Vault Tech fallout 4 lab coat. Fast leveling - we get a lot of experience. Not a boring road from Greentop to Sanctuary

In this chapter I will give brief descriptions of the video, since a detailed story about 16 hours of playthrough would take too much time.

North with an ax
  1. Settlements Oberland and Greygarden. Setting up supply routes (to use the common resources of all settlements during construction).
  2. The decision is made to explore the entire northern part of the map. Let's hit the road!
  3. Found: Rocky Narrows Park. Yao-Gai wanders here. He doped himself up on drugs and hacked a bear to death with an ax in two blows (9:08)! #dangerous
  4. Mad Brahmin (16:50)
  5. Found: Federal food warehouse. A large gang of raiders made the warehouse their base.
Massacre at the Federal Food Warehouse
  1. A terrible massacre in a warehouse. One ax blow per raider.
  2. I found a Vault-Tec lab coat underwater. I haven't seen it before.
  3. There were legendary opponents, but not particularly interesting ones.
Redhead Tourette, Solar Tides Commune
  1. In the world of Fallout 4, everything is interconnected, so I always read the terminals here with interest. Remember Tom Tower from the brewery and the hostage they boiled in beer? The leader of the local raider gang, Red Tourette, is her sister. In the Tourette terminal you can read the continuation of the story, as well as a note that someone killed Tom. I wonder what I would have read in Tom's terminal if I had killed Red Tourette first?
  2. After clearing the warehouse, a new quest, Kiss-kiss-kiss, appeared.
  3. Discovered: Lonely Chapel (there is an exit from the underground part of the raiders' lair).
  4. Discovered: Solar Tides Commune.
  5. The commune has a lot of abandoned houses, a lot of ghouls and a workshop (you can make it your own settlement). In the center, Mr. Assistant Professor Goodfils flies around the building. Nearby, he hacked into the terminal and selected the program “Return to Hester’s Commercial Robots service center.” Goodfils took off and flew. Should we understand Hester? (I already found this place in the center of the map not far from the Castle).
  6. I can't activate the workshop. Writes “Clear the area from enemies.” Although there are no living enemies left. Perhaps there is a separate quest for this place.
"Solar Tides" and Walden Pond
  1. The video is mostly about trying to find mythical enemies to activate the Solar Tides Commune. The shooters entrenched on the overpass have been eliminated.
  2. Discovered: Walden Pond. There is a gift shop and a locked door that can be picked (the lock is “very difficult”). Inside, Walter, Ryvok, Twiz and Bear were hacked to death and then robbed. I don't know who these people are. They look like raiders. Perhaps if I had entered here not through the broken door, but through the second entrance through the sewers, they would not have attacked me, and I, in turn, would not have had to kill them. I immediately picked up the magazine “Tales from a Junktown Merchant.”
Wicked Shipping Boat Storage
  1. Met a strange couple - "Moss and Mikey". The travelers are arguing about sandwiches. There is no way to help them or interfere in the conversation. Most likely refers to random encounters. But they don’t mind if I rummage through their bag and take a couple of boxes of ammunition for the road.
  2. Found: Wicked Shipping Boat Storage. Here I picked up the magazine “Grognak the Barbarian” and found the key to the “Wicked Shipping” trailer, with which I opened the truck at the entrance. The most valuable thing inside is a box of ammunition (lots of missiles).
  3. Discovered: Abernethy Farm. At the very end of the video.
Setting up at Abernethy Farm
  1. At the farm, Abernathy gave his father his daughter’s medallion, which he had found at the Olivia station at the very beginning of the passage. For this he received 372 experience, a 20th anniversary level and the ability to build on a farm.
  2. I run around the farm, looking around. I planned to install a beacon to attract settlers, but there are not enough resources. And without new residents, a supply line cannot be established. So we're on the road again.
  3. Discovered: Ranger's Hut. Here on the floor lies a skeleton in a dress, and in the suitcase you can find and listen to the “holotape of the fugitive.” The girl quarreled with her parents and left home on October 22, 2077. As you know, the bombs fell the next day... I also picked up the magazine “Wasteland Survival Guide” on the table.
  4. And again Sanctuary. Preston Garvey reports that someone wants to see me in the Castle (fort). It’s a bit far, I don’t know when I’ll be there yet.
Sanctuary: beacon, beds and turrets
  1. It's all in the name. Minor improvements to the settlement. I installed a second generator, a beacon to attract settlers, beds, turrets, etc.
My cryolator
  1. The video begins with weapon upgrades. It was high time to get started with a sniper rifle. I installed a scope with night vision, but it has one drawback. The nights are too bright and, by and large, it is not particularly needed. And in sunny weather it is too blinding, it is impossible to aim.
  2. Returned to Vault 111 and took the Cryolator! Now back to Abernethy Farm.
  3. An incomprehensible story happened. Something flew in the sky at great speed, after which I was doused with a portion of radiation. WTF? (18:08)
