| For the location, see Far Harbor (location). |
Far Harbor is the third add-on for Fallout 4, the second add-on that includes quests and a main story, and was released on May 19, 2016.
Plot[edit]
The add-on is set on Mount Desert Island, off the coast of Maine. There, the Sole Survivor will 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, 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 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 at the same time 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.
Characters[edit]
Factions[edit]
Robots and computers[edit]
Creatures[edit]
Locations[edit]
The Island can only be accessed with the Far Harbor DLC installed.
| Far Harbor |
|---|
|
|
- Unmarked
- Test Cell
| Locations |
|---|
RJAnglerTest |
TestClaraCoast |
TestMadCoast |
TestTony |
- Mentioned
| Locations |
|---|
Buenos Aires |
Cardoza Medical Research Center |
Congo |
Library of Congress |
Nile |
South China Sea |
Venezuela |
Yorkshire |
- Radio Stations
| Locations |
|---|
Eden Meadows Cinema |
Shipbreaker's Radio Frequency |
Valentine's Detective Agency Radio |
Settlements[edit]
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.
| Locations |
|---|
Dalton Farm |
Echo Lake Lumber |
Longfellow's Cabin |
National Park Visitor's Center |
Items[edit]
Apparel[edit]
- 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
- Vault 118 Jumpsuit
- Wool Fisherman's Cap
Weapons[edit]
- Admiral's Friend
- Atom's Judgement
- Bear Trap
- Bleeding Bear Trap
- Bloodletter
- Butcher's Hook
- Caltrops
- December's Child
- Fencebuster
- Harpoon Gun
- Kiloton Radium Rifle
- Lever-action rifle
- Lucky Eddy
- Meat Hook
- Old Reliable
- Poisoned Caltrops
- Pole Hook
- Radical Conversion
- Radium Rifle
- Sergeant Ash
- Skipper's Last Stand
- The Fish Catcher
- The Harvester
- The Striker
Ammunition[edit]
Consumables[edit]
- 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[edit]
- Coffee Cup
- Condensed Fog
- Condenser Power Module
- Drinking Glass
- Garden Gnome (Blue)
- Garden Gnome (Destroyed)
- Garden Gnome (Red)
- Hide Bundle
- Jug
- Lumberjack Saw
- Modified Bowling Ball Schematic
- Plastic Bowl
- Plastic plate
- Plastic Skull
- Plastic Upper Skull
- Red Paint Can
- Remains of Missy I
- Remains of Missy II
- Remains of Missy IV
- Remains of Mr. Purrs
- Remains of Pepper
- Remains of Pepper II
- Remains of Sir Cattington
Holotapes[edit]
| Image | Name | Value | Editor ID | Form ID |
|---|---|---|---|---|
| An Execution | 0 | DLC03MQ06a_MartinsTape02 | xx03748B | |
| Chores List | 0 | ADV016_Holotape02 | xx0316E0 | |
| DiMA's Memory 1 | 0 | DLC03MQ04Memory01Holotape | xx01E3FB | |
| DiMA's Memory 2 | 0 | DLC03MQ04Memory02Holotape | xx01E3FC | |
| DiMA's Memory 3 | 0 | DLC03MQ04Memory03Holotape | xx01E3FD | |
| DiMA's Memory 4 | 0 | DLC03MQ04Memory04Holotape | xx01E711 | |
| DiMA's Memory 5 | 0 | DLC03MQ04Memory05Holotape | xx01E712 | |
| Ezra's Holotape | 0 | xx04B1B7 | ||
| Family Announcement | 0 | ADV016_Holotape03 | xx0316E1 | |
| Gwyneth's Journal | 1 | DLC03AtomM02_GwynethHolotape | xx01C70B | |
| Holotape | 0 | ADV016_Holotape04 | xx0316E2 | |
| Husky Family Holotape | 0 | ADV016_Holotape01 | xx0316C0 | |
| Kasumi's Final Holotape | 1 | DLC03KasumiHolotape06 | xx009905 | |
| Kasumi's Holotape to Grandad | 1 | DLC03_KasumiHolotape07 | xx037448 | |
| Kasumi's Projects: Dreams | 1 | DLC03KasumiHolotape09 | xx03744E | |
| Kasumi's Projects: Holotapes | 1 | DLC03KasumiHolotape01 | xx008B29 | |
| Kasumi's Projects: Kitchen | 1 | DLC03KasumiHolotape04 | xx008B2A | |
| Kasumi's Projects: Lamp | 1 | DLC03KasumiHolotape03 | xx008B2B | |
