For the location, see Far Harbor (location). |
Far Harbor is the third add-on for Fallout 4, and the second add-on that includes quests and a main story. It was released on May 19, 2016.
Plot[]
The add-on is set on Mount Desert Island, off the coast of Maine. There, the Sole Survivor must search for a young woman, Kasumi Nakano, and a colony of synths. This leads to the fighting between the Far Harbor citizens and the Children of Atom, but a greater plot involves a synth, DiMA, who has ties with Nick Valentine.
The add-on starts off with the quest Far From Home when the player character listens to a radio message from the Valentine Detective Agency after completing the quest Getting a Clue, or when the player goes to the Nakano residence (possibly even before meeting Nick Valentine). Arriving at the office, Ellie Perkins will tell Nick and the Sole Survivor to investigate the case of Kasumi Nakano - the missing daughter of a fisherman living beyond the northeast boundaries of the Commonwealth. A brief investigation at the Nakano residence will tell the player that Kasumi believes herself to be a synth replacement, and that she's decided to leave her parents and travel to a place far north called Far Harbor to be with people like her.
Traveling to Far Harbor, the Sole Survivor learns that on the island, there are three factions that have been locked in dispute with each other; Far Harbor's citizens, the Church of the Children of Atom, and Acadia, a place specially set up as a synth refuge. The reason for the tension is the radiated fog that has been slowly overcoming the island; the people of Far Harbor cannot live with the fog and they use machines called fog condensers to create fresh air, an act viewed as sacrilege by the Children of Atom who worship radiation and consider the fog the will of Atom to make the whole island a holy place. Stuck between the two sides is Acadia, which only wants peace and harmony. The leader of Acadia, a synth named DiMA, provides the townspeople with the fog condensers while giving the Children of Atom their own base, a former submarine named The Nucleus for them to live in. But as tensions rise, Acadia is under pressure from both factions to take a side and help eradicate the other.
Upon reaching Acadia, it is revealed that DiMA is a unique model synth like Nick, and calls him a "brother". DiMA explains that he couldn't bear seeing Nick going through all the cruel experiments in the lab and so, about a century earlier, DiMA made an escape with Nick from the Institute. However once outside, Nick started to panic and attacked DiMA as he was still under the effects of the experiments, forcing DiMA to "knock the daylights" out of Nick and then leave him to his fate. When the two meet again, DiMA is very pleased to be reunited with his brother, though the case does not appear to be so with Nick who is not too pleased with the situation, hotly asking the Sole Survivor to talk later.
Back to the present, DiMA shows no hostility towards the Sole Survivor, expressing that everyone is welcome at Acadia and that he hopes to find a solution to the dispute without any bloodshed. To do that, he needs to retrieve his early memories of the island that have been locked away at the Children of Atom base. The raw capacity of his model does not allow him to store a large number of memories. Since the Sole Survivor is unknown on the island, DiMA entrusts the task to the player character.
Successfully taking back the memories, the Sole Survivor learns that DiMA himself, though he initially appears friendly and keeps the people's interest at best, has some deep-buried secrets related to the conflict on the island. Before he set up Acadia, tensions between Far Harbor and synths were high. DiMA, desperate to find a way for his people, decided to kill Captain Avery and replace her with a synth - something he shows great remorse and guilt about - so he can have a "moderate voice" able to calm the residents of Far Harbor. Second, he devised a contingency plan to shut down the power source of Far Harbor which would effectively kill all of its residents. Lastly, he possesses the detonation key of the submarine's nuclear missile that, if activated, will destroy the Children of Atom base. All three of the pieces of memory are locked away from DiMA himself, as he can bear neither the thought of mass killing nor the guilt over the murder he committed.
From here the player character will get the option to decide the fate of Acadia and subsequently the fate of the island as well. The player can destroy either the Far Harbor town, destroy the Children of Atom, or if they have sided with either of the three main-game factions, have the Institute reclaim all the synths or have the Brotherhood annihilate Acadia. The player can also forge peace between all three factions by forgiving DiMA and supplanting High Confessor Tektus with a synth replacement, effectively pacifying the Children of Atom.