  4. The remainder is construction on Abernethy Farm.
Construction on Abernethy
  1. The video is all about construction on a farm. A good place. There is a field, a paddock for Brahmins, and a large house on the property. I installed my first largest store in Abernethy. Serious capital has been invested (1500 caps).
  2. For a long time I tried to install the finished house on the foundation. Sheer torture.
Quarry Ticket
  1. I found the Ticket quarry at the beginning of the passage, but did not study it. I'm wary of careers after Fallout New Vegas.
  2. The task here is simple. Help Sally Mathis fix the pipes (quest “Pull the Plug”).
  3. I couldn’t convince him to tell me exactly why he wanted to drain the quarry.
  4. After fixing the pipes, the water did not go away, but the swampers came out.
  5. The water never went away, even after I helped Sally kill the swampers (the quest “Pull the Plug” is completed).
  6. I don’t know yet whether there is anything worthwhile at the bottom. I tried to dive, but it was too deep and there wasn’t enough air. And you can’t really see anything.
Tenpines Bluff and everything nearby
  1. Made it to Tenpines Bluff. Let me remind you that my goal is to explore the area north of Diamond City.
  2. Trying to establish a settlement, but seriously lacking resources. The area in Tenpines Bluff is very small and there are no supply lines. I go further, towards the east.
  3. In the house next to the railway, the Red Widow vile and the purulent puffin settled in. It is quite difficult to cope with two dangerous inhabitants of the Wasteland at once. It's good that I grabbed the cryolator from the shelter. Well, all kinds of chemistry are always with me. Fucking kiiLL! (15:10). Insects guarded the carcass of the legendary white rad deer.
  4. T-45 power armor (torso only) was found in the carriage.
  5. Discovered: Skylanes Flight 1981
  6. Clearing the rifle camp on the overpass
Skylanes Flight 1981
  1. Exploring the picturesque site of the plane crash. By the way, its design is very interesting - passengers were also accommodated in the wings with glass.
  2. There are a lot of suitcases scattered around here, but the most valuable finds: the magazine “Incredibly Amazing Stories” in the toilet and the black box in the cockpit.
  3. Discovered: General Atomics Galleria
General Atomics Galleria
  1. To put it very briefly, General Atomics Galleria is a former robotic shopping and entertainment complex. But the robot program failed and now, as is usually the case with robots, they can sometimes attack people for no reason. Remedy: Reboot the host computer. As far as I understand, this can be done in three ways: with high charisma, convince the robot director that you are the new manager and then he will reboot everything himself. Second option: find the password (in the building with the bowling alley) to the terminal. Third option: hack the terminal (required hacking level is “very difficult”). I had grape mentats with me (+5 to charisma), so I took the path of persuasion.
  2. I still don’t understand the tickets from the bakery. Either this is a joke, or there really is some kind of solution.
Galleria and Lake Quannapowitt
  1. First half of the video - I continue to explore Galleria. Lots of robots, boxes and terminals. I would like to talk to everyone just in case and not miss anything important.
  2. Found near the shopping center: Lake Quannapowitt. Honestly, most of the names in Fallout 4 are difficult to translate into Russian :)
  3. There are a lot of bogbirds on the lake. Among them is a new species: sharp-footed. I even caught a legendary one, but in the end he hid somewhere in the lake so that I never saw him again (I even dived on purpose and checked the bottom several times).
  4. I also noticed that the enemies are very smart. At least swampers will always avoid mines if thrown in plain sight. But in the next video, I mined the road in advance, that is, the swampers did not see how I was doing this, so they successfully detonated almost all the mines that had been installed.
Lake Quannapowitt, bogworts and super mutants
  1. Fights with bogmen in open areas near a lake are notoriously difficult. Crab tanks hide under water if they realize they can't reach you. And at the same time they run very fast on the ground. So throughout the entire video there is a grueling battle for the territory of the lake. The swamp people want to live here, but I don’t want them to live here. This is such a conflict of interest.
  2. A patrol of super mutants was walking along the road. I also cleaned them out at the same time. He picked up the “orders” paper from the corpse. It contains three words: kill, rob, return.
Exploration of the northern territories
  1. The first 7 minutes are a continuation of the war with the swampers for territory.
  2. Next I head a little further north
  3. Discovered: Teta Recon Bunker. To enter it, a certain password is required. Apparently someone should give it along with the task.
  4. Chance meeting. Raiders extort 500 caps from merchants. I had to tinker, as these bandits are quite strong. The only reward from the survivors is thank you.
  5. Detected: Radio tower 3SM-U81. One of the radio towers, after activation of which radio signals for help and so on are amplified. I chose a signal that said the critical state of the reactor and went to look for the source.
