Guide for Fallout 4 - DLC: Far Harbor
Daniel Johnston
Updated on April 08, 2026
Far Harbor is the third DLC released for Fallout 4, reaching gamers on May 19th, 2016. It's priced at $24.99, but is also included in the Season Pass. It's the second story based DLC, but the first to add a new world area to explore. Players will be introduced to the Far Harbor storyline after tuning into a new radio frequency 'Valentine's Detective Agency Radio', however you must have completed Getting a Clue first (when you first meet Nick Valentine in Fallout 4's storyline). Once this quest is completed, the first DLC quest, Far From Home, will be added to your log.
Far From Home
Tune in to Valentine's Detective Agency Radio and you'll hear a message from Ellie (Nick Valentine's assistant), asking you to stop by their office for an urgent sounding case. Fast travel to Diamond City, and head over to the office. After speaking with Ellie, you'll be heading to meet Kenji Nakano, who can be found at the Nakano Residence in the far top right corner of the map. Head to whichever map marker is closest, and head northeast along the coastline. You'll disappear off the regular map, and arrive at the Nakano Residence.
Inside you'll meet Kenji and Rei who are seeking your assistance in finding their daughter, Kasumi. After an initial conversation, you'll be tasked with investigating the residence for clues, but you can also quiz Kenji and Rei further. Scattered around the house are holotapes recorded by Kasumi that gives an insight into her life before she disappeared. If you quiz Kasumi's parents and pass a speech check, you might be able to find out that Kasumi had been spending a lot of time on her grandfather's boathouse. This will trigger a mission objective to investigate the boathouse. If you fail the speech check, well you can just go to the boathouse anyway to find the necessary clues.
When you investigate the boathouse, you'll find a safe at the eastern end of the room with a note on top. The note hints at a key, which can be found when examining the picture frame on the desk. In the safe is one more holotape from Kasumi. This last holotape suggests that Kasumi thought she might be a synth, and left to find a possible sanctuary for synthetics at Far Harbor. Return to Kenji to inform him of your discovery, and he'll propose you take his boat to head up to Far Harbor. After the conversation you'll also receive mission objectives to inform the factions about the possible synth refuge (depending on which factions you're still friendly with/still exist). We'll be ignoring these though.
Head outside and hop on to Kenji's boat. Inside the wheelhouse you can activate the controls to begin the trip up to Far Harbor. After a loading scene, you'll arrive at Far Harbor and the first DLC achievement will unlock.
Walk in the Park
When you arrive at Far Harbor you'll be greeted by Captain Avery and Allen Lee. You won't be long into your conversation before the alarm is raised as enemies approach the town. Follow Avery on to the hull wall overlooking the gate to help defend the settlement. You can drop down and get involved in the thick of it if you wish, but it's probably safer to stay on the wall for the battle. You'll face a couple of waves of gulpers and anglers, but it shouldn't be too tough a fight.
Once the battle is over, make sure to loot the enemies and specifically look for some meat from the angler corpses. We're going to need this shortly. Head back to the pier and speak to Avery again to learn more about the history of Far Harbor and their current predicaments. She'll ultimately point you towards Old Longfellow who can supposedly guide you to Acadia, which the synths call home. She'll also ask you to help out around town where possible, which will trigger the quest Living on the Edge. Before we go find Old Longfellow, let's first grab one of these side quests.
(Side Quest) Living on the Edge
We want to quickly detour with Living on the Edge and help out the folks of Far Harbor. We're primarily doing this to secure the 3 necessary settlements for Push Back The Fog, as well as adding locations for New England Vacationer.
Let's speak to Cassie Dalton, who can be found sitting on the dock itself. Cassie wants your help avenging her family across the island, and will trigger the Blood Tide quest line. This is a 3 step quest that will provide you a settlement once the first two parts are complete. It will also lead us into additional side quests that will ultimately provide a 3rd settlement.
Now it's up to you when you choose to pursue these side quests. We will be remaining friendly with Far Harbor throughout the DLC so these can be returned to at any point. I personally did them at the same time as the main story, as you'll often find one quest objective will take you near another quest's location too. For this walkthrough, I'll weave them in when relevant, and then detail the remaining side quests at a point when you most likely have enough nearby map markers to avoid lots of unnecessary walking.
