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At this point, the Sole Survivor needs to make a choice to enlist the help of one of the three factions (the [[Commonwealth Minutemen|Minutemen]], the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]] or [[The Railroad]]). Speak to either [[Ingram|Proctor Ingram]] (BoS), [[Sturges]] (Minutemen) or [[Tinker Tom]] (Railroad) and arrange for the construction of the teleporter. The chosen expert will travel to the building site and explain the requirements and [[Items needed - reflector platform|necessary materials]] for each of the four components: stabilized reflector platform, beam emitter, console and relay dish.
 
At this point, the Sole Survivor needs to make a choice to enlist the help of one of the three factions (the [[Commonwealth Minutemen|Minutemen]], the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]] or [[The Railroad]]). Speak to either [[Ingram|Proctor Ingram]] (BoS), [[Sturges]] (Minutemen) or [[Tinker Tom]] (Railroad) and arrange for the construction of the teleporter. The chosen expert will travel to the building site and explain the requirements and [[Items needed - reflector platform|necessary materials]] for each of the four components: stabilized reflector platform, beam emitter, console and relay dish.
   
If the player character chose to ally with the Brotherhood, the teleporter can be built at [[Boston Airport]] or any owned [[Fallout 4 settlements|settlement]], excluding [[Home Plate]] and [[The Mechanist's lair]]. Even though the Railroad suggests building it at [[Mercer Safehouse]], it is not required to do so. Supply lines do not work in [[Boston Airport]] because civilians are not allowed in (unconfirmed).
+
If the player character chose to ally with the Brotherhood, the teleporter can be built at [[Boston Airport]] or any owned [[Fallout 4 settlements|settlement]], excluding [[Home Plate]] and [[The Mechanist's lair]]. Even though the Railroad suggests building it at [[Mercer Safehouse]], it is not required to do so.
   
To build the [[signal interceptor]] with the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]] and in a settlement like Sanctuary (to take advantage of [[supply line]]s and shared resources). Speak with [[Proctor Ingram]] to receive the first of two schematics. Build the stabilized reflector platform in your settlement. Then travel to [[Boston Airport]] and speak with [[Proctor Ingram]] again. She will give you the second list of schematics to complete the signal interceptor. Proctor Ingram will then immediately spawn at your settlement. You must wait for [[Elder Maxson]]'s permission before activating the signal interceptor. He will run from Boston Airport to your settlement. [[Elder Maxson]] might camp at allied settlements for the night along the way. You might be able to catch him in route to speed up the permission check (unconfirmed), he will be tagged on your Pipboy for his entire journey. Easiest option is to sit/sleep for about 8 hours so he will spawn at your settlement.
+
To build the [[signal interceptor]] with the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]] and in a settlement like Sanctuary (to take advantage of [[supply line]]s and shared resources). Speak with [[Proctor Ingram]] to receive the first of two schematics. Build the stabilized reflector platform in your settlement. Then travel to [[Boston Airport]] and speak with [[Proctor Ingram]] again. She will give you the second list of schematics to complete the signal interceptor. Proctor Ingram will then immediately spawn at your settlement. You must wait for [[Elder Maxson]]'s permission before activating the signal interceptor. He will run from Boston Airport to your settlement. [[Elder Maxson]] might camp at allied settlements for the night along the way. You might be able to catch him in route to speed up the permission check (unconfirmed), he will be tagged on your Pip-Boy for his entire journey. Easiest option is to sit/sleep for about 8 hours so he will spawn at your settlement.
   
 
Requirements for the teleporter:
 
Requirements for the teleporter:

Revision as of 03:34, 5 October 2016

 
Gametitle-FO4
Gametitle-FO4

The Molecular Level is a main story quest and achievement/trophy in Fallout 4.

Quick walkthrough

Main quest: The Molecular Level 
Have the Courser chip analyzed. 
Find the Railroad. 
Return to Virgil
Get help to build the Signal Interceptor
Talk to the Brotherhood
Talk to the Minutemen
Talk to the Railroad
Talk to Proctor Ingram
Talk to Sturges
Talk to Tinker Tom
Build the Reflector Platform
Build the Reflector Platform. 
Build the Reflector Platform
Complete the Signal Interceptor. 
Complete the Signal Interceptor. 
Complete the Signal Interceptor. 
Optional: Talk to PAM about Mercer station
Talk to Proctor Ingram
Talk to Sturges
Talk to Tinker Tom
Use the Signal Interceptor. 
Reward: 400 XP. 
Leads to: Institutionalized 

Detailed walkthrough

Before the Sole Survivor can utilize the freshly acquired Courser chip, it needs to be analyzed by someone familiar with the Institute technology. The best person for the job happens to be Tinker Tom from The Railroad.

Alternatively, if the Survivor already met or is a member of the Railroad, head to Railroad HQ. Speak to Desdemona and agree to her terms. Give the Courser chip to Tinker Tom, who will crack the encryption and provide the code for the chip.