  6. I came across stingwings. I had never seen these giant dragonflies before. In terms of danger, even an ordinary stingwing roughly corresponds to the Red Widow vile. I froze the insects with a cryolator.
  7. Discovered: Mass Fusion Warehouse. The signal for help with the reactor at this point becomes almost clear.
Mass Fusion Warehouse
  1. Having examined the entire warehouse, I found nothing except one standard reactor (from which a nuclear unit can be pulled out). Was this the emergency reactor? The source of the signal itself is also unclear. It is in the warehouse that it sounds clearest, but I didn’t notice any radio station.
  2. I'm off to explore the area further. On the way we came across a merchant, three strong ghouls + Discovered: Lynn Woods.
Lynn Woods, Parsons, Flying Bears
  1. Residents of Lynn Woods were killed by raiders. All I have to do is profit from the locked chest (the lock is “very complex”). If you also go through this place and do not have the hacking skill, then the key can be picked up from the corpse at the top of the tower.
  2. Fight with raiders. Very strong and with a lot of grenades.
  3. He climbed the tower, where he activated the siren, after which the Death Claws came running at the sound and dealt with the remaining thugs.
  4. Found: Parsons Creamery. There are all sorts of things here, although there was nothing particularly valuable or important.
  5. In the distance, on the overpass, I noticed a rifle camp. Everything would be fine, but when I went upstairs, I noticed the assault gun. I had never encountered these combat robots before, and considering that I had spent the last of my sniper rifle ammunition back in Lynn Woods, the best decision was to turn back.
  6. In general, the northeast is a strange place. I met flying bears, under which the Death Claw walked. He brought him under the riflemen's camp. From above, some red rays immediately flew towards the Claw. And not an ordinary laser, but so powerful that everything around lit up red. Some kind of weapon, or the assault gun fires like that, I don’t even know. And not far from the flying bears, a certain Mack set up a bar in a vacant lot. I already said that everything is strange here?
  7. At the end, somewhere on the edge of the map, I came across a brood of mothers of broods of mole rats :) yes, all mothers, and among them the legendary one.
Fish factory "Mekhkra"
  1. Before the heap of molerats, another swamp hunter crawled out. This is a stronger beast, so he quickly dealt with the moles (they are really more like moles than rats), which did me a great service. This made it easier to kill the hunter himself. 43 experience for him, which is pretty decent.
  2. What items I get from legendary enemies at this point is no longer particularly important :) I will describe only the most unusual ones.
  3. Another strange place is an island with a glowing ghoul. He is extremely difficult to kill, as he stands next to a radioactive barrel.
  4. Discovered: Mekhkra Fish Factory. It is located almost in the very corner of the map, in the northeast.
  5. Interesting finds: on the right side of the main entrance on the shore there is a “letter in a bottle: a difficult target.” The letter says - Come to the shore. Let's hang out, it will be fun. I still can’t even imagine what we’re talking about here. Second find: a model made from robot parts. Perhaps a quest item, or perhaps just a collectible item. I have never found anything like this before. On the roof is a serviceable sniper rifle with a 45 caliber.
  6. Raiders settled at the Mekhkra plant, but something crushed these guys so quickly that some did not even have time to get up from their chairs. And this something may still be nearby... I go into the plant building itself and hear a metallic voice “Enemy detected.” What is this?!
  7. There is no one on the level, but with the help of the elevator you can go down below, into the underground part. Somewhat alarming, since the deep shaft and the rooms below do not promise anything good.
Fish factory "Mekhkra" - Underground part
  1. But having gathered, as they say, my will into a fist, I go down to the underground part of the plant. It’s quiet downstairs, although I understand that this silence is deceptive and the enemy is somewhere nearby. Stormtrons, synths? I have never encountered the latter at all, I only know terrible stories from the residents of Diamond City.
  2. In the distance I notice two figures and they clearly don’t look like people. They are coming towards me. I take out a cryogenic grenade and hope for a miracle. No miracle happened. The grenade slowed down metal enemies for a split second. And now I see the synth patrolman already rushing towards me. With shaking hands I look for a pulse mine in a bag of belongings. Yep, there's one! I throw it at the terminator’s feet, but he needs 6-7 of these in a row. All. We've arrived. The bastard pinned me in a corner and beat me with a stick. Shots from a pistol are like a poultice for the dead, so I took up a proven tool - an ax. I almost found the rhythm of the blows, but blue rays from a pulse rifle flew towards my back. This is the second synth that has reached it. Morality is undermined, and as a result, an absurd death in some basement of a godforsaken fish factory. I just have thoughts after the first playthrough to install a mod like Basic needs and try to play until the first death in the “Survival” mode. How long will it be interesting to last in this world? Of course, you can sit in one place and not go anywhere, but the need for food and water with Basic needs will force you to go out “hunting”. As for the synths, it was a great meeting! If I had gone through standard quests, I would most likely have met them in Arkjet along with the paladin Dance. And this is a complete mess, because the paladin crushes synths like cabbage. You will not experience any fear from such a meeting. And here it turned out really atmospheric. A remote area, night, an old abandoned factory, corpses of raiders, strange metallic voices, descent underground and inevitable death in the face of a robot running towards you. Everything worked out very well.