Walk in the Park
Back on the main quest, head down the pier until you find The Last Plank, and step inside. You'll find Longfellow drowning his sorrows in the corner, sitting next to a copy of The Islander's Almanac. Make sure to grab this copy, as it'll be the first of several required to unlock the associated achievement (The Islander's Almanac).
Speak to Longfellow, and after offering to pay him he'll ask for Whiskey instead. Grab a bottle of Whiskey from Mitch the bartender, and head back to Longfellow to hand it over. He'll be happy with your "payment" and offer to guide you to Acadia. He'll provide some tips, and you can let him know you're not quite ready yet if you need to prepare. Once ready, let him know and follow him out the bar. Head down the pier, and turn right to head west into the island. You'll very soon come across a gang of trappers to take out. After clearing their small encampment, look for the cooking station in the middle of the road. We're going to use this to cook one of the new Far Harbor recipes, which is why we picked up the angler meat earlier. Select Roast from the menu, then scroll down to Poached Angler. Craft one of these and you'll unlock the following achievement:
Continue to follow Longfellow up the mountain side, and expect to encounter ghouls, wolves, gulpers and mirelurks along the way. Between these encounters you will also stumble across a member of the Children of Atom. Longfellow will pass her off as a crazy, but she'll engage with you if you let her and invite you to join the faction. For now we can pass her by, and continue on with Longfellow.
Further up the hill, you should pass near the National Park Campground, which also happens to be the first stop on Cassie's Blood Tide quest line. Take a quick detour here and wipe out all the feral ghouls with the help of Longfellow and your companion. Once cleared, the objective will tell you to return to Cassie, however we'll get to that later. Continue following Longfellow for now.
At the top of the mountain you'll clear the fog and reach Acadia. Longfellow will bid you adieu here, however he does now become available as a companion if you want to replace Nick. Up to you whether you accept his partnership or not, but Nick will offer up more unique dialogue in the quests to come. This will also bring an end to the current quest, and the next will begin automatically. Completing this quest unlocks Longfellow's Cabin as a settlement, which will be the first of three we need for Push Back The Fog.
Where You Belong
Head inside to meet the leader of Acadia. You'll enter the main observatory room and meet DiMA, the leader of the synth refuge at Acadia. During your conversation he'll tell you about his past, and if Nick's with you a possible connection between the two. You'll also both discuss Kasumi, and he'll invite you to go meet her downstairs. Before departing he may also sow a little doubt in your mind as to whether you are truly human yourself, and not instead perhaps a synth too. Upon departing, the quest Acadian Ideals will also trigger, which will ask you to help out around the community (similar to the quest in Far Harbor).
To find Kasumi, we need to head down to the lowest level of the compound. Go back to the entrance to Acadia, where you'll now find the side doors open which lead to a stair well. Before we head all the way down to find Kasumi, let's initially go one floor down and head towards the atrium at the end of the main corridor. On your left will be a bar, possibly staffed by Dejen, and on the corner of the counter is a copy of the Islander's Almanac.
Head back to the stairwell and descend one more level, then turn to the right and you'll find Kasumi, possibly working on a piece of machinery. She'll be shocked to learn that you came looking for her all the way from the Commonwealth, and explain her reasoning for leaving her 'family' to find the refuge. You can try and convince her that she's not a synth, or accept her findings and move on. Kasumi will quickly change the topic though and suggest that not everything is as it seems here at Acadia. She's been digging into DiMA's files and believes that he may have ulterior motives. She suggests you investigate DiMA, and proposes either hacking Faraday's terminal or picklocking your way into a storage room. You can also suggest just speaking to DiMA directly, although this won't result in any credible information initially.
