Chapter 7: Greenetech Genetics | Fallout 4

Chapter 7: Greenetech Genetics

Head to the south side of the CIT campus, where you'll encounter Brotherhood of Steel knights. Tune your Pip-Boy radio to the Courser Signal and follow its tone. Don't enter the building. Instead, circle around to the north side and attack the raiders. Continue north to follow the Institute Hunter signal.

 

Greentek Genetics

NPCs:

  • K1-98, Synth held captive by an Institute Hunter

Quest:

  • Hunter/Hunted Kill an Institute Hunter

Items:

  • Stealth Boy x5
  • Fusion Core x2 (requires Master Hacking)
  • Fusion Core (requires Advanced Hacking)
  • Fat Man 

Enemies:

  • Gunner x24
  • Gunner Private x2
  • Machine Gun Turret Mk I x2
  • Machine Gun Turret x2
  • Z2-47 (Institute Courser)

The entrance to the building is on the north side. If the "Hunter/Hunted" quest is active, you'll have been led here by the Institute Hunter's radio signal. The building's front lobby is empty. Head south and up the stairs to the second level. You'll hear a message over the intercom signaling reinforcements arriving on the second level. Take up position and eliminate the Riflemen coming from the north:

Two Mk I turrets are easily visible, but smaller wall turrets are higher up, one on the east wall and one on the west. Proceed to the northern corridor, then south, where you'll encounter two Riflemen. Find a small room containing:

  • .308 ammo x9,
  • .38 ammo x11,
  • 5.56mm ammo x15.

Proceed west down the hall and up the stairs to engage two Riflemen. Continuing north, you'll encounter several more enemies. Look from the end of the room with the file cabinets to spot a third gunner. Continue in the designated direction until you reach the scrap metal. You can hack the beginner computer terminal at the top of the ramp to disable the two turrets. Carefully disarm the Cryo Mine on the walkway and cross it to attract the enemies' attention.

One rifleman on the upper walkway on the left is armed with a rocket launcher. It's best to let your partner take the rockets, then break cover and kill the grenadier while he reloads the launcher. Head west along the walkway and through the workshop. In the kitchen there are:

- Berry Mentats (reveals living objects)

- Psycho x2

Open the western door, then hack the locked door (novice) directly across from you. Inside, you'll find a Box Explosives trap. Disarm the trap on the wall directly above it, then grab three grenades. There are three Frag Mines on the south side of the room. Now continue north up the hallway and up to the scrap metal in the corner. Backtrack at the top of the ramp and take out the four riflemen. Move around the western corner, disarming the Impulse Mine on the floor. Next, head south to an office with:

- Flare Gun

- Rocket Launcher

- Stealth Boy

- .308 Ammo x4,

- 5.56mm Ammo x15,

- .45 Ammo x11

- Buffout

Return to the hall and continue north. You should soon come to a dead gunner who had the Rocket Launcher and possibly an extra rocket. Open the northern door just before you reach the overhead walkway. Sneak west and open the double doors just around the corner to find the unsuspecting gunner. Now cross the overhead walkway heading north and you'll hear an intercom announcement saying that the Courser is approaching the elevator.

In the computer room, fight three enemies. Next, head north to the balcony and then west up the stairs. Disarm the laser trap after the first flight. At the top, go down the long hallway to the east and then down the scrap metal to loot a dead villager and an ammo box:

- 5mm ammo x16

- Caps x11

Explosives Crate (Novice):

- .38 ammo x8

- Fragmentation Grenade

- Molotov Cocktail 

Look into the room at the top of the ramp and kill the shooter. There is a door with a lock (Advanced) to the north leading to a small office with:

.38 ammo x20

Safe (Expert):

- 10mm ammo x17, Birdshot x12

- Pre-War Money x10

- Suppressed Powerful 10mm Pistol

You can hack the computer terminal (Novice):

- Activate / deactivate spotlights, optical tripwire, turrets

- Open / close the safe (Expert)