  3. In the rest of the video I try to understand the synths. I mine the approaches, throw grenades, shoot with a sniper rifle. Managed to kill a couple. But besides the usual ones, there is also a legendary synth and a synth leader (skull sign).
  4. The only right decision is to leave this place. I take the elevator up, but now there are synths at the top too. So I had to run away from there without looking back.
Sweatshop
  1. I decided to leave the Salem Witch Museum for another time. There is neither ammunition nor desire for the next batch of strong enemies. Although this may be a peaceful location, I doubt it. In almost every location in the north I had to fight difficult battles (the level of enemies in the northeast is higher than in the northwest). Gunslingers, raiders, swampers, super mutants, stingwings, mole rats, ghouls, and, as the apotheosis of travel, synths.
  2. I'm heading back, just a little further south.
  3. Discovered: Sweatshop. Ghoul settlement. Arlen took on the task of finding spare parts for the original robot pony.
  4. I met a “wounded dog” and somehow, out of habit, chopped it with an ax. But then I thought that something was wrong with her. Dogs are not usually labeled “wounded.” Rebooted, reached the same place. The animal is there again. The dog does not attack and can be helped. Apparently you can take her as a companion (or a quest like “find the missing dog”), but she certainly looks creepy :)
  5. Discovered: Greentop Greenhouse.
Greentop greenhouse. Solving the ghoul problem
  1. Preston Garvey asked me to help the residents of the Greentop Greenhouse. As it turns out, the problem is with wild ghouls. Sounds simple, I'll try to help. Destination: National Guard training site.
  2. Along the way I met the legendary mad rad deer. Really mad. If his relatives, the white rad-deer, simply run away, then this one can easily kill.
  3. Discovered: National Guard training site. Got there.
National Guard training site
  1. There are assorted wild ghouls and turrets on the site. I'm doing regular cleaning.
  2. In the Recruitment Center building you can find the deceased Estlin from the Brotherhood of Steel. Refers to another mission (Missing Patrol).
  3. Found the assembled T-60 power armor.
  4. The National Guard armory is locked with a "very sophisticated" lock. But I was one of the first to improve my hacking skill. Getting in. Inside are workbenches, ammo boxes and more T-60 armor.
High-quality painting of power armor
  1. Short video. He painted the armor like a hot rod and installed a red headlamp to strike fear into the hearts of his enemies.
Legendary security robot and ghouls
  1. I go out into the street, and there is a surprise - a legendary robot guard. I noticed him earlier, he was standing in the inactive phase in the bunker. But it seems that as soon as I broke into the armory, the robot became active.
  2. Direct firefights with this tank are useless. The guard's firepower exceeds my capabilities by orders of magnitude. There was only one way out: hit with an ax and spin around the robot so that it does not have time to give a burst. I first injected myself with everything I had. And thus, piece by piece, by blow, take away the health of the piece of iron. But we must take into account that the robot explodes when it dies. I didn’t take it into account and blew myself up along with him. Imagine the feeling you get when, after a long series of blows, the robot first “mutates” and restores all its health, and then when you finally deal the last blow, an explosion occurs, and you have to start all over again. Tough. But the reward was worthy - the Lightning Super Hammer.
  3. He returned to the Recruitment Center and continued clearing out the ghouls. At the same time, I tested the new hammer in action.
Greentop greenhouse. Construction.
  1. He finished off the ghouls and returned to Greentop to report his success. Now you can use the local workshop and build up the area.
Greentop greenhouse. Construction.
  1. Most of the video is also about construction in Greentop. In the evening I set off on the road to Sanctuary. I'm going to go exactly along the road. To Concord and from there to Sanctuary.
  2. The greenhouse is located near some suburb. I walk along it, look at the architecture, and here again the familiar metallic voices. It looks like I'll be running into synth patrols a lot from now on. The synths themselves are not very complex, there were simply too many of them at the fish factory. Small groups of 2-3 standard robots are quite capable.
On the road
  1. Fight with synths and super mutants.