| Kasumi's Projects: Radio | 1 | DLC03KasumiHolotape05 | xx008B2D | |
| Kasumi's Projects: Swings | 1 | DLC03KasumiHolotape08 | xx03744B | |
| Kasumi's Projects: Television | 1 | DLC03KasumiHolotape02 | xx008B2C | |
| Levi's Holotape | 0 | DLC03_ADV014_EchoLakeLumberHolotape | xx02C34C | |
| Mark Wilson's Holotape | 0 | DLC03_ADV019_BeaverCreekLanesHolotapeOffice | xx02C34B | |
| Martin's New Age | 1 | DLC03MQ06a_DiMAsTape | xx03748C | |
| Mysterious Holotape | 1 | DLC03FarHarborFF01_Holotape | xx02F1C9 | |
| Safe Room Security Tape | 1 | DLC03MQ06_SafeRoomSecurityTape | xx032C52 | |
| To Franny | 1 | DLC03MQ06_WabashTape | xx040A4A | |
| Vault 118 Overseer's Log | 0 | DLC03_v118_OverseersHolotape | xx04E715 | |
| What Atom Requires | 0 | DLC03MQ06a_MartinsTape01 | xx03748A | |
| What's Done is Done | 1 | DLC03MQ05AveryReplacedHolotape | xx038D92 |
Notes[edit]
| Image | Name | Weight | Value | Related quests | EditorID | FormID |
|---|---|---|---|---|---|---|
| A New Path | 0 | 0 | DLC03CoA_MartinNote_ANewLife | xx04FD1C | ||
| A Safer Way | 0 | 0 | DLC03POI10_MotherNote04 | xx02941B | ||
| A Stranger Arrives | 0 | 0 | DLC03POI10_MotherNote01 | xx029418 | ||
| A Vengeful Creature | 0 | 0 | DLC03POI10_MotherNote02 | xx029419 | ||
| 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 | xx04D21B | ||
| 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 | Witch Hunt | DLC03CoA_FFNucleus02_EdgarsNote | xx02C8FF | |
| Eliza Family Drawing | 0 | 0 | DLC03POI04_ElizaFamilyNote | xx04FAEA | ||
| Eliza Journal 1 | 0 | 0 | DLC03POI04_ElizaJournal01 | xx04E97E | ||
| Eliza Journal 2 | 0 | 0 | DLC03POI04_ElizaJournal02 | xx04E97F | ||
| Eliza Journal 3 | 0 | 0 | DLC03POI04_ElizaJournal03 | xx04E980 | ||
| Eliza Journal 4 | 0 | 0 | DLC03POI04_ElizaJournal04 | xx04E981 | ||
| Eliza Journal 5 | 0 | 0 | DLC03POI04_ElizaJournal05 | xx04E982 | ||
| Eliza Journal 6 | 0 | 0 | DLC03POI04_ElizaJournal06 | xx04E983 | ||
| Eliza Journal 7 | 0 | 0 | DLC03POI04_ElizaJournal07 | xx04FAE8 | ||
| Eliza Map of Home | 0 | 0 | DLC03POI04_ElizaMapNote | xx04DBC0 | ||
| Fire Belly Recipe | 0 | 0 | The Hold Out | 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 | ||
| Kasumi's Journal | 0 | 0 | DLC03MQ01KasumiJournal | xx017E8B | ||
| 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 | Brain Dead | 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 Note - 1 | 0 | 0 | DLC03_ADV011_Note01 | xx0427CE | ||
| Northwood Quarry Note - 2 | 0 | 0 | DLC03_ADV011_Note02 | xx0427CF | ||
| 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 | ||
| RUN! | 0 | 0 | DLC03FarHarborMitchWarningNote | xx04FB9D | ||
| Radioman's Note | 0 | 0 | Confidence Man | DLC03_POIRadiomanNote02 | xx0541FF | |
| Radioman's Note | 0 | 0 | Confidence Man | DLC03_POIRadiomanNote01 | xx0541FE | |
| Repairs In Progress | 0 | 0 | Ablutions | DLC03CoA_FFNucleus03_MaiRepairNote | xx05711D | |
| Report from PV | 0 | 0 | DLC03FarHarborAllenNote | xx04FB99 | ||
| Request for Detective | 0 | 0 | DLC03_V118_PearlNote | xx048A2D | ||
| Scrawled Note | 0 | 0 | DLC03AtomM01_MotherNote | xx0269AA | ||
| Scrawled journal | 0 | 0 | DLC03_POIRefugeeNote01 | xx054203 | ||
| 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 Last Plank Note 1 | 0 | 0 | DLC03FarHarborLastPlankNote01 | xx04FBA0 | ||
| The Last Plank Note 2 | 0 | 0 | DLC03FarHarborLastPlankNote02 | xx04FBA1 | ||
| The Last Plank Note 3 | 0 | 0 | DLC03FarHarborLastPlankNote03 | xx04FBA2 | ||
| The Last Plank Note 4 | 0 | 0 | DLC03FarHarborLastPlankNote04 | xx04FBA3 | ||
| 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 | ||