  • Note: If the Sole Survivor has killed all the members of The Railroad, travel to Goodneighbor and talk to Amari who directs the Sole Survivor to the Railroad HQ. Once there, use Tinker Tom's computer which teaches the Sole Survivor how to decrypt the Courser chip.

Return to Virgil. He will offer the plans for the teleporter in exchange for a favor: if the teleporter works, the Survivor must retrieve a serum from Virgil's old laboratory inside the Institute to cure his FEV affliction. Accept his terms and receive the plans. However, the teleporter is no simple machine. Expert help and lot of resources will be needed to construct it.

At this point, the Sole Survivor needs to make a choice to enlist the help of one of the three factions (the Minutemen, the Brotherhood of Steel or The Railroad). Speak to either Proctor Ingram (BoS), Sturges (Minutemen) or Tinker Tom (Railroad) and arrange for the construction of the teleporter. The chosen expert will travel to the building site and explain the requirements and necessary materials for each of the four components: stabilized reflector platform, beam emitter, console and relay dish.

If the player character chose to ally with the Brotherhood, the teleporter can be built at Boston Airport or any owned settlement, excluding Home Plate and The Mechanist's lair. Even though the Railroad suggests building it at Mercer Safehouse, it is not required to do so.

To build the signal interceptor with the Brotherhood of Steel and in a settlement like Sanctuary (to take advantage of supply lines and shared resources). Speak with Proctor Ingram to receive the first of two schematics. Build the stabilized reflector platform in your settlement. Then travel to Boston Airport and speak with Proctor Ingram again. She will give you the second list of schematics to complete the signal interceptor. Proctor Ingram will then immediately spawn at your settlement. You must wait for Elder Maxson's permission before activating the signal interceptor. He will run from Boston Airport to your settlement. Elder Maxson might camp at allied settlements for the night along the way. You might be able to catch him in route to speed up the permission check (unconfirmed), he will be tagged on your Pip-Boy for his entire journey. Easiest option is to sit/sleep for about 8 hours so he will spawn at your settlement.

Requirements for the teleporter:

  • Enough flat surface area without any obstructions (the emitter needs to be built upon the platform, the combined structure takes up a lot of space).
  • Enough "Size" allotment remaining at the settlement (the teleporter is quite large).
  • It requires 27 power.
  • The components have to be linked together with power cables on the same network.
Component cost for each part of the teleporter
Stabilized reflector platform Molecular beam emitter Control console Relay dish Total
Aluminum 10 0 0 0 10
Biometric scanner 0 0 1 0 1
Circuitry 3 3 0 0 6
Cloth 0 0 0 6 6
Copper 0 5 3 3 16
Gold 0 0 0 3 3
Military-grade circuit board 0 1 0 0 1
Rubber 0 2 2 0 4
Steel 5 10 5 3 23

When everything is built, linked together and supplied with enough power, the teleporter is ready for use. Talk to the expert, and get ready for the voyage. The expert (of allied faction) will instruct the Sole Survivor to step on the platform and the teleportation process will commence.

Quest stages

StageStatusDescription
10 Talk to Doctor Amari/The Railroad about the chip
20 Amari points the player character to the Railroad
30 Talk to Desdemona
60 Tinker Tom decodes the chip
65 Use Tinker Tom's terminal - if player character is kicked out of the Railroad
100 Talk to Virgil
200 Talk to the Minutemen/Brotherhood/Railroad about building the transmitter
300 Player character has agreed to build the transmitter with at least one faction
400 Signal Interceptor is completed with at least one faction
500 Player character ready to teleport on platform
600 Give player character holotape
700 Teleporter starts shaking, full FX
1000 Cue next quest
1200Quest finishedQuest complete

