Fallout 4: Far Harbor - Walk in the Park
Arrive in Far Harbor, fight Gulpers, buy weapons and meet Old Longfellow in our guide to this Fallout 4 DLC's second quest.
Where has Nick gone? You might find yourself asking this question as you cinematically sail into Far Harbor, but don't worry - he magically spawns as soon as you dock. Bloody synths.
Now it's time to introduce yourself to the landing party. Speak to Captain Avery and she'll ask you what your business is here. The only real options are to reveal that you're looking for Kasumi or to say you're here for the synth sanctuary. Whatever you choose, a bell will interrupt the conversation and warn you of an incoming attack.
Follow Avery up onto the battlements and you'll be attacked by a pack of Gulpers. Make them dead. It's an easy fight, but the Gulpers do tend to writhe about, making aiming a challenge. Luckily, these lizards aren't exactly small.
After the battle, chat to Avery for a reward in caps and she will also fill you in on the island's ecology: radioactive fog and the nasty beasts that dwell within, only getting nastier as you travel inland. If that wasn't bad enough, it turns out the Far Harbor residents have a little problem with The Children of Atom, a group of religious cultists with a fondness for everything rad.
Avery fills you in on the synth sanctuary, Acadia, and tells you to seek out Old Longfellow, a hunter guide who can lead you through the fog.
Now you will have quest markers for two optional quests: 'Help the Mariner' and 'Help Cassie Dalton'. Trigger these while you're here. The Mariner is looking for some special tools to reinforce the harbour's fortifications, while Cassie wants you to get revenge on a pack of feral ghouls who killed her cousin. Get these ready to tackle later.
If you seek out Allen - the other half of Captain Avery's landing party - you can grab yourself some new weapons. Admiral's Friend is a harpoon gun that does double damage on targets with full health - so sneak attacks for the win, basically. Or there's a standard harpoon gun if you don't have the caps. If you can, grab the Lever Action Rifle, too, as that's another new weapon introduced in this expansion. There's also a range of fisherman outfits, bear traps and meat hooks, should they take your fancy.
Next head into the local bar, The Last Plank. Talk to Old Longfellow and just tell him how tough you are - no need to bribe him.
He'll agree to take you through the fog, so pop some Rad-X and follow behind. First you'll come upon some Trappers - Far Harbor's raiders, essentially - so deal with them as you see fit. Ghouls, Vicious Wolves, Gulpers and Mirelurks all need putting down further along.
After a little while more you will meet your first Child of Atom who gives you a bit of insight into the cultists' bizarre motivations. Soon after, you will arrive in Acadia. Here Longfellow will offer his services as a companion and will say you're free to use the workshop in his shack. Tell him 'maybe later' and he'll pop off, leaving you to head into the synth sanctuary with Nick.
Head to the next page of our walkthrough for a guide to the next quest, Fallout 4: Far Harbor - Where You Belong...
...or return to page one for the index to our Fallout 4: Far Harbor guide.
Other guides:
Fallout 4: Far Harbor - How to get the Marine Armor
It might be the best armour set in the whole game. Here's where to find all pieces of the Marine Armor in the Far Harbor DLC.
Fallout 4: Far Harbor - Best weapons
We pick our eight favourite tools of destruction from the new DLC - and tell you where to find them.
Fallout 4: Far Harbor - How to start
A handy video guide to how to get your new expansion kicked off.
Fallout 4: Far Harbor - Easter Eggs
A video guide to our eight favourite bits of secret fan service in the Far Harbor DLC.
Everything you need to know about the real Bar Harbor
Far Harbor is based on a real tourist destination in the Northeast US - much to the local tourist board's delight. Here's a quick tour.