Depending on your preference, or skill set, either hack the terminal and read the files there, or lockpick your way into the storage room and eavesdrop on the conversation that follows. You'll learn that some of DiMA's earliest memory files are stored at The Nucleus, a pre-war submarine base that is now home to the Children of Atom. DiMA and his closest followers are concerned about what could happen if the information gets into their hands. You'll then have two objectives, to steal the program allowing access into DiMA's memories, and an optional objective to speak to DiMA directly. Speaking to him directly is the easiest task, and doesn't require any speech checks. He'll fess up to the plan, and provide you the program directly. Return to Kasumi with everything you've learnt, and she'll advise you to head to The Nucleus as soon as possible. This will bring the quest to an end, and trigger Best Left Forgotten. You'll also unlock the next story achievement.
Best Left Forgotten
Head towards The Nucleus, which is located southwest of Acadia. Upon arriving you'll meet Grand Zealot Richter outside, who quizzes you about your arrival to their sanctuary. After a short conversation, it becomes clear that the only way Richter will let you in is if you become a member of their faction. To accomplish this, you must take a pilgrimage and this will trigger the faction quest, Visions in the Fog.
Visions in the Fog
Richter will ask you to trek to a nearby spring where you must drink Atom's water. If you are to become a member, Atom will provide you with something to return to Richter and prove your worth. Head to the spring, and approach the small waterfall that is filling the spring. Be warned, this area is highly irradiated, so it's definitely advisable to switch to your hazmat suit for this section (or power armor). Drink from the spring and a hazy apparition will appear, commanding you to follow. Follow the figure through the woods, where it will lead you past some non-hostile wildlife before stopping just short of a new map location. Follow the apparition's instructions, and approach the Children of Atom Shrine. Be prepared for a fight with several ghouls here, so time to switch back to your armor if you haven't already. The heavy green filtering can make this fight a little disorienting, so be prepared for a tougher than usual battle.
Once you've cleared the area of ghouls, head through the shrine's door to find a small room. This area is also pretty irradiated, so either be quick, or switch back to your hazmat suit. You'll need to hack the terminal to gain access to the cache behind the locked door. You can hack it manually, or if you examine the wall just to the left of the terminal, your able to determine the password is 'Mother'. Once unlocked, head into the cache and grab the idol on the desk.
At this point you can head back to Richter, and present him with the mother idol you retrieved. He is more than impressed by your tale of events after drinking at the spring, and happily welcomes you as a Child of Atom. Finishing this conversation will complete Visions in the Fog, while also triggering What Atom Requires which is another quest to help certain people around the settlement. For now though we'll return to the story quest.
Best Left Forgotten
Head inside The Nucleus and you'll be treated to the closing words of the High Confessor's speech. You can hear him out, or just proceed on to your objective. Head to the back of the room where a stairway works its way up the wall. At the top will be a guard who warns you against proceeding, but won't stop you if you insist. Head inside to enter the Nucleus Command Center. You'll have a number of laser beams to avoid as you first enter the room, and then as you continue your way through the corridors you'll encounter additional security in the form of wall turrets and security robots. A little further in you may also encounter a legendary assaultron dominator who is especially dangerous with its double sword attack and stealth ability. Throw a few mines down as you retreat, and try to line up VATS shots quickly before it hides itself. If you can take out the assaultron's legs with a mine or two, it'll be a much easier fight.
At the end of the command center, you'll find the control room behind a terminal controlled door. Head inside and you'll find the terminal we've been seeking in the center of the room. Before you can use it though, you'll need to turn on the auxillary power. This can be found directly behind the terminal, which is accessed through doors on either side. Another warning though, you'll probably face another legendary assaultron dominator after flipping this switch. So lay down a few mines on either side, and then retreat depending on which way they come. Once the enemy is disposed of, go ahead and access the terminal.
You'll be presented with 5 memories, but only the first is accessible. Upon accessing it the game will load you into a virtual reality space with brightly colored cubes making up the game world. The goal is to access DiMA's long term memories by overcoming the challenge on each one of these VR levels. The levels get progressively harder, and I've written walkthroughs for the first 4 below. If, however, you prefer video guides, the IGN ones are pretty good. You can find a link to those from the video attached to Memory 5 below.