  2. Discovered: Slocum Joe Corporation Headquarters. Inside the building, several raiders are trying to break into a safe. I deal with the crooked looters and open the safe. Inside is a recipe for Slocum Buzz-Bites, ammo, a pistol, and $100 pre-war dollars. Nearby in the table I found a notice for Joe Slocum and a snack called Slocum Buzz-Bites.
  3. In the police building I found “Eddie Winter holotape 2”, and noticed that I already had “Eddie Winter holotape 7” in my inventory (most likely I also picked it up in the South Boston police building). Obviously, you need to collect all the parts of this holotape to complete the puzzle. It's not particularly clear yet.
  4. I was walking along the road and met my caravan driver, who works on the line between Sanctuary and Greentop. We chatted. It's a small thing, but somehow nice.
Not a boring road from Greentop to Sanctuary
  1. On the way I met a man who thanked me for my help and gave me 50 caps. WTF? Then I just remembered. I met him almost at the very beginning of the passage. He was fighting off mole rats here. At that time I still thought that he was some kind of suicide.
  2. I continue to move along the road, periodically chopping off the heads of incoming raiders. A radioactive storm is coming. Everything is as it should be. The atmosphere of the apocalypse.
  3. Another synth patrol. This time there are three. I barely fought back.
  4. Chance meeting. The travelers (Fred and Angie) want to kill their partner (Jules) because he is a synth (the new models are no different from people). I convinced them not to do this, and joyful Jules ran away somewhere.
  5. Concord. Almost home. Relaxed. For which he paid. Killed by ordinary raiders! And the last save was not close at all! Tough.
  6. A repetition of the past, but there was no chance meeting with the synth Jules.
  7. Need I say that some creature at the entrance to Sanctuary again stuck a crowbar into the fucking dog and laid the corpse next to it?! Who does this??? Show yourself and I will snatch your playful hands, troll.
Collecting tribute from settlements
  1. Got to Sanctuary. He told Preston Garvey about the ghouls and the saved Greentop, for which he received experience and a new level.
  2. Now to Abernethy Farm. There I installed the largest store (1500 caps), I wonder how much profit it had collected by this time.
  3. I approach the farm, and there is a siege by super mutants. I didn’t even have time to really intervene - the turrets and settlers did all the work. I collected 77 caps from the workshop. To be honest, I didn’t count how many days have passed, although I feel like the earnings are not enough. May God grant that by the end of the walkthrough the store itself will be repaid. OK. The next point is Greygarden.
  4. Despite the short distance, I walked to it for a very long time, because I followed the arrows along the way. There are a lot of them here. On overpasses, under overpasses.
Oberland-Greygarden and the signal for help
  1. A bit of settlement management. Relocate residents, dump trash, etc.
  2. I decided to investigate one of the radio signals in the vicinity of Oberland. A woman asks for help. She is hiding somewhere with her son near the railway.
  3. I wandered around the place where the signal was clearest and noticed a hatch in one of the cars. Yes, the signal really came from here - here is the walkie-talkie, and here is the skeleton. That's all? In principle, it is interesting to search, even if there is no further deep development of the plot. But how do you know that you have completed this mini-task? I turn off the radio, but the signal for help does not disappear. Thoughts appear that there is a continuation, we need to find someone else. Unclear.
  4. At the very end is the Cambridge Police Station. It's time to go with the paladin Dance to Arcjet.
Arcjet
  1. In Arkjet you need to find some kind of technological gizmo that is of interest to the Brotherhood of Steel. Let's run.
  2. Meanwhile, I'm starting to use a knife (I dropped it from some legendary one), and it's a very interesting weapon! First of all, quick, chick-chick-chick. Secondly, the enemy begins to take damage from blood loss, and his life bar melts right before his eyes. I’m actually torn right now: whether to upgrade explosives (you can make rare pulse/cryogenic mines, grenades + more damage yourself), or seriously invest in agility and upgrade ninjas (gives increased damage during sneak attacks). I'm currently at agility 3 and it's just terrible. Enemies are firing a kilometer away. There is no talk of sneaking up close. But it would be so cool to come up behind him and hit him in the head with a super hammer. With a sneak attack this is 100% death. Or use the same knife to stab him. Oh, so many possibilities. Okay, that's it, a lyrical digression.
  3. With Arcjet everything is simple. We could have gone here much earlier. Paladin Dance goes ahead and clears the path from the synths himself. I check the rooms and take my time looking at things. Tesla's Science magazine in one of the rooms. Well, Junktron, which you can’t pass by. For me, the Junktron is useless (it’s heavy, and junk in Fallout 4 is too valuable), although the weapon is certainly unusual. Shoot bowling balls, for example. Maybe I'll try it sometime.
Join the Brotherhood of Steel
  1. They took the shortwave transmitter, you can leave.