Development[]
Quest designer Will Shen served as the lead designer on Far Harbor;[1] fellow quest designer Ferret Baudoin was also a senior designer on the add-on,[2] and developer Daryl Brigner served as the lead level designer.[3] According to Todd Howard, the development team considered player feedback on the base game's dialogue system. This included giving players more choices in conflict resolution.[4] The development team also saw that many players were interested in visiting new locations, inspiring the direction of Far Harbor.[5]
During pre-production of Far Harbor, according to Shen, the team had a slate of clear goals to accomplish with the add-on: multiple endings with more impactful choices, more non-combat gameplay, adding high-level equipment for players who had completed the base game, and allowing the development team to experiment more internally.[3]
One such experimentation was giving ownership of the story of the add-on's three main factions (Far Harbor, Acadia, and the Children of Atom) to individual quest designers. A different quest designer "owned" each faction and had say over the story and its outcomes, which led to a much higher degree of variation in story endings than the team had initially thought, pushing the story's reactivity further in a positive way.[3] Additionally, world artists on the game began venturing into narrative design, for example with Nadia Haschart designing the story of Cranberry Island and the Gibbons family.[3] The add-on also continued the team's expansion of the level designer role and working with quest tools, for example with Dee Langlois designing both Vault 118 and the quest Brain Dead within it.[3] The scope for the quest and its locations eventually grew much larger than was feasible, and Langlois eventually shifted toward focusing on just the quest, while other level designers helped finish the related areas.[3]
The team took inspiration from the base game quest Last Voyage of the U.S.S. Constitution to implement more SPECIAL stat checks in Far Harbor.[3] For the quest Best Left Forgotten, the team developed puzzle gameplay using the settlement system as its infrastructure. They derived the look of these puzzles from 1990s and early 2000s depictions of virtual reality in film, as well as the game Portal 2.[3] Brigner worked on these puzzles alongside systems designer Kurt Kuhlmann; Kuhlmann was experienced with the settlement workshop functionality, while Brigner built the five puzzle levels himself. Brigner later remarked retrospectively in a 2024 GDC talk that the puzzles ultimately overstayed their welcome and tended to confuse players, especially as it was not made especially clear that only the first three puzzles were mandatory, and many players unintentionally played all five puzzles, unaware of this fact.[3]
During development, the team found that the quests necessitated more elaborate battle sequences (such as the opening gulper fight during Walk in the Park) than originally anticipated, and level designer Steve Cornett was called in to help script out these sequences.[3]
In the weeks prior to Far Harbor's release, Bethesda conducted an invite-only beta test of the add-on. Participants were required to sign a non-disclosure agreement prior to testing. The add-on was released for all players on May 19, 2016.[6]
Retrospectively, lead level designer Daryl Brigner said that the team was encouraged by the positive reception to the add-on and he enjoyed the experience of being a project lead, alongside lead designer Will Shen. However, he did acknowledge that the add-on's puzzles were a "sore spot" that could have been handled better, and the scope of some things, such as level designers taking on quests, could have been controlled better with more production buy-in. Overall, however, the team morale was elevated by the success of Far Harbor.[3]
Characters[]
- Allen Lee
- Andre Michaud
- Aster
- Bert Riggs
- Bilge
- Boxer
- Brooks
- Brother Devin
- Brother Kane
- Captain Avery
- Cassie Dalton
- Chase
- Cog
- Debby
- DiMA
- Dottie
- Douglas
- Erickson
- Ezra Parker
- Faraday
- Gilda Broscoe
- Grun
- Grand Zealot Richter
- High Confessor Tektus
- Jared Gresham
- Jule
- Julianna Riggs
- Kasumi Nakano
- Keith McKinney
- Kenji Nakano
- Machete Mike
- Malcolm
- Maxwell
- Mitch
- Nick Valentine
- Rei Nakano
- Old Longfellow
- Pearl
- Sandra Lee
- Santiago Avida
- Sister Aubert
- Sister Gwyneth
- Sister Harriet
- Sister Mai
- Small Bertha
- Teddy Wright
- The Mariner
- Tony
- Uncle Ken
- Zealot Theil
- Zealot Ware
Factions[]
Robots and computers[]
Creatures[]
Locations[]
Far Harbor locations |
---|
Unmarked locations are in italic type.