Memory 1 (0V-9AX0)
Memory 1 is obviously the easiest, but serves as a nice introduction to the mechanics of this mini game. Simply put, you need to provide a path to the yellow memory column for the little green bugs (they look like mirelurk hatchlings). To do this you must place code blocks so they can pass gaps (code blocks can't be built from scratch, you must locate light blue cubes and move them), take down red firewalls by directing the green laser into their weak spot, and then protect them from attack drones by building defense constructs. For this first level, start by placing code blocks in the two gaps that initially impede progress. For the first firewall, remove the code block that blocks the laser. Up next is a decoder relay that needs to be rotated, which will then clear the second firewall. Finally there's a gap that needs bridging again for the green bugs.
You'll then encounter the first attack drones, so build 2-3 defense constructs by the yellow memory, and another 2 on the opposite corner, near where the green laser originates. These seem to be the only two spots that the drones spawn. With these in place, the green bugs should be able to successfully move the memory data and the level will complete. The memory audio tape will reveal a secret medical facility that was hidden from the residents of Far Harbor. This will get marked on your map.
Memory 2 (0J-ZNN8)
On the second level, your initial task is getting the green laser to the first firewall. Drop down to the left and you'll spot the green laser being blocked by a code block. Remove this one, then follow the path after the green bugs. You'll see the laser is still being blocked further on, and then also needs to be redirected by a decoder relay, which is just to the side. Once that's in place (make sure it's rotated if necessary), remove the last code block, and it will clear the firewall. The laser is now shooting into a wall, and we need to redirect it to clear the next firewall. There is a decoder relay just around the corner, however we need to build a pillar out of code blocks too, otherwise the laser won't line up with the next firewall. The decoder relay needs to be one block away from the wall the laser is hitting, so just build a column two cubes high, one square from the wall, and then place the decoder on top. Again, make sure it's facing the correct direction. If you're struggling to get it to snap to the pillar, or need to rotate it, try placing it on the ground first, and then positioning yourself closer and from the right angle before then picking it up.
At this point, all you need to do is place 6-7 code blocks to bridge the gap over to the yellow memory column. Set up a couple of defense constructs near this, and then head back to earlier in the level and place a couple of others near where some other drones spawn. The green bugs should be all set now for retrieving the data. The audio message in this memory will reveal DiMA's knowledge of the nuclear warhead launch key. DiMA has hidden this key, but the location now gets marked on your map.
Memory 3 (0H-3X0P)
Right ahead of you at the beginning of this level is a number of movable code blocks. Grab these and fill the gap between your side and where the firewall is, and the firewall will also clear as the green laser comes through. The next goal is a little less clear, but what you need to do is break down the smaller firewall on your left first. To do this, you'll need to get up into the room above the firewall to grab the decoder relay cube. If you face the firewall, you can climb the block on the left, and then with a running jump make it into the higher room. With decoder relay in hand, we again need to build a two cube pillar first, before we can place the decoder relay at the right height for the firewall. Identify the weak spot on the firewall, and then line up the pillar and decoder relay. Once the firewall is down, we want to move that first decoder relay, and direct it more centrally into the area you just cleared. Simplest way to do that is to build another column two squares over, and move the decoder relay from one to the other. This will then direct the laser into the middle of the room, and once you remove the code block by the wall, the laser will find its spot in the wall below the green cubes.
By redirecting the laser this way, it will now be shooting back out of the higher room and will already be perfectly aligned for the larger firewall that was blocking our progress. Blocking the bugs path now will be a few gaps, which are easily fillable. The next firewall though requires a little redirecting again. You'll need to jump up a few levels again, as you did when you made the jump into the room earlier. But this time, head the other direction and jump onto the top of the corridor that the bugs are now in. You'll see your laser shooting this way too. You're going to need to build another 2 cube pillar, and then place the remaining decoder relay on top, to direct the laser into the last firewall. There should be plenty of code blocks available in the lower room we accessed earlier, it's just a little tedious bringing them back and forth.
With the final firewall cleared, you're left with just a few more gaps needing code blocks to allow the green bugs access to the memory column. It might be worth first setting down a couple of defense constructs on the right side, so they're safe as they grab the memory data. Some attack drones also spawn back near the two pillars we built earlier, so place the remaining 2 or 3 here. The bugs should be safe now to transfer the data.
