The Silver Shroud

The Silver Shroud is a quest in Fallout 4.

Detailed walkthrough
Be warned, going into Hubris Comics and collecting the outfit before activating the quest will cause it to stay inactive until speaking to Kent Connolly in the Memory Den
 * 1) Listen to Silver Shroud Radio near Goodneighbor to get the quest.
 * 2) Go to the Memory Den and speak to Kent Connolly and agree to find the suit. A persuasion check can be passed to get some caps up front.
 * 3) Go to Hubris Comics, it has a lot of unique loot, but also a lot of ghouls, so be wary.
 * 4) (Optional) On the second floor, A Silver Shroud photo can be found in a display case next to a baseball bat and ball. On the top floor, the Silver Shroud script can be found next to the producer's terminal.  Also on the top floor, in the studio BEHIND the backdrop, the Silver submachine gun prop can be found.
 * 5) Grab the Silver Shroud costume from the studio and return to Kent.
 * 6) Kent will give the player character the reward, plus a little extra for getting the rest of the items. After that he will offer the player character the suit and gun, and a few stimpacks after a persuasion check.  The player character can also decline the offer, but that will leave the quest open with instructions to talk to Kent.
 * 7) Once the offer has been accepted, Kent gives the player character the suit and the Silver Shroud Submachine Gun back, and instructions to listen to the Silver Shroud Radio station while in Goodneighbor. The Silver Shroud Submachine Gun is not required for any of the following parts of the mission, although you do need to wear the Silver Shroud Costume and hat to get "Speak as the Shroud" response options.
 * 8) While outside in Goodneighbor, listen to the radio to get the next few targets.
 * 9) The first target is Wayne DeLancey, behind the Hotel Rexford, who is accused of murder. The player character will have the option of asking Wayne about the murder, which Wayne will confess to if the player character speaks as the superhero, or threatens him. Once Wayne is dead leave a calling card on his corpse.
 * 10) The next target is AJ the pusher near Bobbi No-Nose's place behind Guns, Guns, Guns. AJ has been selling drugs to kids.  AJ has two bodyguards with him and gives the player character the option to take a bribe to leave him alone. You can kill AJ and leave a calling card or you can accept the bribe (50, 75 or 200 caps depending on persuasion)
 * 11) The next target is Kendra.  To reach her, ask Whitechapel Charlie in The Third Rail where she is.  He'll ask for money but speaking like the Silver Shroud will convince him to give the info for free.
 * 12) Kendra is in Water Street apartments just south of Goodneighbor. There will likely be enemies along the way, and there are raiders inside the building.
 * 13) On reaching Kendra she will tell the player character that the player character is in over their head, and will then attack. Kendra also has a contract on her body once killed.  Leave the calling card on her and head back to Goodneighbor.
 * 14) (Optional) On taking the contract from Kendra the player character can go to the National Guard training yard to kill Shelly Tiller.  Once that's done, the payment can be collected just outside Goodneighbor.
 * 15) On returning to Goodneighbor, the radio station will broadcast that John Hancock wants to meet with The Silver Shroud. Go the the meeting and he will task the player character with taking down Northy and Smiling Kate. The previous targets were working for them, and they all work for Sinjin. The player character can pass a couple persuasion checks, but it requires breaking character. Doing so has no negative effects but if the player character has high enough Charisma, more caps are given up front for the job, with more upon completion.
 * 16) Smiling Kate is across the river to the north of Goodneighbor.
 * 17) Smiling Kate is at the quest marker with a few of Sinjin's men, kill them.
 * 18) Go to the next quest marker to find and kill Northy.
 * 19) On the body of the person the Sole Survivor killed last will be a holotape, listen to it to find out that Sinjin has targeted Kent.
 * 20) Go back to Goodneighbor. In the Memory Den, Irma will inform the player that Kent has been taken by a group of armed raiders and to listen to Silver Shroud Radio.
 * 21) Tune to Silver Shroud Radio, when Sinjin has left a message for The Silver Shroud to come to Milton General hospital, where he has taken Kent. Upon arriving, there may be leveled Super mutant opposition at the adjacent locations, and there is a Random encounter located at the rear of the building.
 * 22) Watch for raiders and traps in the building.  Head down to the basement, then follow the winding path.  Take the last elevator to confront Sinjin.  From here there's several options.

