the sewer after the pickpocket, as you wouldn't be able to fast travel while on the balcony.
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  50. Railroad:
  51. Fast travel to the Old Corner Bookstore that is north of Goodneighbour. Turn to the left and run down the road past the Haymarket Mall. There is a turret on a little platform, if you don’t have a Biometric Scanner yet, run up the stairs to the turret and kill it with your pistol once to see if it drops a scanner. If it does not, then jump off and keep running, we will farm a scanner later in the run. If it does drop a scanner, then take it and keep running. Run down the road and turn right onto the road that has a car parked on the corner/right side. Run two streets down and turn left, you will see a green mailbox on the right side of the road. Run up to the car that is on the left side of the green mailbox. Equip your frag mine and melee weapon, throw the frag mine into the open car door of the destroyed car, and setup a punchwarp. Grab the mine, run to the end of the alley next to you, and turn left. There is the door to the Old North Church. Enter the church but be sure to thank the Paul Revere statue for the run you’re having so far. Papa Paul bless. Once you’re in the church, equip your frag grenade and use it to trigger your punchwarp. You’ll fall and coc into the basement tunnel. Run to the dark room that has a candle by the entrance and you’ll meet Desdemona and the Railroad. Talk to Des until you say the “Nobody” dialogue option, then you’re able to walk and talk. Walk to the short staircase to the right of where the Railroad members are standing so that when you look at Des, Deacon will be aligned with her once he stops moving. Do not press 4 too quickly to skip this dialogue, they lock up very easily and will lock up for a long time. After the conversation ends, quickly run to Deacon and talk to him. He will say something like, “good job, lets head back to the catacombs.” Once he stops talking, talk to him again, this time you won’t be able to skip his dialogue so just run down the hallway and stand next to Des. Press 3 to skip her initial dialogue and to choose the "Evasive" speech option. After choosing "Evasive" then begin pressing 4 like usual. After the dialogue ends, enter the Railroad HQ. Alternatively, once you start talking to Deacon, once you start saying the "good job" line in the first dialogue, walk backwards up the stairs you came down on and shoot Deacon once when he starts talking. He should start the next dialogue on his own and it should be skippable. Continue with the dialogue until it ends and then enter the Railroad HQ. Once you inside, run to the end of the hallway and turn left. Jump onto the little rock tomb and loot the coffee cup, bone cutter, and surgical tray. Turn around and run down the middle of the room towards the big circular centerpiece. There is a coffee cup on the corner of a tomb on the right side of the walkway that you should take. Run up to the big center piece and grab the three coffee cups that are right infront of you along with at least one ashtray. Turn around and wait for Des to get to where that coffee cup was sitting at on the corner of the tomb. Once she reaches that point, run left to behind where Tom is standing where there is a bed and a shelving unit on the left side of the bed. Take the two TV Dinner Trays. Run to the left of where Tom is standing, grab the Hot Plate that is on the bottom shelf of the shelving unit that is against the wall, turn right, and grab the telephone that is on the desk next to Tom's Terminal. Run and stand behind Tom, facing towards Des. Take out your pistol and when Tom starts talking, shoot him once. Then shoot Des once she starts talking. Stop shooting and stand as close to Des as you can. She will start walking and you want to stay as close to her as possible. She will say something like, “You hit the jackpot with this” and then another line. After the second line, complete the dialogue and wait for her to complete another line before your reticle reappears. Once the reticle reappears, press M to pull up your map and fast travel to the Railroad HQ. Once you load in, turn around in first person and exit the HQ, and then re-enter the HQ again when you load in on the other side. After loading into the HQ again, run down to trigger Tinker Tom's "solve for N" line. Shoot Tom once to skip the line. When Des and Tom are talking to each other, take a couple step backs to get out of range of their dialogue and skip their lines. Then walk up to Des and talk to her, and shoot her to skip her first line. When in dialogue with her, select down for the first dialogue, left for the second, and right for the third. After the dialogue ends, pull up your map and fast travel to Virgil's Lab/Rocky Cave.
  52.  
