Where to Find Piper After Dangerous Minds in Fallout 4

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" Teleportation. Now it all makes sense. Nobody's found the entrance to the Institute because there IS no entrance. " — Doctor Amari

Dangerous Minds is a main story quest and achievement/trophy in Fallout 4.

Contents

  • 1 Quick walkthrough
  • 2 Detailed walkthrough
    • 2.1 Lounging around at the Memory Den
    • 2.2 Memories
    • 2.3 Back to reality
  • 3 Quest stages
    • 3.1 Dangerous Minds (MQ202)
    • 3.2 Shattered (MQ203)
  • 4 Companion reactions
  • 5 Notes
  • 6 Behind the scenes
  • 7 Bugs
  • 8 Gallery

Quick walkthrough

Main Quest: Dangerous Minds
Retrieve a Piece of Kellogg's brain.
Talk to Doctor Amari.
Sit in the Memory Lounger.
Explore Kellogg's memories.
Talk to Doctor Amari.
Reward: 300+ XP
Leads to: The Glowing Sea
Emergent Behavior
Long Time Coming

Detailed walkthrough

Lounging around at the Memory Den

After killing Conrad Kellogg, loot the cybernetic brain augmenter to delve deep into his memories. Gather it from Fort Hagen (as part of the previous quest, Reunions) if it hasn't been taken already.

Follow Nick Valentine's advice and locate Doctor Amari. This involves a trip into Boston, through the ruins of the Financial District, to the rough-and-tumble fortified settlement of Goodneighbor. Greet the locals, then head to the Memory Den, owned by Irma.

Down in the basement, converse with Doctor Amari. After Nick Valentine volunteers to help out, the Sole Survivor is invited to sit in the lounger to experience snippets of Kellogg's past.

Memories

The Sole Survivor wanders through the ethereal strands of Kellogg's memory. Stepping from memory to memory, scenes play out revealing pieces of his life. In most of the memories, various things can be activated to trigger additional monologues, where Kellogg will go into more detail about them.

The memories reveal that Kellogg does indeed work for the Institute, took Shaun from Vault 111, and that they use some kind of teleportation to operate freely. The final scene reveals that Kellogg's current mission is to hunt down a runaway scientist named Virgil, who likely escaped into the Glowing Sea.

Segment Photo Characters Items
Childhood FO4 Kellogg & his mother.jpg Kellogg, Kellogg's father and mother Bedroom, listening to radio broadcast
Young adulthood Kellogg and his wife.jpg Kellogg, Sarah, Mary Kitchen/living room of home, taking care of infant
Corridor Golden Gate Bridge.png Kellogg, unknown voice Walking down hallway, taunting voice can be heard
Bar Kellogg, wastelander, bartender Meeting in a bar to plan a hit
Meeting the Institute Kells meeting.jpg Kellogg, synth, Institute agent Kellogg first offers services to Institute
Vault 111 Kellogg, Institute agent, Sole Survivor, spouse, Shaun Cryopod scene, child abduction
Final FO4 Shattered Kellogg and Shaun.jpg Kellogg, Shaun, Institute courser Dr. Virgil's file placed on desk, Kellogg given task to retrieve him

Back to reality

Upon conclusion of the final scene, Doctor Amari will instruct the Sole Survivor to interact with the television to leave the memory. Back in the Memory Den, speak to Amari about Virgil.

When leaving the Memory Den, there is an optional conversation with Nick Valentine where he will first seem to have been taken over by Kellogg's memory, only for Nick to seemingly regain control. He will also offer additional advice about hunting Virgil.

Quest stages

This quest branches into an unmarked subquest, Shattered.

Dangerous Minds (MQ202)

Quest stages
Stage Status Description Log Entry
5 Retrieve a piece of Kellogg's Brain
10 Talk to Doctor Amari There's a woman named Doctor Amari who might be able to extract the secrets of entering the Institute from Kellogg's brain.
155 Sit in the Memory Lounger Doctor Amari has plugged a piece of Kellogg's brain into Nick Valentine. Now all I have to do is sit down and experience any memories we can find.
300 Explore Kellogg's memories - Transition to MQ203
310 Talk to Doctor Amari Doctor Amari's procedure is complete. I have access to Kellogg's memories. Hopefully one of them will tell me how to find the Institute... and Shaun.
320 Quest finished Quest complete Doctor Amari's procedure was a success. By exploring Kellogg's memories, I learned that the Institute uses teleportation technology, and that a top scientist named Dr. Virgil is hiding out somewhere in the Glowing Sea.