- Acadia
- Acadia National Park
- Aldersea Day Spa
- Atom's Spring
- Bar Harbor Museum
- Basement armory
- Beaver Creek Lanes
- Briney's Bait and Tackle
- Brooke's Head Lighthouse
- Children of Atom shrine
- Cliff's Edge Hotel
- Cranberry Island
- Dalton farm
- DiMA's cache
- Eagle's Cove Tannery
- Echo Lake Lumber
- Eden Meadows Cinemas
- Emmet's Causeway
- Far Harbor
- Fringe Cove docks
- Glowing Grove
- Haddock Cove
- Harbor Grand Hotel
- Horizon Flight 1207
- Huntress Island
- Kawaketak Station
- Kitteredge Pass
- Longfellow's cabin
- MS Azalea
- Nakano residence
- Northwood Ridge Quarry
- Oceanarium
- Old Pond House
- Pine Crest Cavern
- Pump control
- Radiant crest shrine
- Rayburn Point
- Red Death Island
- Rock Point camp
- Rope bridge complex
- Ruined church
- Ruined radio tower
- Southwest Harbor
- The Nucleus
- Vim! Pop factory
- Waves Crest Orphanage
- Wind farm maintenance
- Zephyr Ridge Camp
Settlements[]
All settlements require completion of one or more quests before they are available to use. Until a settlement is acquired it can be challenging and/or expensive to maintain oneself long term on the Island.
Supply lines can be established and settlers moved between owned settlements in the two regions - the Island and the mainland Commonwealth.
Similarly, Trade caravan posts can be set up at owned Island settlements to attract traveling merchants from the mainland.
Items[]
Armor and clothing[]
- Acadia's Shield
- Atom's Bulwark
- Black fisherman's overalls
- Brown fisherman's overalls
- The Captain's Hat
- Chase's uniform
- Coastal armor
- The Dapper Gent
- Fisherman's hat
- Fisherman's outfit
- Fisherman's overalls
- Green fisherman's overalls
- Grey fisherman's overalls
- High Confessor's helm
- High Confessor's robes
- Hunter's hood
- Hunter's long coat
- Hunter's pelt outfit
- Inquisitor's cowl
- Legend of the Harbor
- Lobster trap helmet
- Marine armor
- Marine wetsuit
- Old fisherman's hat
- Pirate hat
- Rescue diver suit
- Robes of Atom's Devoted
- Trapper armor
- Trapper leathers
- Unyielding synth chest piece (clean)
- Vault 118 jumpsuit
- Wool fisherman's cap
Weapons[]
Ammunition[]
Consumables[]
- Agile sludgepak
- Angler meat
- Aster
- Black bloodleaf
- Blight
- Cave fungus
- Chicken noodle soup
- Chicken thigh
- Durable sludgepak
- Fire Belly
- Fried fog crawler
- Grilled hermit crab
- Ground mole rat
- Gulper innards
- Gulper slurry
- Hermit crab meat
- Ice cold Vim
- Ice cold Vim Captain's Blend
- Ice cold Vim Quartz
- Ice cold Vim Refresh
- Lure weed
- Mirelurk jerky
- Poached angler
- Rabbit leg
- Raw fog crawler meat
- Raw sap
- Resilient sludge cocktail
- Seasoned rabbit skewers
- Strong sludge cocktail
- The Captain's Feast
- Vim
- Vim Captain's Blend
- Vim Quartz
- Vim Refresh
- Ware's Brew
- Wolf meat
- Wolf ribs
Junk[]
Holotapes[]
All holotapes that appear in Far Harbor.