Once you unlock the memory you'll hear an audiotape from DiMA regarding a contingency plan fro disabling the wind turbines that keep the citizens of Far Harbor safe. He's buried the kill switch code at a secret location. After hearing the audio file, the location of the kill switch, as well as the wind farm maintenance building, are added to your map.
With the 3rd memory complete, we can actually back out now and proceed with the main story. The last 2 memories are not necessary for continuing the main quest. That being said, if you want to complete all 5, just read on below. The additional memory files will reveal an undated interaction between DiMA and Nick, and the secret location of pre-war military armor.
Memory 4 (0Z-7A4K)
The memories are starting to get a little more tricky now, and require a little more thinking outside the box when it comes to placing the decoder relays. At the beginning of memory 4, head up the slope right in front of you, and you'll see the laser coming from the ceiling into a hole below. We need to direct the laser to the left (from the perspective of the starting point), to break down the first small firewall. To your right are code blocks and a decoder relay that will allow you to do this. Build a pillar from the code blocks to the side that will then let you mount the decoder relay on the side in line with the firewall target.
Breaking down that first firewall provides us with another decoder relay. We'll need to redirect the laser twice to line up the next firewall, which can be done as seen in the screenshot below. By now you should have a pretty good idea of positioning the code blocks appropriately to hit the firewall target. Just make sure that the decoder relay is pointing the right direction each time, and if not just grab it and rotate your player character.
Now at this point, it's almost a straight forward march for the bugs to reach the memory data, however there is one remaining firewall that we'll need to breach. This is a little tricky to work out at first, but pretty easy to set up. As you walk forward from the last firewall, before the first gap, there are steps to the right that will take you down to a lower level. Down here, you'll see our target on the side wall, with a green path of cubes taking the laser to the firewall. To redirect our laser to this target, we need to go back to the beginning, and let the laser shoot down the hole that it was originally going down. We'll then redirect it on the lower level to go down the path, and then direct it to the right, into the target. It's a little frustrating to go back and forth with all the cubes you need, but remember, your progress won't reset if you fall off the side. You'll eventually want it to look like the screenshot below, with the laser initially going into the decoder relay at the back of the image, and come towards where the player is standing.
With the final firewall down, you'll simply need to bridge the gaps with code blocks and set up defense constructs. A couple near the yellow memory data, and a couple opposite the steps down that we were just using should give you adequate protection. Once you have the memory decoded you'll hear a recording of DiMA meeting Nick Valentine at an earlier point in time. Nick Valentine denies knowing DiMA or that they are related.
Memory 5 (0Y-8K7D)
The final memory is upon us, and our target is right in front of us. However, this one is substantially harder than what we've seen so far. Writing a guide for this would be unreasonable, and while I did initially create my own video walkthrough, the folks over at IGN have done a much better job. Check out their video below for the most straightforward method of clearing this memory. (Remember, this memory is completely optional!)
Once the memory is unlocked, you'll hear one last audio message from DiMA. This one reveals information about a shipment of pre-war armor that was on its way to Marines at the base when the bombs fell, and the coordinates get marked on your Pip-Boy. With the conclusion of the last memory, you'll back out of the terminal and find yourself back in The Nucleus. There's a conveniently placed door out of the area you're in now which takes you back to the hub of The Nucleus. You can drop down, and then work your way back to the entrance.
Whether you completed all 5 memories, or skipped out after the first 3, we'll now want to continue on with our new quest objectives. We have 3 tasks to complete: recovering the wind farm kill switch, retrieving the nuclear launch key, and uncovering the secret medical facility. To unlock all achievements, and keep the 3 island factions neutral, we actually won't need to follow up on all of these objectives. Each objective will trigger a dedicated quest for that task, and in some cases we simply need to initiate the quest, but not follow through on it. Best Left Forgotten will remain active, and we'll come back to that once we have completed the necessary sub-quests.
To start with, let's go looking for the secret medical facility. DiMA built this under the Vim! Pop factory, which is conveniently just a short walk south of The Nucleus. When you arrive it will trigger the specific quest, The Way Life Should Be.