Armor and clothing (updated - not all samples are presented due to incomplete information on the game world).

Pre-war clothing

Spoiler

Military uniform(English) Army fatigues)
5 Comp. damage
+2 agility.

At the beginning of the game you can meet several soldiers wearing this costume. The uniform is also worn by the officer on duty at the entrance to Vault 111. The military man is dressed in an olive-colored army uniform and a protective helmet.
It is found in various parts of the Commonwealth, mainly on pre-war military installations.

Dirty army uniform
- essentially the same as the military, only dirty. I don’t remember the characteristics - I’ll find it later.

Pre-war walking clothes(English) pre-War parkstroller outfit) (screen from the third Fallout, but the differences are only in graphics)
In the men's version, it is a set of a gray short-sleeved shirt worn over a T-shirt, blue jeans with a brown belt and shoes of the same color; for women - a light green dress with wide button-down straps, a narrow brown strap and medium-heeled shoes.
Pre-war walking clothes can be purchased from various merchants, found in containers, or simply lying around in various buildings. Pre-war clothing can also be obtained by killing characters wearing it or having this clothing in their inventory.


Agatha's dress(English) Agatha's dress)
Adds +3 to charisma.


Is a reward for completing the quest “Going to Bow” if the Survivor is a woman.
Unlike Reginald's Costume, which is also a quest reward but for a male Survivor, Agatha's Dress cannot be upgraded. (perhaps after progressing in the Underground, the final modification gives 110 protection).

F postman uniform(English) Mailman uniform) - cloth Fallout 4.



The uniform worn by American mail carriers before the Great War.

Vault-Tec lab coat(English) Vault-Tec lab coat)
Adds +2 to Intelligence


Externally, it is a clean version of a laboratory coat with the symbols of the Vault-Tec Corporation.

The tuxedo(English) Tuxedo)
Adds 1 unit to Perception and Charisma.


Sports suit

Black Vest and Slacks looks

Clean black suit

Clean gray suit

Red dress

Sequin dress

Commonwealth Clothing

Spoiler

Zika jacket and jeans


It can be obtained for helping the Atomic Cats defend against attack by raiders after completing a task that is taken from them to repair a pump. Its only difference from the “Atomic Cats clothes” is that it is issued as a task and has a “name”.

Trousers


Light clothing is a piece of light armor worn by raiders. It can be worn under armor. Adds minor resistance to energy damage. Not modifiable.
Knickers are a very common piece of armor, with almost all raiders and scavengers equipped with them.

Harness(English) Harness)


Light clothing is a piece of light armor worn by raiders. It can be worn under armor. Adds slight damage resistance. Not modifiable.
The sword belt is a very common piece of armor, with almost all raiders and scavengers equipped with it.

Travel leather clothing

Raider's Leather Clothes

Vault Clothing

Spoiler

Vault Guard Armor(English) Vault security uniform)


In the official trailer for the game, you can see a character on duty at the entrance to Vault 111. The man is dressed in a protective uniform and a blue helmet.

Vault-Tec Security Guard Helmet

Vault 81 Jumpsuit

Vault 101 Jumpsuit

Asylum jumpsuit 111(English) Vault 111 jumpsuit)



Vault Jumpsuit 111(0001EED7). Appears in the first trailer of the game. This jumpsuit is worn by the Survivor, the main protagonist of the game. Successfully combines good appearance and the ability to upgrade as armor.