Name | Weight | Value | Related quest | Creation Kit ID | Form ID |
---|---|---|---|---|---|
An execution | 0 | 1 | DLC03MQ06a_MartinsTape02 | xx03748B | |
Chores list | ADV016_Holotape02 | xx0316E0 | |||
DiMA's memory | 0 | 0 | DLC03MQ04Memory#Holotape | xx01E3FB xx01E3FC xx01E3FD xx01E711 xx01E712 | |
Ezra's holotape | 0 | 0 | DLC03_v118_EzraHolotape | xx04B1B7 | |
Family announcement | ADV016_Holotape03 | xx0316E1 | |||
Holotape | ADV016_Holotape04 | xx0316E2 | |||
Gwyneth's journal | 0 | 1 | The Heretic | DLC03AtomM02_GwynethHolotape | xx01C70B |
Husky family holotape | ADV016_Holotape01 | xx0316C0 | |||
Kasumi's projects Kasumi's projects: holotapes Kasumi's projects: television Kasumi's projects: lamp Kasumi's projects: kitchen Kasumi's projects: radio Kasumi's final holotape Kasumi's holotape to grandad Kasumi's projects: swings Kasumi's projects: dreams |
0 | 1 | DLC03KasumiHolotape01 DLC03KasumiHolotape02 DLC03KasumiHolotape03 DLC03KasumiHolotape04 DLC03KasumiHolotape05 DLC03KasumiHolotape06 DLC03KasumiHolotape07 DLC03KasumiHolotape08 DLC03KasumiHolotape09 |
xx008B29 xx008B2C xx008B2B xx008B2A xx008B2D xx009905 xx037448 xx03744B xx03744E | |
Levi's holotape | 0 | 0 | DLC03_ADV014_EchoLakeLumberHolotape | xx02C34C | |
Mark Wilson's holotape | 0 | 0 | DLC03_ADV019_BeaverCreekLanesHolotapeOffice | xx02C34B | |
Martin's New Age | 0 | 0 | Reformation | DLC03MQ06a_DiMAsTape | xx03748C |
Mysterious holotape | 0 | 1 | Blood Tide | DLC03FarHarborFF01_Holotape | xx02F1C9 |
Safe room security tape | 0 | 1 | Cleansing the Land | DLC03MQ06_SafeRoomSecurityTape | xx032C52 |
To Franny | 0 | 1 | Cleansing the Land | DLC03MQ06_WabashTape | xx040A4A |
Vault 118 overseer's log | 0 | 0 | DLC03_v118_OverseersHolotape | xx04E715 | |
What Atom Requires | 0 | 1 | DLC03MQ06a_MartinsTape01 | xx03748A | |
What's Done is Done | 0 | 1 | DLC03MQ05AveryReplacedHolotape | xx038D92 |
Notes[]
All notes that appear in Far Harbor.
Name | Weight | Value | Related quest | Editor ID | Form ID |
---|---|---|---|---|---|
A New Path | 0 | 0 | DLC03CoA_MartinNote_ANewLife | xx04FD1C | |
A Stranger Arrives | 0 | 0 | DLC03POI10_MotherNote01 | xx029418 | |
A Vengeful Creature | 0 | 0 | DLC03POI10_MotherNote02 | xx029419 | |
A Safer Way | 0 | 0 | DLC03POI10_MotherNote04 | xx02941B | |
Aubert's note | 0 | 0 | DLC03CoA_FFNucleus02_AubertsNote | xx02C900 | |
Blank note | 0 | 0 | DLC03POI04_DummyNote | xx0500A9 | |
Brother Alders | 0 | 0 | DLC03CoA_HCNote_ToRichter | xx04DFCB | |
Brother Devin's diary | 0 | 0 | DLC03CoA_Devin_Diary | xx04DFE5 | |
Carlo's note | 0 | 0 | DLC03_POIVimDriverNote01 | xx054226 | |
Cog's journal | 0 | 0 | DLC03MQ03CogsNote | xx038ED5 | |
Consultation note | 0 | 0 | DLC03FarHarborTeddyNote | xx04FB97 | |
Craneberry Island supplies note | 0 | 0 | DLC03POI04_KeyNote | xx04D21E | |
Douglas's note | 0 | 0 | DLC03_ADV004Note | xx04FD11 | |
Drain corpse note | 0 | 0 | ADV012SkeletonsNote | xx01B79D | |
Dylan's note | 0 | 0 | DLC03_POIBuriedStashNote01 | xx054200 | |
Edgar's note | 0 | 0 | DLC03CoA_FFNucleus02_EdgarsNote | xx02C8FF | |
Eliza family drawing | 0 | 0 | DLC03POI04_ElizaFamilyNote | xx04FAEA | |
Eliza journals | 0 | 0 | DLC03POI04_ElizaJournal# | xx04E97E xx04E97F xx04E980 xx04E981 xx04E982 xx04E983 xx04FAE8 | |
Eliza map of home | 0 | 0 | DLC03POI04_ElizaMapNote | xx04DBC0 | |
Fanatical writings | 0 | 0 | DLC03_POICOANote01 | xx054204 | |
Fire Belly recipe | 0 | 0 | DLC03FarHarborS01_FireBellyRecipe | xx04B9B4 | |