The Way Life Should Be
The Vim! Pop Factory is a big location, perhaps comparable in size to the Corvega assembly plant from the main game. It's also crawling with super mutants. Be prepared to face a few out front, and then plenty more scattered through the interiors, and up on the roof. We're aiming for the Vim! Factory interior, which can be accessed from the main lobby area.
Once in the Factory interior, work your way to the southeasterly corner and you'll find a terminal and locked door. Hack the terminal, and then head to the elevator to access the medical facility. Once inside, head down the steps and you'll find a pile of dirt in the center of the room. This is an unmarked grave that you can interact with. Once you do so, you'll find a holotape, as well as a locket and skull you must pick up.
Having done this, you'll then be provided 3 objectives. You can either confront DiMA about your discovery, speak to the harbor resident's about what you've found, or optionally, also disclose the truth to Kasumi. For now we'll move on to the other secrets before making any decisions. Before you leave though, if you head into the other basement room you'll be greeted by a computer AI called KYE 1.1. If you interact with the terminal you can convince KYE to unlock the door to the adjacent room, or if you have Nick with you, KYE will open it automatically. There's a trunk in here with some good loot, and a unique weapon next to it called December's Child.
Best Left Forgotten
Next up, let's go after DiMA's cache where he has buried the wind farm kill switch. This is over on the west side of the island. Fast travel to whichever map marker is closest (it's likely to be Atom's Spring, unless you've done your own exploring), and then make the trek west. You'll have to do a bit of swimming, and I definitely advise watching out for Anglers along the way, especially the Legendary level ones. Once you make it to the island and unlock the map marker for DiMA's Cache, you'll have another area of disturbed dirt that you can dig.
Once you dig up the ground, you'll find a toolbox which contains the wind turbine kill switch. As soon as you loot this, you'll trigger the mission Cleansing the Land. As with the last new quest, you can choose whether to confront DiMA about the kill switch, or take matters into your own hands and head to the wind farm directly.
Now there is still one objective tied to Best Left Forgotten, however we can skip it as it simply provides an additional option for Cleansing the Land, which is a quest we will not be taking any further. Before we make any important decisions about how to proceed on the remaining story quests, let's first head back to Far Harbor.
(Side Quest) Blood Tide
Before we begin to wrap up the story line, let's return to Cassie Dalton and work on the remaining side quests necessary for Push Back The Fog. Turn in the first objective after clearing the Campground, and she'll reward you with some caps. Her second request is to avenge the death of her grandfather and clear the fog crawler from Dalton Farm. Dalton Farm is on the north coast of the island, but isn't too hard to reach. The fog crawler is a pretty tough opponent, so come prepared with some heavy weaponry or power armor (or both!). Once the enemy is defeated, head back to Far Harbor and turn the latest objective into Cassie. She will thank and reward you again. Now Cassie has one more objective for you, however at this time she will also grant you access to Dalton Farm as a settlement. This is the 2nd of 3 settlements that we need access to. To get to the third one though, we do want to complete Cassie's final request. Before you do though, make sure to also speak to the Mariner and Captain Avery to grab their respective quests if you intend to do them at some point. They're not required though to get every achievement.
Cassie's last request will send you down to Brooke's Head Lighthouse, which is on the southern shore of the island. Thankfully, because we've made progress in the main quest line we can fast travel down to the Vim! Pop Factory, which is then only a short walk away. The lighthouse is swarming with Trappers, so come prepared to take on a good number of them at once. Our only real target for the quest's objective though is to take out Douglas who can be found in the lighthouse itself. If you're stealthy enough, you might be able to circumvent a lot of the other trappers, however the lighthouse is accessed through the larger building, so this may be tricky.
Make sure to stop by the top of the lighthouse regardless of where you actually find Douglas, as you'll find another issue of the Islander's Almanac.
Once you've taken care of Douglas, head back to Cassie to turn the final objective in. She'll thank you and reward you with a unique weapon. Completing the quest line also progresses Living on the Edge, and provides a new quest objective to speak with Teddy Wright. After you speak with Teddy, it will wrap up Living on the Edge and initiate Rite of Passage.