| Trapper's note | 0 | 0 | DLC03_ADV001Note01 | xx054216 | ||
| Victoria's Note | 0 | 0 | The Price of Memory | DLC03AcadiaM04Note | xx0540A4 | |
| Ware's Brew Recipe | 0 | 0 | The Trial of Brother Devin | DLC03CoA_FFNucleus01_WareBrewRecipe | xx03E12D | |
| Wind Turbine Code | 0 | 0 | Best Left Forgotten | DLC03MQ06_WindFarmCode | xx034DF6 |
Keys and passwords[edit]
| Image | Name | Acquired | Unlocks | Editor ID | Form ID |
|---|---|---|---|---|---|
| Acadia Storage Key | Acadia, in the room with DiMA | Storage room door in Acadia | DLC03MQ03StorageKey | xx038ED7 | |
| Aldersea Day Spa Key | Super mutant boss in the Aldersea Day Spa | Wood door in Aldersea Day Spa | ADV007_SpaKenavy | xx039DE7 | |
| Boathouse Safe Key | Nakano boathouse, in the lighthouse picture frame | The safe in the boathouse | DLC03MQ01SafeKey | xx017E83 | |
| CEO's Master Password | Vim! Pop Factory | Terminal opening a security door | DLC03MQ05SecurityTerminalPassword | xx038D90 | |
| Cranberry Island Shed Key | In a footlocker on a shelf in the bunker below the house with the parasols at Cranberry Island Bog. | Cranberry Island supply shed door | DLC03POI04_DockShedKey | xx04D20A | |
| Douglas's Key | Top of Brooke's Head Lighthouse and on Douglas | A trunk under water at the end of the dock south of Brooke's Head Lighthouse | DLC03_Adv004_EmmettsKey | xx04FD13 | |
| Faraday's Program | In Acadia, next to Faraday's terminal after eavesdropping, and/or on his terminal | Gives access to the terminal in the Nucleus Command Center | DLC03MQ03MemoryProgram | xx029591 | |
| Faraday's Terminal Password | Acadia's Observatory | Gives access to Faraday's terminal | DLC03FaradayTerminalPassword | xx008B28 | |
| Footlocker Key | In The Nucleus | A footlocker in The Vessel | DLC03CoA_FFNucleus02_Key | xx02C903 | |
| Fringe Cove Dock Key | In a trunk at the Fringe Cove Docks | Metal door at Fringe Cove Docks | ADV020WarehouseKey | xx011807 | |
| Jule's Key | Given by Jule. | Opens a chest in the basement of Acadia. | DLC03M04JuleKey | xx050047 | |
| Manager's Key | In a locked safe at Eden Meadows Cinemas | Opens metal door at Eden Meadows Cinemas | ADV002_SafeKey | xx020D1A | |
| Navy Base Terminal Password | Nucleus Command Center | Command Center access terminal in the Nucleus Command Center | DLC03MQ03TerminalPassword | xx027B2E | |
| Nuclear Launch Key | A safe on a sunken boat at Fringe Cove Docks | Gives access to missile status terminal in The Vessel. | DLC03MQ06_NukeLaunchKey | xx015363 | |
| Ship's Safe Combination | Added by reading Safe Room Security Tape in the Harbor Grand Hotel | A safe on a sunken boat at Fringe Cove Docks | DLC03M06_SafeCombination | xx032C55 | |
| Shrine Password | Children of Atom Shrine, written on the side of the locker next to the Periodic Table of Elements | Shrine terminal | DLC03AtomM01_ShrinePassword | xx00F291 | |
| Tannery Key | On the Glowing One at Eagle's Cove Tannery | The back door at Eagle's Cove Tannery, and a safe. | ADV003_Key | xx013F7C | |
| Trailer Key | Trapper outpost down the road, north of Harbor Grand Hotel | Trailer doors | DLC03POI055Key | xx042607 | |
| Vault 118 Key | Lootable from Ezra Parker, who poses as Julianna Riggs. | Sliding doors in Vault 118 and the overseer's door. | DLC03V118_Key | xx04B1B4 | |
| Vault 118 Keycard | Held by Ezra Parker | ID card reader in Vault 118 | DLC03_V118_Keycard_Ezra | xx048A4A | |
| Vault 118 Keycard | Held by Gilda Broscoe | ID card reader in Vault 118 | DLC03_V118_Keycard_Gilda Keith | xx048A4B | |
| Vault 118 Keycard | Held by Julianna Riggs | ID card reader in Vault 118 | DLC03_V118_Keycard_Julianna | xx048A4C | |