Gift card | 0 | 0 | DLC03_POI_Note | xx04EB5D | |
Grandfather's note | 0 | 0 | DLC03MQ01GrandfatherNote | xx017E85 | |
High Confessor's note | 0 | 0 | DLC03CoA_FFNucleus02_HCNote | xx02C8FE | |
Islander's Almanac | 0 | 0 | DLC03_PerkMagIslandersAlmanac# | xx04EF8B xx04EF8D xx04EF8F xx04EF92 xx04EF94 | |
Kasumi's journal | 0 | 0 | DLC03MQ01KasumiJournal | xx017E8B | |
Kawaketak Station flyer | 0 | 0 | DLC03_AtomM02_FlyerAssembled | xx01BC84 | |
Kenji Nakano case notes | 0 | 0 | DLC03MQ01NakanoCase | xx004F48 | |
Last note from mom | 0 | 0 | DLC03FarHarborBerthaNote | xx04FB95 | |
Letter from Maxwell | 0 | 0 | DLC03_V118_Part2Note | xx04B188 | |
Letter to Ezra | 0 | 0 | DLC03_V118_KeithsNote | xx049663 | |
Love letter to Bridget | 0 | 0 | DLC03_9-12Poem | xx00D802 | |
Mariner's goodbye | 0 | 0 | DLC03MarinerSailingGoodbyeNote | xx0486C4 | |
Mariner's will | 0 | 0 | DLC03MarinerWillNote | xx0486C6 | |
Northwood Quarry notes | 0 | 0 | DLC03_ADV011_Note# | xx0427CE xx0427CF | |
Note | 0 | 0 | DLC03FarHarborLastPlankNote# | xx04FBA0 xx04FBA1 xx04FBA2 xx04FBA3 | |
Note from Atom's shrine | 0 | 0 | DLC03AtomM01_MotherShrineNote | xx0269C4 | |
Old letter | 0 | 0 | DLC03FarHarborAveryNote | xx04FB9B | |
Put it from your mind | 0 | 0 | DLC03CoA_HCNote_Division | xx054258 | |
Radioman's note | 0 | 0 | DLC03_POIRadiomanNote# | xx0541FE xx0541FF | |
Repairs in progress | 0 | 0 | DLC03CoA_FFNucleus03_MaiRepairNote | xx05711D | |
Report from PV | 0 | 0 | DLC03FarHarborAllenNote | xx04FB99 | |
Request for detective | 0 | 0 | DLC03_V118_PearlNote | xx048A2D | |
RUN! | 0 | 0 | DLC03FarHarborMitchWarningNote | xx04FB9D | |
Scrawled journal | 0 | 0 | DLC03_POIRefugeeNote01 | xx054203 | |
Scrawled note | 0 | 0 | DLC03AtomM01_MotherNote | xx0269AA | |
Sister Gwyneth's visit | 0 | 0 | DLC03MQ06a_MartinDiary01 | xx037487 | |
Storage room notice | 0 | 0 | DLC03MQ03StorageRoomNote | xx038ED8 | |
Taste test | 0 | 0 | DLC03CoA_MaiNote_ThanksSister | xx04DFD2 | |
The Children Trapped | 0 | 0 | DLC03POI10_MotherNote03 | xx02941A | |
The Sacred Elements | 0 | 0 | DLC03AtomM01_MotherPuzzleNote | xx04E0B4 | |
These mannequins! | 0 | 0 | DLC03_-7-15ShipNote | xx01087E | |
To my "family" | 0 | 0 | DLC03CoA_FFNucleus02_AubertsFarewell | xx04B347 | |
Torn flyer piece | 0 | 0 | DLC03_AtomM02_FlyerScrap#Inv | xx01BC7C xx01BC85 xx01BC7D xx01BC86 xx01BC82 xx01BC87 xx01BC87 xx01BC88 | |
Trapper's note | 0 | 0 | DLC03_ADV001Note01 | xx054216 | |
Unfinished note | 0 | 0 | DLC03CoA_HCNote_Unfinished | xx04DFCD | |
Victoria's note | 0 | 0 | DLC03AcadiaM04Note | xx0540A4 | |
Ware's brew recipe | 0 | 0 | DLC03CoA_FFNucleus01_WareBrewRecipe | xx03E12D | |
Wind turbine code | 0 | 0 | DLC03MQ06_WindFarmCode | xx034DF6 |
Keys and passwords[]
Img | Name (G.E.C.K. ID) | Opens | Found / in possession of | Related quest | Form ID |
---|---|---|---|---|---|
Acadia storage key (DLC03MQ03StorageKey) |
Storage room door in Acadia | Acadia, in the room with DiMA. Go up the stairs, it's on a table. | Where You Belong | xx038ED7 | |
Aldersea Day Spa key (ADV007_SpaKenavy) |
Wood door in Aldersea Day Spa | Super mutant boss in the Aldersea Day Spa | xx039DE7 | ||
Boathouse safe key (DLC03MQ01SafeKey) |
The safe in the boathouse | Nakano boathouse, in the lighthouse picture frame | xx017E83 | ||
CEO's master password (DLC03MQ05SecurityTerminalPassword) |
Terminal opening a security door | Vim! Pop factory [verification overdue] | xx038D90 | ||