(Side Quest) Rite of Passage
Teddy lets you know that he's been impressed with your willingness to help out despite being a stranger, but that some people are still unimpressed. He proposes you complete The Captain's Dance, an old ritual intended to earn the participant the respect of the harbor. In the ritual, the challenger will attempt to defeat some of the island's toughest enemies. Teddy sends you to the west side of the island, near Echo Lake Lumber, and says to throw raw meat into the water to attract enemies.
Making sure you have some raw meat on you (cooked won't work), fast travel to the west side of the map and head for the shallow water as marked. It may be worth coming equipped with power armor and/or some kind of heavy weaponry. Drop a piece of raw meat in the water and shortly after a wave of mirelurks will appear. After defeating this wave of enemies, you're instructed to drop another piece of meat. This attracts a tougher wave of enemies, with both mirelurks and mirelurk kings. Once these are fended off, one more piece of meat will attract the star fighter, a mirelurk queen. Assuming you survive all 3 rounds, tales of your heroic victory will already have reached Far Harbor by the time you return. Teddy will also reward you with a couple of unique items.
Completing Rite of Passage will trigger The Changing Tide. This quest is similar to Living on the Edge from the beginning of the DLC, in that it encompasses another group of Far Harbor residents who need assistance. Of the residents we're directed to, we're interested in Mitch at the bar. Speaking to Mitch will begin The Hold Out.
(Side Quest) The Hold Out
Mitch wants you to find his uncle, who he believes is still holed up at the National Park Visitor's Center. Travel over to the Center, which is thankfully not too far from Far Harbor itself. Watch out for a few mines as you approach, and inside the perimeter you'll find Uncle Ken. You can let him know that Mitch sent you, but shortly after this, Ken warns of an incoming Trapper attack. You'll have a few minutes to use the workshop bench to set up some settlement defenses, but otherwise you'll have to fight the Trappers off yourself.
Once the coast is clear, speak to Uncle Ken again. You'll have the chance to try and convince him to return to Far Harbor with you, but it's not required. Before we head back to Mitch though, make sure to grab the issue of Islander's Almanac in Ken's house. Head in the front door, and you should spot it resting on the curved counter top.
Head back to Far Harbor and let Mitch know the outcome of your trip. Before turning in the quest it may be worth starting the other quests available as part of Living on the Edge, as completing Mitch's will also close out that broader quest. These aren't required though, so only if you intend to explore other side quests. In completing the objective for Mitch, you'll finish The Hold Out while also securing the all important 3rd settlement. This will unlock the Far Harbor settlement achievement.
With the above achievement unlocked, you're probably also a lot closer to unlocking New England Vacationer. In fact you may have already. If somehow you still have not discovered 20 locations through the main story and side missions so far, you will probably wrap it up as you grab the remaining issues of the Islander's Alamanac at the bottom of this walkthrough. Once you ultimately discover 20, you'll unlock the following:
With that unlocked, we're going to head back to the main quest to finish up Far Harbor's story line. This is a good point to make a save if you wish to play out some of the different endings to the story. We will be following the most direct, and neutral, ending that ensures all achievements in one go. However, if you wish to spice things up a bit and follow some of the more destructive endings, just make sure to make an extra save right now.
The Way Life Should Be
It's time to make some important decisions that could have serious ramifications for the entire island and the residents of Acadia, Far Harbor and The Nucleus. We're going to focus on The Way Life Should Be. To continue this quest, we need to either confront DiMA about Avery's murder, or break the news to Far Harbor. For the sake of unlocking all achievements, we need to ensure we confront DiMA, rather than turn him in. You also have the option to speak to Kasumi first, but it is an unnecessary step. When you confront DiMA, make sure to discuss replacing the person at Far Harbor rather than any other option. DiMA will struggle to come to terms with the truth, but ultimately accept the evidence presented. Assure DiMA that you will keep his secret safe, and he will offer up a solution that may permanently end any conflict between the factions on the island. DiMA proposes to replace High Confessor Tektus with a synth so he can control the group, much in the same way he has done with Far Harbor.
DiMA suggests that to get Tektus alone so you can take care of him will require you to instill the fear that Confessor Martin may return to challenge Tektus. To accomplish this, DiMA needs some holotapes of Martin that he can use to impersonate. Accepting DiMA's proposition for replacing Tektus will close out the current quest, and begin Reformation.
