Where You Belong

Where You Belong is a quest and achievement/trophy in the Fallout 4 add-on Far Harbor.

Quick walkthrough

 * Talk to the leader of Acadia
 * Talk to Kasumi Nakano
 * Uncover DiMA's secrets
 * Obtain Faraday's program
 * Report back to Kasumi

Detailed walkthrough
Longfellow leads the Sole Survivor to Acadia, and given them a reward. The Survivor enters the settlement, where its leader, an old synth by the name of DiMA, greets the player character, and informs that Kasumi is indeed there. If Nick is brought along as a companion, it is revealed that DiMA and Nick are technically "brothers", as they were the first two prototypes of the Institute's attempts to give a machine free will and thought. DiMA explains that he was the one who freed Nick from the Institute, though having done so over a century ago, Nick's memory of the event had worn away, though DiMA bears no regret for this. He directs the Survivor to Kasumi's location in the basement of the settlement, while also extending an invitation to explore the colony, and meet his fellow founders, Faraday and Chase, starting the quest Acadian Ideals. The player character then enters the basement, where Kasumi affirms her belief that she is a synth, thought Survivor makes her see sense. She then confesses that she also believes there's a secret behind Acadia, and presents three options for finding it out: talking to DiMA, hacking Faraday's terminal, or eavesdropping on their meeting by hiding in a storage closet. The latter two methods result in the truth being revealed: DiMA gave an old nuclear submarine to the Children of Atom as a home base, now known as "The Nucleus". However, the vessel is also where he stored his old memory files, putting the two factions on the brink of war if they're discovered. Now, the only options are to either talk to DiMA, or steal the program from Faraday's desk, in the room to the right of the main chamber. Taking the program takes the player character back to Kasumi, whom speculates that DiMA may know more, but leaves it up to the player character to figure that out, ending the quest and starting the next quest