Cranberry Island shed key (DLC03POI04_DockShedKey) |
Cranberry Island supply shed door | In a footlocker on a shelf in the bunker below the house with the parasols at Cranberry Island Bog. | xx04D20A | ||
Douglas's key (DLC03_Adv004_EmmettsKey) |
A trunk under water at the end of the dock south of Brooke's Head Lighthouse | Top of Brooke's Head Lighthouse and on Douglas | xx04FD13 | ||
Faraday's program (DLC03MQ03MemoryProgram) |
Gives access to the terminal in the Nucleus Command Center | In Acadia, obtainable during Where You Belong by one of three methods: on Faraday's Master-locked terminal in his room if the terminal is hacked and his journal entry is first read, on Faraday's desk next to his terminal if the eavesdropping option is chosen, or given by DiMA if he is confronted directly | Where You Belong | xx029591 | |
Faraday's terminal password (DLC03FaradayTerminalPassword) |
Gives access to Faraday's terminal | In Acadia[verification overdue] | Where You Belong | xx008B28 | |
Footlocker key (DLC03CoA_FFNucleus02_Key) |
A footlocker in the Vessel | In the Nucleus | Witch Hunt | xx02C903 | |
Fringe Cove dock key (ADV020WarehouseKey) |
Metal door at Fringe Cove docks | In a trunk at the Fringe Cove docks | xx011807 | ||
Jule's key (DLC03M04JuleKey) |
Opens a chest in the basement of Acadia. | Given by Jule to the player character. | The Price of Memory | xx050047 | |
Manager's key (ADV002_SafeKey) |
Opens metal door at Eden Meadows Cinemas | In a locked safe at Eden Meadows Cinemas | xx020D1A | ||
Navy base terminal password (DLC03MQ03TerminalPassword) |
Command Center access terminal in the Nucleus Command Center | ? | xx027B2E | ||
Nuclear launch key (DLC03MQ06_NukeLaunchKey) |
Gives access to missile status terminal in The Vessel | A safe on a sunken boat at Fringe Cove docks | Cleansing the Land | xx015363 | |
Ship's safe combination (DLC03M06_SafeCombination) |
A safe on a sunken boat at Fringe Cove docks | Added by reading Safe room security tape in the Harbor Grand Hotel | Cleansing the Land | xx032C55 | |
Shrine password (DLC03AtomM01_ShrinePassword) |
Shrine terminal | Children of Atom shrine, written on the side of the locker next to the table of elements. | Visions in the Fog (drink from Atom's Spring) | xx00F291 | |
Tannery key (ADV003_Key) |
The basement door, interior office, and two safes at Eagle's Cove Tannery. | On the glowing one at Eagle's Cove Tannery | xx013F7C | ||
Trailer key (DLC03POI055Key) |
Trailer doors | Trapper outpost down the road, north of Harbor Grand Hotel | xx042607 | ||
Vault 118 keycard, #1 (DLC03_V118_Keycard_Gilda Keith) |
ID card reader in Vault 118 | Held by Gilda Broscoe and Keith McKinney | xx048A4B | ||
Vault 118 keycard, #2 (DLC03_V118_Keycard_Ezra) |
ID card reader in Vault 118 | Held by Ezra Parker | xx048A4A | ||
Vault 118 keycard, #3 (DLC03_V118_Keycard_Player) |
ID card reader in Vault 118 | Given to the player in dialogue. | xx048A49 | ||
Vault 118 keycard, #4 (DLC03_V118_Keycard_Santiago) |
ID card reader in Vault 118 | Held by Santiago Avida | xx048A4D | ||
Vault 118 keycard, #5 (DLC03_V118_Keycard_Julianna) |
ID card reader in Vault 118 | Held by Julianna Riggs | xx048A4C | ||
Vault 118 keycard, #6 (DLC03_V118_Keycard_Spencer) |
ID card reader in Vault 118 | Held by Spencer Lords | xx048A4E | ||
Vault 118 key (DLC03V118_Key) |
Sliding doors in Vault 118 and the overseer's door | Held by Julianna Riggs | xx04B1B4 | ||