Notes

  • If the player character has already asked a faction to help in building the signal interceptor, it is possible to reset this quest branch point. For instance: If the player character allied with The Railroad to build the signal interceptor, then return to Tinker Tom and barter with him. Look for the Signal interceptor plans and buy them back at no cost. After this kill Tinker Tom. This will place the Sole Survivor in bad standing with The Railroad. However, now the player character can speak to the other factions (Brotherhood of Steel or Commonwealth Minutemen) for help with building the transporter.
  • The teleporter can be placed on a concrete foundation; create a large concrete foundation that is level, place a one floor board on-top of the foundation. The emitter component will now snap to the floor on-top of the foundation; now remove the floor board and the base can snap to the emitter.
  • Though the stabilized reflector platform must be built first, the beam emitter may not snap together over the reflector platform as initially placed. If this happens, build the beam emitter wherever the game permits, then snap the reflector platform into its center.
  • If building the teleporter with the Brotherhood, removing the rugs on the floor might be necessary in order for the reflector platform to snap into the correct position under the Beam Emitter.
  • Although the quest simply requires all parts linked together in the same power grid, it is better to at least arrange the console close to the platform, within dialogue distance. If the two are too far apart, when the player character stands on the platform, the operator may not be able to start the teleportation sequence. Also, the operator may start to 'work' on one of the part that one has already built, making them unable to move the part, nor can one command him to move away. One can try to power off / on other parts (by attaching / detaching wire) to lure him off the part one wants to move.
  • Both the Minutemen and the Railroad builds of the signal interceptor will cause the beam emitter to have one of its pipes burst in the middle of the launch. While this have no effect on the result, the Brotherhood Of Steel build won't have that issue, and everything will go smoothly.
  • If one is not allied with the Railroad before visiting the Institute, they will no longer trust the Sole Survivor, and will not let them join their faction. Along with story considerations, this may mean that one will never be able to build ballistic weave for the clothing.
  • In order to build the teleporter with the Brotherhood of Steel, one must complete several of their quests up to Show No Mercy, finishing the tasks for Elder Maxson. Then one is able to speak to Proctor Ingram about the teleporter. Similarly, Preston Garvey asks that you first check on the settlement in need during The First Step before the Minutemen offer help building the teleporter.
  • Building the components at a different settlement than suggested may cause the quest giving NPC to spawn there.
  • When returning to the signal interceptor after the mission has been completed, the device will still be there but visibly burnt out and fit only for scrapping. However, switching off the generators that powered it, then reactivating them will usually make the blue-white light show around the top of the Beam Emitter reappear. While the Interceptor still can't be used any longer, it does make for a nice settlement decoration without consuming any more resource.
  • If the faction leaders keep saying that "it all needs to be connected to the same grid" even if all the pieces are correctly placed and lined up, removing and replacing them will often allow the quest to continue.
  • If building the teleporter with the help of the The Railroad, all the items required to construct the components (apart from the two specified items Biometric scanner and military-grade circuit board) will already be deposited in the Mercer Safehouse workshop. Tinker Tom mentions that he will sort runners to get the components there ready. This happens twice, once for the reflector platform stage and then again for the signal interceptor stage. It includes sufficient materials to build six Medium generators, enough to power the device.
  • If building it with the help of the The Railroad you may need to allow sufficient time for both Tinker Tom and Desdemona to get to the location of the Mercer Safehouse once the reflector platform is built and the quest log progresses. The map may show Desdemona's current location which keeps moving as she walks to the site if they have not reached it by the time you get there. Waiting or sleeping for several hours should allow them to reach it and take up their positions close to the teleporter.
  • Despite being marked as [Optional] in the quest stage log, both the biometric scanner and military-grade circuit board are in fact required in order to construct their respective teleport parts and progress the quest. The sensor module is not required for any of them currently. If you already have any of these in the selected settlement workshop (or carried at the time) then they will not be included in the quest stage log details.

Bugs

  • PCPC If the Brotherhood of Steel faction was chosen to assist, Elder Maxson will occasionally teleport inside the hangar where the remnants of Liberty Prime are. This can occur if one is at building at Boston Airport, making it impossible to reach him through conventional means. [verification overdue]
    • To fix this, simply build a bed as close to the back wall, then sleep for 2 hours. If it does not work the first time, simply retry, and he should reappear.
  • PCPC If the Commonwealth Minutemen faction was chosen to assist, upon returning from the Institute, it will no longer be possible to assign a task to Sturges, nor relocate him, via the workshop menu. He will no longer require, or use, a bed, nor will he count towards the population of Sanctuary Hills. It is still possible to trade items with him, however. [verified]
  • PCPC Despite the inclusion of a sensor module on the Signal interceptor - items needed list, one is not actually required to build any part of the teleporter. [verified]
  • The quest can become bugged by the player becoming unable to pick dialogue options with Preston after killing the Railroad and making the Brotherhood hostile by slaughtering Danse et al. To proceed to the next stage, set the quest stage to 1000 to teleport to the Institute and continue from there. You will also need to give yourself the network scanner holotape (player.additem 136331) [verification overdue]
  • The quest can become bugged when wiring everything. It will keep telling you that the reflector platform is not connected to the circuit, even though it actually is. Storing and rebuilding, and than again wiring everything should do the trick (or building 3 connecting generators (10 power each) and connecting these to the console. Then connect the beam emitter and the relay dish with the console) [verification overdue]
  • PCPC Sometimes the stabilized reflector platform wont snap in place with molecular beam emmiter. [verification overdue]
  • Xbox OneXbox One The quest will not start after completing Hunter/Hunted. [verification overdue]
  • Playstation 4Playstation 4 If one managed to build multiple signal interceptor parts (possibly due to the quest not properly updating when they're built), you cannot scrap the unused extras upon your return. [verification overdue]
  • PCPC If one has completed other quests for The Railroad, The Minutemen or Brotherhood of Steel after accepting this quest, then completes a previous accepted quest, one will only be presented with dialogue choices from this quest and will have no option to complete other quests.[verification overdue]