Deactivate the tripwire in the previous room and open the northern door with four enemies. Next, go down the elevator. Ahead is the main computer terminal. If you can hack it, you will find two Fusion Cores in a protective casing. To continue, go through the southern door. On the other side is a locked lock requiring the hacking skill (Advanced). Opening it:

- Mentats

- Rad-X x2

- Fusion Core

Climb the steps and continue north through the door where you'll hear a Hunter kill a hostage who won't give up the computer password. Quicken your pace and talk to Institute Hunter "Z2-47." Of course, combat is inevitable, so talking is optional. During the fight, he'll repeatedly use his integrated Stealth Boy. Take cover while waiting for the invisibility to wear off for more accurate shots. There's a "Fat Man" upstairs on a green chest if you want to use it. As you might imagine, pulse grenades can work wonders. Take the Courser Chip to complete the "Hunter/Prey" quest and begin "The Molecular Level." You can also take:

- Courser Uniform

DMG Resist: {PHY (30), ENG (15), RAD (15)}, END +1, PER +1, WGT (0?), VAL (200)

The toolbox next to the locked door where the hostage is located contains the Greenetech Genetics Password . Use it on the computer terminal to activate the elevator and open the security door, freeing the prisoner. Talk to her to realize that she is actually a Sith, named K1-98. At the top of the stairs, use the terminal and open the door leading outside. Here you will get a breathtaking view of the city. Ammo can be found near the door:

  • Rocket x5
  • Flamethrower Fuel x32

Return inside and this time use the elevator to reach the building's exit. Return to Goodneighbor so Dr. Amari can analyze the memory chip.


Assembling a teleporter

Visit Dr. Amari at the Mapyati Vault in Goodneighbor to learn some bad news: she doesn't have the ability to decode the Courser Chip you found. Doc will tell you that your only option is to contact a secretive faction known as the Railroad. If you haven't yet completed the quest "Following Freedom's Trail," see the Old North Temple location. If you've completed the quest, continue.

Go to the Old North Temple and speak with Desdemona. She'll ask for the courier chip in exchange for analysis. Hand it over, and Tom will go to work on decrypting it. Desdemona will return outside the headquarters. Follow her and speak with her again. This will complete the quest "Following Freedom's Trail" and begin "Undercover Work." To continue the main quest "The Molecular Level," you must return to Virgil in Rocky Cave.

He will provide detailed information on building a Signal Interceptor device, which will help you gain entry into the Institute. Interestingly, you can choose which faction you would like to assist you with. It's best to choose a faction you're already friendly with and have completed the relevant quests, so they'll be more than willing to assist you with this search. Regardless of which faction you choose, you'll be tasked with building four main components for the Signal Interceptor device.

Build the first: the Reflector Platform, and then return to your chosen faction to complete the quest "The Molecular Level." In the next segment of the quest, you build:

1. Beam Emitter

2. Relay Dish

3. Console.

Return to where you built the Reflector Platform and begin modifications. You can optionally visit the listed locations to find the necessary parts. If you already have the circuit boards, sensor modules, and biometric scanners, you don't need to go anywhere. Otherwise, follow the quest markers to the possible search locations.

The most interesting location to find may be the Sensor Module in the Abandoned Shack in the Glowing Sea. However, there are other locations. You can also obtain the module from Hubris Comics and the Electric Hobbyist's Club.

Now, let's build the remaining three components next to the Reflector platform we created first. The Beam Emitter will be placed on top of the Reflector platform. Ensure both the Relay Dish and Console are connected to the Beam Emitter.

Finally, build two Large Generators and connect them to the Beam Emitter, optionally using AC power. Speak with the faction leader for final instructions before infiltrating the Institute. Step onto the platform when you're ready to teleport . Introductory video:

Author: BitFlux Mobile, PartiallyRoyal


See also:

Chapter 6: Goodneighbor

Chapter 5: Fort Hagen

Chapter 4: Diamond City