  53. Teleporter:
  54. Walk into the cave and find Virgil, he will spawn in one of five positions. Talk to him until the dialogue ends, selecting only the dialogue options on the right, and your quest will update to build the teleporter with one of the three factions. If you missed and surgical trays along the way, grab the trays on the table in the middle of the cave. If you don’t have a scanner yet, quicksave next to the turrets and kill them until they drop a scanner. Quickload until one drops one and then leave. Once you’re out of the cave, fast travel to the Railroad HQ. Once you load in, talk to Des who is standing directly infront of you. Either just talk through her dialogue like normal, or once you finish your line for "teleportation", shoot her twice to skip her lines. The quest will then update and you have to then talk to Tom who will usually be standing in the middle of the room in the HQ. Once your quest updates to build the Stabilized Reflector Platform. Pull up your inventory, go to junk and drop the Military-Grade Circuit Board, go to your map, and fast travel to either Sanctuary or Red Rocket (whichever you have discovered). If you don’t have either discovered, fast travel to Vault 111 and run down the hill to discover Sanctuary. The workshop for Sanctuary is directly in front of where you load in. The workshop in Red Rocket is in the garage. Build the platform in an open area with a reasonable amount of room on both sides. At Sanctuary, it is okay to just place it in the middle of the road. Exit the workshop and fast travel to the Railroad HQ. Run forward, pick up the Military-Grade Circuit Board that you dropped earlier, and talk to Tinker Tom. Once the quest updates to build the three remaining items, fast travel to wherever you were building your teleporter. Build the remaining three “special” components of the teleporter, then build one small generator and 5 medium generators. Connect everything with wires. If you run out of the following resources, here are where you can scrap the materials and Sanctuary and Red Rocket: rubber (tires laying around at both locations), copper (a big yellow box that is by the workbench at both locations), ceramic (a broken toilet bowl at Sanctuary on the side of the house that the workbench is at, at Red Rocket you can get ceramic from the coffee cups inside on the counters), circuitry (there are no known nearby circuitry items in Sanctuary, there is a telephone on the counter inside Red Rocket. If you forgot to get circuitry earlier in the run, you can go back to Railroad HQ and pick up the telephone that is sitting on a desk across from the first Hot Plate). Once the teleporter is all built, the quest will update to “Talk to Desdemona”. Run up to Des and talk to her. You can either spam through her dialogue like normal, or you can shoot her once to skip the "status report" line, and then shoot her three times after your last line of dialogue ("bring it on"). Step onto the platform and either loadwarp to anywhere after your reticle disappears, or fast travel away a couple seconds after you step onto the platform as your reticle disappears.
  55.  
  56. Institute:
  57. You will be teleported inside the Institute once you load in. Run forward and access the terminal on the other side of the desk. Press R to load a holotape and select the Institute Relay Targeting Sequence. The holotape will be inserted and once it loads, you’ll be given an option on the screen that you should select. Once that loads, press tab 3 times and you’ll exit the terminal. Pull out your gun and wait for Preston to teleport in and start talking. Shoot him 3 times to skip his dialogue and then put your gun away. Don’t press E to talk to him, but keep pressing 4 as he will initiate the conversation with you. Talk to him until he gives you the Fusion Pulse Charge, at which point you can run away from him. Run down the stairs behind you and turn left. Make a hard save outside of the sliding door. Equip your last remaining frag mine and your melee weapon, then setup a punchwarp in the ceiling corner to your immediate left in the same manner that was setup in the basement of Solcum Joe's. Turn around and sit on the little stool that is on the left side of a container. Press left to get up and you will clip through the wall. Quicksave once you’re on the other side. Sprint along the ledge, pop your jet, and jump off to the left. As you fall, try to make it out past all the rows of lights. Open the door that is below you as you fall or try to land underneath it to coc to the hallway that the door is in. If you miss both, then you will coc back to the teleporter room. Reload your quicksave if this happens. Alternatively, you can run back up to the terminal that you accessed and drop a pipe pistol. Use it to clip out in the corner to the far right that has the enormous pipe running along the wall. Clip out and drop to the Advanced Systems Door, either triggering it while falling, or coc-ing next to the door. This strat is risky and referred to as "jetless". Once you’re in the next room, open the door in front of you and enter the door on the other side of the room. Once in the room, throw your frag mine and trigger your punchwarp. You will be way above the reactor room and land next to the reactor. Open the reactor door, and plant the Fusion Pulse Charge. Once the charge is planted, make a quicksave and loadwarp to the sewer. After loadwarping, fast travel to the Railroad HQ. Once you load in, you can either walk down to Des to trigger the "let's get out of here" line, during which you fast travel away, or you can pull out your gun and shoot Des until the Railroad aggroes to you, at which moment you should put away your gun immediately to de-aggro. Both of these actions will teleport you back to the Institute. Once you teleport in, press M and fast travel back to the HQ. Run up to Tom and wait for the quest stage to advance to "Talk to Tinker Tom". Once the quest advances, talk to Tom. If Tom starts talking about random stuff, shoot him once and talk to him again. Once you finish the line "Alright Tom, fire it up" make a quicksave and load the save made outside of the sliding door in the Institute. Loadwarp on the sliding door by pressing quickload while the door is still sliding open. If you quickload too early, then you will be back in the Railroad HQ. If you quickload too late, then the door opening animation will complete and there will be a fade to black. If this happens, you can just turn around and attempt to loadwarp again. If you loadwarp successfully, then the door opening animation will be cut off and you will still load on the other side of the door. After successfully loadwarping, go back to the main Institute room and run back to the teleporter room. Wait as you are teleported out. Once you are teleported out, you will be at the Mass Fusion Executive Suite. Activate the detonator in front of you and then wait for the cinematic to finish. The run is officially over once your screen fades to black and your reticle disappears. Congratulations! You just finished a speedrun of Fallout 4! Hope to see you on the leaderboards soon.
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