Vault 111 Jumpsuit (new)

Vault 114 Jumpsuit

Armor

Spoiler

Combat armor(English) Combat armor)

Spoiler

Standard


Durable


Heavy


Brotherhood of Steel combat armor
The Brotherhood of Steel battle armor is not the best in the game, as there are other types of power armor that have more protection. Although in appearance the armor looks better than other models of power armor. On the armor you can paint symbols of the brotherhood you joined. Although if you try to collect the necessary materials, you can improve the armor to the possible level. When the armor’s “battery” runs out, which needs to be changed after it has served its useful life, it will no longer be possible to run and jump quickly in the suit.

Maxson's Combat Armor

Underground Armored Coat, Class I Railroad armored coat Mk I)


Armored coat "Underground", class II (eng. Railroad armored coat Mk II)

Armored coat "Underground", class III (eng. Railroad armored coat Mk III)

Armored coat "Underground", class IV
(English) Railroad armored coat Mk IV)

Armored coat "Underground", class V
(English) Railroad armored coat Mk V)


An ideal option for those who like to act stealthily or wear power armor.
Protects the character from normal damage by 93, from energy damage by 150 and from radiation by 10.
There is a chance to get it only from the “Underground”, killing the carrier of this set, stealing it. Having found in the “repository” on the instructions of PAM in Involved in quests.

Silver Cloak Armor(English) Silver Shroud costume)
Suit ID: 000DED27
Weight: 7
Resistance damage: 0-87
Resistance. energy: 0-87
Price: 750-1000
EF: LOV-1 VOS-1
Hat ID: 0014E58E


Given by Kent Conolly during the quest "The Silver Cloak" in exchange for the Silver Cloak Costume.
If the Survivor manages to save Kent during the quest, then in the future the ghoul will be able to improve his armor, you just need to occasionally come to Good Neighborhood and tune in to the Silver Cloak radio wave.

Synth armor
Appears in the game after approximately level 30. It can be removed from the body of killed synths. Has protection indicators on par with combat armor. There are also 2 types of synth armor helmets.
The armor is divided into 6 parts that can be worn individually or together: torso, left arm, right arm, left leg, right leg, helmet.


Characteristics without modifications:


With modifications (indicated relative to armor without modifications)


Super Mutant Armor

Protective suit from the Hole


The protective suit can be found in the Hugo's Hole location near one of the quarries in the upper right corner of the map. In the hole itself there is primitive protection consisting of several tripwires and one machine-gun turret.
This costume can be sold in Diamond City by Becky Fallon. He can also be found when performing some tasks via radio signals for help. Adds 1000 units of radiation resistance. This suit can also be obtained in the Cambridge Polymer Laboratory location.
There are two of them at the destroyed old Underground base; you can get there through the first Underground quest, which is given after joining it.
One set can be found in the House of Memories in Good Neighborhood, one can be found on the Yangtze submarine, four can be found in the chemical laboratory of the Four Leaf Fish Factory.

Damaged protective suit (500 rad)

Leather armor


The simplest armor is on par with raider armor. But unlike the latter, it has greater protection from energy attacks and less weight.
The armor is divided into 5 parts, which can be worn separately or together: Torso, left arm, right arm, left leg, right leg.

Protection without modifications


And with modification (protection is indicated relative to without modifications)




Metal armor
(English) Metal gear armor)
Metal armor is one of the most common in the Commonwealth among representatives of the raider group at medium levels. Includes six elements: for the head, body and four limbs. It provides more serious protection from physical damage than leather, but is inferior to it in terms of energy protection.

Spoiler

Standard


Durable



Heavy



Police armor(English) Riot gear)
In the official trailer for the game, you can see an armed character, dressed in protective gear, guarding the entrance to Vault 111.

Raider armor



Data without modifications


Data with modifications (relative to initial protection)




Spiked Armor

Diamond City Security Uniform

Power armor

Fast leveling - we get a lot of experience.

I will describe a way to gain more experience and, accordingly, level up faster.

First of all, when starting a new game, we pump up intelligence to 10(the rest of the remaining points are at your discretion), then take intelligence bobblehead, it is located in Boston Public Library, look at the screenshots for those who don’t know where she is.



To get into the library, you will need the skill of picking locks; those who do not have it can use the skill of their partner Kate(if you don’t have it, then it’s in Combat zone), she can pick locks, only she needs master keys.

As a result, almost at the beginning of the game we have +11 intelligence, which means that we will receive the maximum amount of experience at this stage, for quests and for killings, then with certain equipment and the use of chemicals, we will increase our intelligence up to 20.

So, in the next step we will raise intelligence up to +15,for this we need Lab coat or Vault-Tec lab coat,he adds 2 points to intelligence, finding it will not be a problem, they come across quite often.