Shattered (MQ203)

Stage Status Description
100 Start memory sequence
200 Memory A
300 Memory B
400 Memory C
500 Memory D
600 Memory E
700 Memory F
900 Memory H
1000 Leave memory
1100 Transition back to MQ202

Companion reactions

Every companion except Curie likes when the memory playback is completed. Curie is indifferent, and Nick is always present for the event to trigger.

Notes

  • If the player has previously told Piper or Nick Valentine to wait at a settlement, they will instead be at Valentine Detective Agency or Publick Occurrences, waiting for the player as part of ending the previous quest and beginning this one.
  • Under normal circumstances, Emergent Behavior cannot be advanced until after this quest is completed. However, if the player character used console commands to advance through it before completing this quest, the game will use unused audio files, causing Doctor Amari to say, "Wait. I remember you. I helped you with the robot-to-synth transplant for Curie."
  • When the player interacts with a character or object, the scene will freeze and Kellogg will start a monologue about them. The player can activate them again to get him to stop and resume the scene.
  • During the scene with Kellogg and the Institute scientist, the three synths will look in the direction of the Sole Survivor and continue to follow them as they move around the room.
  • Sometimes, if The Memory Den quest has been completed before this one, Kellogg and the two Institute scientists will still be labeled as "mysterious figures," as seen in the prologue of Fallout 4.
  • Aside from the final scene, viewing the memories is not required and may be skipped by running to the next section of the neural pathway. After the final memory plays, one must use the television screen to exit, which does not enable until Amari finishes her monologue.
  • During the memory of Kellogg kidnapping Shaun, Doctor Amari will apologize for putting the player through that horror again. This occurs whether or not the quest The Memory Den is complete. If the quest was completed, she will preface entering the memory with an "Oh God no, not again. I'll try to find another memory quickly, just try to endure it."
  • When the X6-88 and Shaun teleport during the memory, the player may be damaged by the teleporter's radius, if standing close enough.
  • In the last scene, Shaun is sitting near two Massachusetts Surgical Journals and one Tesla Science magazine. The magazine Shaun can be seen reading is called Geckos and Gamma Radiation - The Key to Prolonged Life?
  • Companions that are accompanying the player upon exiting the memory lounger will have unique comments if the player asks them their thoughts.
  • When exiting the memory lounger and heading upstairs, there is a character that appears to be Deacon inside one of the loungers. The Sole Survivor cannot interact with him. If Deacon has been met previously, he will not be present.
  • There is a cut memory between the Vault 111 memory and the final memory. This depicted a scientist installing implants into Kellogg. There were two narrations of this missing memory:

" (Kellogg): Turned out I was the only one to ever get these installed. At least that's the story I heard. Some kind of "complications" is all they would say. I suppose they didn't much care if something scrambled my brains. And anyway, by that point I wouldn't have let them take the implants out. I'd come to rely on them too much. Which, looking back, is probably one of the reasons they agreed to it in the first place. Give them some leverage over me. "

" (Scientist): This was my reward for the Vault job. I'd starting getting implants a few years back but only minor stuff. This was the full deal - the cutting-edge tech they didn't usually let out of the lab. I volunteered for everything. I figured I didn't have anything to lose. Besides, this was kind of their thing. Like killing people was my thing. Why not see what they could do for me? "

  • Nick Valentine will automatically exit power armor when he is going to use Kellogg's implant.
  • During the scene with three synths, the weapons can be looted after Kellogg kills them. Doing so will make the player become visible.

Behind the scenes

The radio announcer in Kellogg's childhood scene in the NCR is voiced by Fallout 4 lead designer Emil Pagliarulo. The bartender in the bar scene is voiced by Veronica Cartwright. The two wastelanders are voiced by Brandon Keener and Bruce Thomas. The agent at the desk in the Institute scene is voiced by Misty Lee.