Reformation
The new quest will point you to the west side of the island, slightly north of Zephyr Ridge Camp, and directly west from Atom's Spring. You'll find Martin's refuge hidden down a sewage pipe, under a Vim truck. After accessing through the locked door, you'll need to grab the two holotapes, one at the foot of the bed, and the other on the table.
Return to DiMA and hand over the two tapes for him to get started. DiMA will hand you a tape designed to mislead Tektus, but recommends that if you have not already, it might be worth earning some additional trust within the Children of Atom by completing some of their side quests. This is optional, but may make the meeting with Tektus somewhat easier.
When you get back to the Nucleus, find Tektus and present the information to him about Martin. He'll ask you to play the tape, which you can do from your inventory. He'll be adequately spooked, and agree to meet in the Command Center. Head up the the Command Center and to the meeting point down a side corridor. Tektus will then arrive. Now if you've not built enough trust with the Children of Atom, he will arrive with guards, but if you have previously proven your worth, he will come alone. Combat isn't inevitable though, and in both scenarios you can pass a speechcheck prompting Tektus to flee. If however he is accompanied by his guards, this speechcheck will be substantially harder than if he is alone. Resolve the situation in whatever manner you see fit, either through quick tongue or quick draw of your gun, and return to DiMA with the news that the real Tektus is no longer an issue.
DiMA will thank you for your work and encourage you to go visit the new High Confessor when you get a chance. Closing out the conversation with DiMA will end Reformation as well as close out Cleansing the Land, even though we never completed all the quest objectives. Thankfully this still awards us the achievement.
Close to Home
One final quest will have been added to your quest list though, and that is Close to Home. It may seem a long time ago, but the original reason we came to Far Harbor was in search of Kasumi, and finally we can resolve her part of this story. Head downstairs in Acadia to speak with her. Kasumi will be relieved that things have been resolved peacefully on the island, and will now be questioning whether she still needs to stay, or if she should return to her 'parents'. You can recommend either option, and ultimately you'll need to travel back to the Commonwealth to meet with Kenji Nakano again. Whichever way the quest resolves itself, with Kasumi's return or not, the quest will finish and you'll unlock the final story achievement.
That's it for the Far Harbor story line! Chances are you only have one achievement left over, as you almost certianly will have unlocked Hooked during your playthrough. If not though, just venture into the wilds and you'll quickly find the necessary enemies to hit 20.
All that remains now is to collect the remaining issue of the Islander's Almanac. We've grabbed the first 4, and only one remains on the island somewhere. That mystery location is Northwood Ridge Quarry, located between the Vim! Pop Factory and Brooke's Head Lighthouse. Thankfully the quarry is not quite as big as some of the one's we saw in the main game, and the magazine can be tracked down quickly. If you head to the quarry from the northside, you can quietly drop down to the lowest level avoid any trappers or mirelurks in the area. In the northeast corner you'll find the interior entrance, and should be able to slip in unnoticed if you've dropped down from above.
There's no avoiding the trappers inside unfortunately, but they shouldn't pose too much of an issue for you. Once cleared, head up a couple of stairways and you should find yourself by a bed and steamer trunk, with the magazine on a table between the two.
With this magazine collected, you should have all 5 in your hands now, as well as the last DLC achievement:
That's a wrap for Far Harbor, Bethesda's first substantial DLC for Fallout 4. We've experienced a lot on this little venture away from the Commonwealth, but hopefully nothing that wasn't too difficult for your experienced survivor to handle. There's still more to explore throughout the island, as well as plenty more side quests if you've kept all 3 factions happy. Don't forget about the Commonwealth though, we'll be heading back there soon enough!
12. DLC: Contraptions Workshop10. DLC: Wasteland WorkshopFind anything you think is wrong with this walkthrough? Help us fix it by posting in its Walkthrough Thread.This walkthrough is the property of TrueAchievements.com. This walkthrough and any content included may not be reproduced without written permission. TrueAchievements.com and its users have no affiliation with any of this game's creators or copyright holders and any trademarks used herein belong to their respective owners.