| Vault 118 Keycard | Held by Keith McKinney | ID card reader in Vault 118 | DLC03_V118_Keycard_Gilda Keith | xx048A4B | |
| Vault 118 Keycard | Held by Santiago Avida | ID card reader in Vault 118 | DLC03_V118_Keycard_Santiago | xx048A4D | |
| Vault 118 Keycard | Given to the Sole Survivor in dialogue. | ID card reader in Vault 118 | DLC03_V118_Keycard_Player | xx048A49 | |
| Vault 118 Keycard | Held by Spencer Lords | ID card reader in Vault 118 | DLC03_V118_Keycard_Spencer | xx048A4E | |
| Vault 118 Overseer's Key | Found on the desk in Ezra Parker's room in Vault 118 during the quest Brain Dead. | Overseer's office | DLC03V118_KeyOverseer | xx04E710 | |
| Victoria's Key | Given by Jule | Jule's trunk on a wrecked ship near Southwest Harbor | DLC03Acadia_M04Key | xx04FA99 | |
| Vim CEO Password | Vim! Corporate Headquarters, on a desk behind an Advanced locked door on the 2nd floor of the gift shop. | CEO's terminal (next to the password) | DLC03_ADV08_VimCEOPassword | xx05441B | |
| Worn Key | Given by DiMA | Door to Pump Control | DLC03MQ06a_MartinsRefugeKey | xx037489 |
Legendary effects[edit]
Weapon effects[edit]
- 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[edit]
- 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.
Terminals[edit]
Settlement objects[edit]
Quests[edit]
Random Encounters[edit]
| Image | Name | Description |
|---|---|---|
| Angler Ambush | The Sole Survivor is attacked by Anglers while traversing the Island. | |
| Children of Atom Camp | The Children of Atom have set up a camp and may attack. | |
| Gulpers vs Trappers | The Sole Survivor approaches and finds two groups fighting. | |
| Mirelurk Nest | A Mirelurk nest is found and the inhabitants attack. | |
| Trapper vs Atom | The Sole Survivor approaches and finds two groups fighting. | |
| Trappers vs Fog Crawler | The Sole Survivor approaches and finds two groups fighting. | |
| Vertibird Land Troops | A group of troops are dropped off by a Vertibird | |
| Wolves vs Fog Crawler | The Sole Survivor approaches and finds two groups fighting. |
Perks[edit]
SPECIAL Perks[edit]
| 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. | xx070365F8 |
| 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 |
[edit]
| 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. | xx002C9B4 xx002C9AF |
| 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[edit]
| 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[edit]
| 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 and Trophies[edit]
| PC/PS4 Image | Xbox Image | Name | Requires | Gamer Score | Trophy Type |
|---|---|---|---|---|---|
| Cleansing the Land | Complete Cleansing the Land | 20 | Bronze | ||
| Close to Home | Complete Close to Home | 50 | Silver | ||
| Far From Home | Complete Far From Home | 20 | Bronze | ||
| Hooked | Defeat 30 Far Harbor sea creatures | 10 | Bronze | ||
| Just Add Saltwater | Cook one of the new Far Harbor recipes | 10 | Bronze | ||
| New England Vacationer | Discover 20 Far Harbor locations | 10 | Bronze | ||
| Push Back the Fog | Unlock 3 Far Harbor Workshop Locations | 10 | Bronze | ||
| The Islander's Almanac | Collect all issues of "The Islander's Almanac" magazine | 10 | Bronze | ||
| The Way Life Should Be | Complete The Way Life Should Be | 20 | Bronze | ||
| Where You Belong | Complete Where You Belong | 20 | Bronze |
Notes[edit]
- 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.
Behind the Scenes[edit]
Gallery[edit]
Concept art for Fog Crawler and Angler by Ray Lederer
Official trailers[edit]
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