Bugs

  • PC PC Playstation 4 Playstation 4 Xbox One Xbox One Rarely in the same scene, one can pick up one of the first two rifles dropped and keep it after exiting if it spawns with non-standard modifications. [verified]
  • PC PC Playstation 4 Playstation 4 Xbox One Xbox One Shortly after finishing exploring Kellogg's memories, the objective may not register as complete. A door icon will be seen underneath Doctor Amari's office and is inaccessible. Reloading a previous save seems to be the only way to fix this. [verified]
    • This bug may be triggered by picking up the Institute synth weapons during the memory sequence. Reloading the save and not picking up any weapons during the memory sequence should prevent it from triggering.
  • PC PC Playstation 4 Playstation 4 While exploring the memories, sometimes, (seen during the wastelanders' kill request memory and later) even after the end of exploring the area, the screen will freeze and Kellogg and the environment will not move or talk, but the player is able to proceed further and explore the other memories. [verified]
    • If one wishes to watch the memory that has been frozen, they may simply walk back to the path of the brain that led them to the memory, then walk back into it. This will cause the scene to continue to play out.
  • PC PC Playstation 4 Playstation 4 If Nick has power armor equipped during this quest after he exits it, all parts will be marked as owned. [verified]
  • Playstation 4 Playstation 4 On PS4 there can be a glitch going through Kellogg's memories that will not let the progression continue. [verified]
    • To fix this load a previous save prior to sitting in the memory lounger.
  • Xbox One Xbox One Sometimes when the player gets to the final memory, the courser either never shows up or just stands in the corner and does not initiate conversation with Kellogg. This is a severe game breaking bug and may mean that the entire save file is corrupted, which may require deleting the corrupted file and starting a new save. [verification overdue]
  • [platforms tag needed] If the player is in the third person perspective before entering Kellogg's memories, they cannot go back into the first person perspective until they leave his memories. [verification overdue]

Gallery

v·d·e

Quests in Fallout 4

Main quests Act 1 War Never Changes · Out of Time · Jewel of the Commonwealth · Unlikely Valentine · Getting a Clue · Reunions
Act 2 Dangerous Minds  · The Glowing Sea · Hunter/Hunted · The Molecular Level
Act 3 Institutionalized · From Within · Inside Job · Underground Undercover
Side quests Cambridge Polymer Labs  · Confidence Man · Curtain Call · Dependency · Diamond City Blues · Emogene Takes a Lover · Here Kitty, Kitty · Here There Be Monsters · Hole in the Wall · Human Error · In Sheep's Clothing · Kid in a Fridge · Last Voyage of the U.S.S. Constitution · Mystery Meat · Order Up · Out in Left Field · Painting the Town · Pickman's Gift · Public Knowledge · Pull the Plug · Reveille · Short Stories · Special Delivery · Story of the Century · The Big Dig · The Devil's Due · The Disappearing Act · The Gilded Grasshopper · The Marowski Heist · The Memory Den · The Secret of Cabot House · The Silver Shroud · Trouble Brewin' · Vault 75 · Vault 81
Companion quests Benign Intervention · Emergent Behavior · Long Road Ahead · Long Time Coming
Miscellaneous quests Art Appreciation · Atom Cats · Botany Class · The Cleaner · The Combat Zone · Detective Case Files · Diamond City's Most Wanted · Fallen Hero · Find the Treasures of Jamaica Plain · Fly Fishing · Giddyup 'n Go · Gun Run · Hazardous Material · Meet Ness at the Crash Site · Nuka Cola Needs · Pool Cleaning · Prep School · Traffic Jam · Treasure Hunt · Vault 81 Tour · Virgil's Cure
Unmarked quests A Pillar of the Community · Bill Sutton · Brother Against Brother · Familiar Faces · Fertilizer Woman · Holly · Lucy Abernathy · Maintenance Man · Quality Assurance · Supervisor Brown · Supervisor Greene · Suspected Synth · Wedding Day
Cut quests 20 Leagues Under the Sea · Bullet · Off the Grid · Salvage · That's the Spirit · The Enemy of My Enemy · The Replacement
Creation Club quests Creation Club A Pint-Sized Problem · A Place to Call Home · Burned on the River · Can You See Me Now? · Captain Cosmos · Carbonated Concerns · Combat Ready · Crucible · Deathmatch · Dog Rescue · Early Retirement · Enclave Radio  · From Hell · Giddyup! · Holiday Spirits · Malevolent Malfunction · Method to the Madness · Neon Winter · Over the Moon · Pyromaniac · Shrouded Manor · Silver like the Shroud  · Slocum's Joe · Speak of the Devil · The Paper Mirror · The Prototype · The Quantum Stag · Tunnel Snakes Rule! · Way Back Home