Then we need to find earflaps, she also comes across very often, that’s another thing +1 point to intelligence, as an alternative you can buy destroyer helmet,location Alliance,he adds not only +1 to intelligence, and also +1 to charisma,and has damage protection.



The next piece of equipment is Canned travel glasses(not to be confused with just canned glasses , they are so similar, but they add +1 to perception) and we need +1 to intelligence.Getting these points is quite problematic, since you can’t buy or find them, they only spawn in one place, location Charles View Theater Moreover, they spawn only on NPCs and absolutely randomly, there is no guarantee that when moving to this location these points will appear on the NPC.





People advise trying a save load and then moving to this location, I made several attempts and, to be honest, this method tired me, so I gave up on it, and then I just moved to this location from time to time and looked to see if anyone had these points, and surprisingly, on the second try they ended up on one of the NPCs.
There is an even better alternative to canned travel glasses, this Liam's glasses,they give +2 to intelligence, but you can only get them by choosing the branch for the institute, and then after you have progressed quite far along the storyline, so this option is for those who have chosen this path.

Let everyone choose the method of obtaining canned Travel Points for themselves, these NPCs are essentially sectarians and the main sectarian wants to scam us out of money and all our loot, if we ultimately refuse to give up our goods, then they become hostile (but there is an option to chat with the help of charisma leader, then they won’t attack) and we’ll just have to kill them all, and take the canned travel glasses we need so much.
There is another option to take down only one NPC wearing glasses using stealth, quickly pick them up and run away, so to speak, with little bloodshed.
If you are a complete pacifist and don’t want to kill them personally, then there are three more options, the first is to lure a super mutant to this location, he is not far away, on a bridge above the road, or there is a swamper nearby (he is buried in the ground), with there are raiders on the opposite side, the point is clear, we lure them to this location in the hope that they will overwhelm the NPC we need, it didn’t work, save the load and do it again.

The second option is to upgrade your pickpocket skill to the fourth rank, then you will be able to steal equipment, including glasses, but I don’t think that this option will be preferable to many since you will need to spend four precious points, if the second rank can somehow justify itself because . allows you to put a grenade in your pocket, and this is a guaranteed destruction of any, even the fattest NPC, then I don’t see the point in spending another two points on top, however, for some this option will be preferable.

The third option for those who level up charisma, we will need the last skill in this branch - intimidation, and the second rank.
The choice is yours.

As a result, we already have +15k intelligence,pumping, baby doll, lab coat, earflaps, canned travel glasses, which means we are guaranteed to gain more experience, although there is one difficulty here.

For example, I play survival, which means that they hit quite painfully, the enemies themselves are thick-skinned, which means that it will take more time to kill them, and accordingly, the chance that they will hit you also increases significantly. Again, for survival, stimulants, food restores health very, very slow,those. you will be overwhelmed before your health is restored, and if you also my leg was injured, then you won’t be able to escape, and since the equipment that is needed to gain experience does not provide practically any protection, you can easily be knocked out with one blow or shot, so this can become a problem for you. How to avoid this, my the method is quite simple, I play stealth, so I rarely enter into open battle, opponents die before they even notice me, of course there are exceptions when you still have to engage in open battle. In this case, we actively use cover, chemistry, retreat if If you can’t get past a certain point, then put on your armor and go ahead.

Above I promised that we will bring intelligence up to +20, of course, it will not be possible to keep such a high value all the time, we will increase it only at the moment of completing quests, for this we will not need berry mentats(you can get by with ordinary ones, but they only give +2 points to intelligence) berry mentats give +5 points to intelligence.They are made in a chemical laboratory (a bottle of antifreeze, mentats, smolyanka). These components are quite easy to buy, so there will be no problems with this.





As a result, before passing the quest (it is better to pass several quests at once in one location, this way you can save berry mentats), we accept berry mentats, from us intelligence becomes +20, and, accordingly, our profit is that we gain much more experience.
In principle, whoever sees the problem is that in battles this equipment does not provide any protection and it will be quite difficult to play, you can use this method only when completing quests, because the most experience is gained from quests.

Below I will give you how much experience you end up getting for killing and completing quests, by default, i.e. intelligence 11, then intelligence +15, i.e. including equipment, and then intelligence +20 when you take berry mentats, and you can decide for yourself whether you need such roleplaying or not.

As I wrote above, you will get the most experience and profit from this method from quests; in battles, the profit is naturally quite small, but in the end it adds up to a big one.

Quests.