Option 1: Shoot first
It is very difficult to save Kent as both Sinjin and Avery will immediately target him, but it is doable. If the player approaches cautiously while remaining hidden, Sinjin's men to the left and the right can be killed first without triggering any action on the part of Sinjin or Avery. This allows for a much better chance of saving Kent.

Option 2: Intimidation
Speak as The Shroud and Sinjin's bodyguards will run. The same thing can be accomplished with a difficult speech check for more XP. However this method will cause Sinjin to immediately target Kent. If playing on survival difficulty it could be difficult for some characters to defeat Sinjin before he has a chance to kill Kent. To remedy this situation use the Syringer rifle along with some Pax Syringes (Yellow Belly will not work) and Jet or V.A.T.S. in order to pacify Sinjin for 30 seconds. Or, if one can manage, activate a critical hit on Sinjin to kill him instantly.

For those with a high charisma and the appropriate perk it is possible to pacify Sinjin and his bodyguards on exiting the lift, before the dialogue options appear. After choosing option 1 or 2 above they will not target Kent, especially if turning the bodyguards against each other. This leaves Sinjin as a target.

Option 3: Sacrifice
A difficult persuasion check can make Sinjin target the player character instead of Kent.

Option 4: Begging
Sinjin can be asked to spare Kent, but he just kills Kent immediately.
 * 1) Once Sinjin and his goons are defeated, speak with Kent, if he is alive. He can be persuaded to continuing to work for The Silver Shroud or not, but it doesn't seem to make a difference.  Don't forget to loot the steamer trunk in the raised office behind Kent.
 * 2) Go back to Goodneighbor and speak with Hancock to collect the reward. Talking with Kent again, he says that he will work up another job for the Silver Shroud later which will give a better version of the Silver Shroud costume.

Special Option: Killing Kent
Upon exiting the elevator, the player can kill Kent before talking to Sinjin. This will trigger unique dialogue where Sinjin and his gangs turn panic. Wearing Shroud's costume will further allow another unique dialogue where you can turn Sinjin's gang into fighting for you.

Cait

 * Cait approves of assassinating Shelly.
 * Cait dislikes taking care of AJ.
 * Cait dislikes if the player character speaks to Kendra as the Shroud, but likes it if saying that Wayne deserved his fate.
 * Cait dislikes when the Sole Survivor encourages Kent to continue fighting crime after saving him.

Curie

 * Curie likes when the Sole Survivor speaks as the Shroud.
 * Curie hates assassinating Shelly.
 * Curie likes when the Sole Survivor says "Friends aren't a weakness" when saving Kent.
 * Curie likes when the Sole Survivor encourages Kent to continue fighting crime after saving him.

Deacon

 * Deacon loves it when speaking as the Shroud.
 * Deacon hates assassinating Shelly.

Hancock

 * Hancock likes when having accepted his quest to kill when he is the companion.
 * Hancock hates when you kill Shelly
 * Hancock likes when you intimidate Sinjin's guards.
 * Hancock loves when you intimidate Sinjin's guards as The Shroud.
 * Hancock loves when you spare Kent.
 * Hancock likes when you convince Kent to not give up.

MacCready

 * MacCready likes refusing AJ's bribe.
 * MacCready likes assassinating Shelly.
 * MacCready dislikes when you convince Kent to not give up.

Nick

 * Nick Valentine likes it when replying as Silver Shroud and refuse AJ's bribe.
 * Nick Valentine hates assassinating Shelly.
 * Nick Valentine likes when the Sole Survivor says "Friends aren't a weakness" when saving Kent.
 * Nick Valentine likes when the Sole Survivor encourages Kent to continue fighting crime after saving him.
 * Nick Valentine loves it when you kill Sinjin without Kent dying.

Paladin Danse

 * Paladin Danse likes refusing AJ's bribe.
 * Paladin Danse likes the "friends aren't a weakness" line and telling Kent he can't quit.
 * Paladin Danse likes speaking to Kendra as the Shroud.
 * Paladin Danse dislikes saving Kent.
 * Paladin Danse hates assassinating Shelly.

Piper

 * Piper hates assassinating Shelly.
 * Piper hates taking the bribe from AJ
 * Piper likes talking as the shroud to AJ
 * Piper loves saving Kent after speaking as shroud.

X6-88

 * X6-88 likes assassinating Shelly.