Vault 118 overseer's key (DLC03V118_KeyOverseer) |
Overseer's office | Held by Ezra Parker and in his room in Vault 118 | Brain Dead | xx04E710 | |
Victoria's key (DLC03Acadia_M04Key) |
Victoria's trunk on a wrecked ship near Southwest Harbor. | Given by Jule | The Price of Memory | xx04FA99 | |
Vim CEO password (DLC03_ADV08_VimCEOPassword) |
CEO's terminal (next to the password) | Vim! Corporate Headquarters, on a desk behind an Advanced locked door on the 2nd floor of the gift shop. | The Way Life Should Be | xx05441B | |
Worn key (pump control) (DLC03MQ06a_MartinsRefugeKey) |
Door to pump control | Given by DiMA | Reformation | xx037489 |
Legendary effects[]
Weapon effects[]
- Blazing - Blocking has a 25% chance to set attackers on fire for 50 damage.
- Charged - 10% chance to deal 100 Electrical damage on a successful block.
- Deadeye - Slows time when aiming down sights.
- Defiant - The final shot in the magazine deals twice the normal damage.
- Frigid - 20% chance to freeze the enemy when the player blocks their attack.
- Hitman's - 10% bonus damage when aiming down sights.
- Resilient - +150 damage resistance while reloading.
- Resolute - Time slows down for a moment when the final round is chambered.
- Steadfast - +50 damage resistance while aiming.
Armor effects[]
- Auto Stim - Automatically use a stimpak when hit while health is 25% or less, once every 60 seconds.
- Cloaking - Being hit in melee generates a Stealth Field once per 60 seconds.
- Cryogenic - 10% chance to freeze melee attackers, once every 20 seconds.
- Rad Powered - Grants additional strength the higher the Sole Survivor's rads.
- Unyielding - +3 to all stats when the player is at 25% or less health.
World objects[]
Settlement objects[]
- Structures
- Barn
- Prefabs
- Barn
- Roof (x6)
- Wall - Corner (x3)
- Floors
- Floor (x10)
- Walls
- Wall (x27)
- Roofs
- Roof (x18)
- Roof - Platform (x3)
- Roof - Rafter
- Stairs
- Stairs (x2)
- Doors
- Door (x6)
- Miscellaneous
- Post (x2)
- Outhouse (x4)
- Outhouse seat
- Door (x2)
- Roof cupola
- Prefabs
- Barn
- Furniture
- Miscellaneous
- Fish rack (x10)
- Miscellaneous
- Decorations
- Wall decorations
- Signs
- Sign (x5)
- Miscellaneous
- Hanging buoy (x9)
- Banner (x5)
- Signs
- Miscellaneous
- Vim machine
- Crate (x2)
- Fish basket
- Lobster cage
- Tannery hides (x3)
- Bottle lantern (x6)
- Bulb lantern
- Grill
- Wall decorations
Quests[]
Perks[]
SPECIAL perks[]
Name | Rank | Attribute Name | Attribute Rank | Character Level | Description | Form ID |
---|---|---|---|---|---|---|
Strong Back | 5 | STR | 6 | 40 | When overencumbered, running costs 50% less action points. | xx0423A3 |
Night Person | 3 | PER | 6 | 37 | You have 30 extra health between the hours of 6:00 PM and 6:00 AM. | xx043222 |
Rad Resistant | 4 | END | 6 | 35 | You now have +40 Radiation Resistance. | xx0423A4 |
Lone Wanderer | 4 | CHA | 3 | 50 | When adventuring without a companion, you have 25 more action points. | xx0365F8 |
Scrapper | 3 | INT | 5 | 40 | You get more from salvaging. | xx0423A5 |
Action Boy/Action Girl | 3 | AGI | 5 | 38 | Your Action Points now regenerate 75% faster. | xx034E7F xx034E80 |
Critical Banker | 4 | LCK | 7 | 50 | You can now save 4 Critical Hits, to be used in V.A.T.S. when you need them the most. | xx034E81 |
[]
Perk | Benefit | Form ID |
---|---|---|
Captain's Feast | +10% XP earned for 2 hours. | xx04FA84 |