Faction quests

Brotherhood of Steel Main quests Fire Support · Call to Arms · Semper Invicta · Shadow of Steel · Tour of Duty · Show No Mercy · From Within · Outside the Wire · Liberty Reprimed · Blind Betrayal · Tactical Thinking · Spoils of War · Ad Victoriam · The Nuclear Option
Side quests A Loose End · A New Dawn · Cleansing the Commonwealth · Duty or Dishonor · Feeding the Troops · Leading by Example · Learning Curve · Quartermastery · The Lost Patrol
Commonwealth Minutemen Main quests When Freedom Calls · Sanctuary · The First Step · Taking Independence · Old Guns · Inside Job · Form Ranks · Defend the Castle · The Nuclear Option
Side quests Clearing the Way · Ghoul Problem · Greenskins · Kidnapped Trader · Kidnapping · Out of the Fire · Raider Troubles · Resettle Refugees · Returning the Favor · Rogue Courser · Taking Point · The Sight · Troubled Waters · With Our Powers Combined
The Railroad Main quests Road to Freedom · Tradecraft · Boston After Dark · Underground Undercover · Operation Ticonderoga · Precipice of War · Rockets' Red Glare · The Nuclear Option
Side quests A Clean Equation · Burning Cover · Butcher's Bill · Butcher's Bill 2 · Concierge · High Ground · Jackpot · Lost Soul · Memory Interrupted · Mercer Safehouse · Randolph Safehouse · To the Mattresses · Variable Removal · Weathervane
The Institute Main quests Institutionalized · Synth Retention · The Battle of Bunker Hill · Mankind - Redefined · Mass Fusion · Pinned · Powering Up · End of the Line · Airship Down · Nuclear Family
Side quests A House Divided · Appropriation · Building a Better Crop · Hypothesis · Plugging a Leak · Political Leanings · Reclamation · Pest Control

Add-on quests

Automatron

Far Harbor

Main quests Mechanical Menace · A New Threat · Headhunting · Restoring Order
Side quests Rogue Robot
Main quests Best Left Forgotten · Cleansing the Land · Close to Home · Far From Home · Reformation · The Way Life Should Be · Walk in the Park · Where You Belong
Side quests Ablutions · Acadian Ideals · Blood Tide · Brain Dead · Data Recovery · Deadliest Catch · Forbidden Knowledge · Hull Breach · Hunting the Hunter · Living on the Edge · Rite of Passage · Safe Passage · Search and Destroy · Shipbreaker · The Arrival · The Changing Tide · The Great Hunt · The Heretic · The Hold Out · The Price of Memory · The Trial of Brother Devin · Turn Back the Fog · Visions in the Fog · What Atom Requires · Witch Hunt
Vault-Tec Workshop

Nuka-World
Main quests Vault-Tec Calling · Better Living Underground · A Model Citizen · Explore Vault 88 · Power to the People · The Watering Hole · Vision of the Future · Lady Luck
Side quests Overseer's Most Wanted
Main quests All Aboard · Taken for a Ride · An Ambitious Plan · The Grand Tour · Home Sweet Home · Power Play
Side quests A Magical Kingdom · A World of Refreshment · Amoral Combat · Cappy in a Haystack · High Noon at the Gulch · Open Season · Precious Medals · Safari Adventure · Star Control · Trip to the Stars

Where to Find Piper After Dangerous Minds in Fallout 4

Source: https://fallout.fandom.com/wiki/Dangerous_Minds

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