Behind the scenes

 * The Silver Shroud appears to be based off The Shadow and The Green Hornet. Like the Silver Shroud, they both had popular radio serials and wore a trench coat and fedora.
 * In regards to the Shadow in particular, the scarf over the Vaultboy's mouth in the quest animation seems like a clear nod, as does the intimidating tone attempted in the "Speak as the Shroud" dialogue option. The darkness motif of the character is also reminiscent of the Shadow.
 * Silver Shroud's Thompson sub-machine gun may be a tribute to World War II hero Mark Tennant, who was nicknamed the 'Green Hornet' by his fellow soldiers based on the radio serial character.
 * While listening to the serial on the radio, Silver Shroud will mention that he has fought the Rogue's Gallery. The Rogue's Gallery is a term used for a police collection of pictures or photographs of criminals and suspects kept for identification purposes, often used in comic books to refer to the hero's collective enemies.
 * When Silver Shroud infiltrates the mobsters hideout, one of the mobsters says "Holy Canoli", famously said by Robin in the 1966 Batman TV series.
 * Emails on the terminals in Hubris Comics mentions that the producer wants to give Silver Shroud an 'English Butler'. This is similar to Alfred Pennyworth in the Batman series.
 * When Silver Shroud and Mistress of Mystery are spying on the robot-mobster meeting through the skylight, it is revealed that the creator of these robot-mobsters calls himself The Mechanist, similar to the Fallout 3 character, the Mechanist.

Bugs

 * Hancock will stop progression of quest with a Deal with Bobbi loop if the player character spared or killed Bobbi after The Big Dig quest and refused Hancock to be a companion on "Meet with Hancock as the shroud". This can be fixed by added Hancock as a companion, and then talking to him as the companion.
 * After saving Kent from Senjin, he may become stuck in the hospital in the same location he was held prisoner. Speaking to Kent about the upgrades before he returns to Goodneighbor is a possible cause. Kent will still upgrade the armor after his radio broadcast airs, but the player character will have to fight through whatever spawns in the hospital to get to him. Possible Fix is pushing him into the elevator (crouching makes pushing him go a lot faster) and then going up a floor (though just leaving him there might also work). He'll walk himself back to Goodneighbor after that, meeting the player character along with Hancock.
 * The player may not be able to trigger the quest dialogue with Hancock if he is an available companion. Possible fix is to make Hancock the active companion and equip Silver Shroud outfit. Quest dialog starts after using "Talk" choice [Verifiedx2]. Using console command 'setstage ms04 700' can skip the dialogue, too.
 * "Search body for clues" may not check off after searching Northy's body leaving the player character with a quest blip over his body. However the player character may progress through the rest of the quest regardless no harm done.
 * "Kill Northy" has been an issue with some computers, where loading Northy crashes the game. Restarting the computer and loading back into the game seems to fix this.
 * The nurse robots may still spawn in Milton General Hospital when going to save Kent, causing Senjin to kill him before the player character gets to them.
 * Player character may kill Wayne Delancy and not be able to leave calling card.
 * AJ can escape while attempting to kill him, causing a marker for killing him to appear near Cambridge Crater, yet he does not spawn and the marker to continue the quest lies in Goodneighbor. This brings the quest to a standstill.
 * After killing Kendra (and optionally Shelly) one will be tasked with listening to Silver Shroud Radio for an update. It's possible that this update won't actually play, and the quest will be perpetually stuck. Use the console command "setstage MS04 600" without the quotes to advance to the stage immediately after hearing the broadcast, which is to meet with Hancock.
 * If one can't finish the quest by talking to Hancock after having killed Sinjin, use the console command "setstage MS04 1400".
 * After killing Wayne Delancy and leaving the calling card on his corpse, Kent may not inform the player character of the next target over the radio and the quest objective will not change from "Listen to Silver Shroud radio." This can be fixed by finding AJ and killing him. This causes the quest to continue as normal.
 * Kent Connolly may not start quest at all and just repeat "Goodneighbor is crazy thefts, murders and worse, sometimes you just got to escape...."
 * After taking to whitechapel after killing AJ and leaving the calling card upon leaving the third rail one will get the objective " leave the calling card on AJ" which one will not be able to complete.
 * Upon entering the hospital Kent is killed instantly.
 * It is possible to put a calling card on Kendra too quickly after killing her and the game will not register this action, resulting in permanently being stuck.

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