Crusader of Atom | Provides a bonus to your weapon's damage. The higher your rads, the higher the bonus. | xx023B36 |
Destroyer of Acadia | When your health falls below 20%, do 4x damage for 30 seconds. | xx02C9B4 xx02C9AF |
Far Harbor Survivalist | Gain +5 to all resistances. | xx02C9B5 |
Inquisitor of Atom | Provides a bonus to your weapon's damage. The higher your rads, the higher the bonus. | xx02C9B2 |
Protector of Acadia | When your health falls below 20%, gain 1000 damage resist and energy resist for 30 seconds. | xx02C9B3 |
Magazine perks[]
Magazine | Issue | Perk | Form ID |
---|---|---|---|
Islander's Almanac | Pincer Dodge | Take 5% less damage from Mirelurk melee attacks. | xx050B32 |
Precision Hunting | 5% higher VATS chance against animals the player is in combat with. | xx050B33 | |
Far Harbor Sightseer's Guide | Marks multiple locations on the map. | xx050B34 | |
Children of Atom Exposé | Receive 10% less damage from radiation-based attacks. | xx050B35 | |
Recipe Roundup | Unlocks sludge based recipes at chemistry stations. | xx050B36 |
Companion perks[]
Perk | Associated character | Benefit | Form ID |
---|---|---|---|
Hunter's Wisdom | Old Longfellow | The Damage Resistance and Energy Resistance of animals and sea creatures is reduced by 25%. | xx018621 |
Achievements/Trophies[]
Name | Requirement | Achievement points | Trophy type | PC/PS4 Image | Xbox Image |
---|---|---|---|---|---|
New England Vacationer | Discover 20 Far Harbor locations | 10 | |||
Hooked | Defeat 30 Far Harbor sea creatures | 10 | |||
Push Back the Fog | Unlock 3 Far Harbor Workshop locations | 10 | |||
Just Add Saltwater | Cook one of the new Far Harbor recipes | 10 | |||
The Islander's Almanac | Collect all issues of the "Islander's Almanac" magazine | 10 | |||
Cleansing the Land | Complete the quest "Cleansing the Land" | 20 | |||
Far From Home | Complete the quest "Far From Home" | 20 | |||
Where You Belong | Complete the quest "Where You Belong" | 20 | |||
The Way Life Should Be | Complete the quest "The Way Life Should Be" | 20 | |||
Close to Home | Complete the quest "Close to Home" | 50 |
Notes[]
- Companions will join the Sole Survivor as they travel between the Commonwealth and the Island.
- Nick Valentine and Old Longfellow are the only companions who offer any situational dialogue during events of the add-on. Everyone else the Sole Survivor brings along for the journey will gain or lose affinity in accordance with their personality, but they will neither interject in conversations nor will they comment on their unique surroundings beyond what they would say in the base game.
- Having Dogmeat as a companion will prompt unique dialogue with the super mutant Erickson.
- Loot deposited in a container in the outbuilding at the Nakano residence before the initial boat journey to Far Harbor will not be present in that container upon return.
Gallery[]
Official trailers[]
References[]
- ↑ Meet Will Shen - Lead Quest Designer on Starfield at Bethesda Game Studios
- ↑ Archived screenshot of Baudoin's LinkedIn resume
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Level and Quest Design Collaboration from 'Skyrim' to 'Starfield' (21:15 - 28:23)
- ↑ Fallout 4 dialogue system "didn't work as well" as other features, says Todd Howard
- ↑ Todd Howard Discusses Fallout 4 DLC, Mods, & Survival Mode
- ↑ Fallout 4 Far Harbor Beta: 5 Things to Know
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