Chapter 6: Goodneighbor | Fallout 4

Chapter 6: Goodneighbor

NPCs:

  • Hancock,
  • Daisy
  • Noseless, Bobby
  • Cleo,
  • Rufus Rubins

Quests:

"Dangerous Minds" (Main)

- Talk to Dr. Amari

"The Glowing Sea" (Main)

- Find Virgil in the Glowing Sea

"Public Knowledge"

- Visit the Boston Library

"The Big Dig"

"Brevin's Worry"

- Find Brevin's Machine

"The Silver Shroud"

- Listen to the Silver Shroud station in Goodneighbor

"Emogen Takes a Lover"

- Find Emogen Cabot

- (Optional) Learn around the Third Railroad about Emogen

You can find the small town of Goodneighbor northeast of Boston Common, which itself is located about 1-2 km northeast of Diamond City. From Boston Common, aim for the point on the map where the Goodneighbor icon is. This should lead directly to the entrance, hidden in an alley. When you enter Goodneighbor, a local thug will attempt to rob you. No matter what you say, a ghoul named Hancock (the leader of Goodneighbor) will stab and kill him for trespassing. He will then greet you and leave shortly after.

Speak with Daisy near Daisy's Discounts to receive the quest "Public Knowledge." You can speak with the owner of the Assaultron KL-EO in the pistol shop, which includes three legendary weapons. Speak with Bobby the Noseless Ghoul in the alley behind the shops to receive the quest "The Big Dig." Head north, past the Old State House, to find the Memory Vault (main quest) and the Hotel Rexford. Enter the hotel and speak with Rufus Rubins to begin "Brevin's Unrest." You can also speak with the irritated clerk at the hotel desk to rent a room. Head up to the top floor to run into Todd Howard, the Vault-Tec Rep you met at the very beginning of the game . He's been turned into a ghoul after being denied entry to the shelter when the bombs fell. Use your charisma to convince him to stay at the Sanctuary .

Outside the hotel, cross into an alley to find three Gangsters who have apparently just killed a vagrant. Deal with them and loot all the ammunition. Go to the Memory Vault when you're ready to continue the main storyline.

 

Memories

Inside the Memory Vault, follow Nick downstairs and speak with Dr. Amari. She's skeptical at first, but eventually agrees to help. Sit in the Memory Chair to review the intact memories remaining in Kellogg's brain. At the end of the last memory, simply activate the television near Kellogg to log out. Talk to Dr. Amari to complete the quest "Dangerous Minds" and begin "The Glowing Sea." Talk to Nick afterward to activate the quest "Long Time Coming."

Before leaving the building, go into one of the side rooms and speak with a ghoul named Kent Connolly. He has a crazy idea to bring back the superhero Silver Shroud. He painstakingly built a modified version of the silver submachine worn by the Shroud. You can purchase the authentic Silver Shroud costume and props on the top floor of Hubris Comics. Return to Kent once you have the suit, submarine stand, and holographic script (all from the Hubris comics). He'll then offer you the opportunity to become the Silver Shroud. If you accept, you'll receive the "Silver Shroud" quest, in which you'll fight crime on the streets of Goodneighbor dressed as a 200-year-old hero. Sounds fun, right?

When you return after eliminating all six quest targets, Kent will be kidnapped by raiders. Irma asks you to rescue him. Tune your radio to Silver Shroud Radio to hear a message from Kent's captors. He's been taken to Milton Hospital, where you can kill Sinjin to complete the "Silver Shroud" quest and, optionally, save Kent.


The Glowing Sea

Regardless of your level and gear, the journey to the Glowing Sea will be fun. Extreme radiation levels still linger in an area that was zero before the atomic blast at the beginning of the game. The landscape is barren and desolate, but there will be plenty of Rad Scorpions to keep you entertained. This is one of the missions for which Power Armor is included in the game.

Don your best armor and head to the southwesternmost corner of the map (we'll go even further soon). You'll know you've reached the area known as the Glowing Sea when the landscape begins to become barren, and of course, the radiation increases. You'll likely encounter a few Rad Scorpions and Rad Scorpion Hunters along the way to reach:


Crater of the Atom

NPC

  • Mother Isolde

Quests/Updates

"The Glowing Sea"

- Find Virgil in the Glowing Sea

Items

  • "Wonderful Tales" Damage +5% damage vs. Ghouls

Enemies

  • Rad Scorpion x2
  • Rad Scorpion Hunter

When you approach Mother Isolde in the Crater of Atom, a rad scorpion will attack. Kill it with Children of Atom. If you ask Mother Isolde about Virgil's whereabouts, she'll direct you southwest to his cave. Before heading there, climb the steps behind her and pick up the "Strangely Strange Tales" magazine—the only thing you can take without stealing it. Take the anti-rad pills and head southwest from the crater. After a couple of rad scorpions, you'll see:

 

Rocky cave

NPCs:

- Virgil

Quests/Upgrades:

"The Glowing Sea"

- Find Virgil in the Glowing Sea

"Hunter/Prey":

- Travel to "CIT"

Items:

  • "Tesla Science", Energy weapons constantly deal +5% critical damage.

In the cave, you're temporarily free from the oppressive radiation of the Glowing Sea. Two machine gun turrets will ignore movement as you pass by. Talk to Virgil, who turns out to be a Super Mutant, and convince him you weren't sent by the Institute as an assassin. Once you're on friendly terms, he'll explain how to kill the Institute Hunter to gain access to equipment that will allow you to teleport to the Institute. You'll be directed to the CIT campus, where you'll need to use the Pip-Boy to listen in on the Institute henchman's frequency.

Author: BitFlux Mobile, PartiallyRoyal


See also:

Chapter 5: Fort Hagen

Chapter 4: Diamond City  

Chapter 3: Concord