Last Voyage of the U.S.S. Constitution

Last Voyage of the U.S.S. Constitution is a quest in Fallout 4.

Quick walkthrough
You have been drafted by Captain Ironsides to assist him and his robot crew in their quest to return the USS Constitution to the Atlantic Ocean.

Detailed walkthrough

 * 1) Head to the USS Constitution (East of Bunker Hill). As you approach the ship, the Lookout will meet you and tell you to head up into the ship and meet Captain Ironsides on top of the USS Constitution.
 * 2) After talking to Captain Ironsides, scavengers will attack and you will need to deal with them. (OPTIONAL: Fire the Cannons). Hitting the robot allies with stray fire will result in the entire crew turning hostile and therefore failing this quest; however the cannon are safe to fire as they do not affect the robots.
 * 3) Talk with Bosun on the third deck inside the USS Constitution.
 * 4) He will ask you to repair or replace 3 power cables inside the ship. (It requires INT 3+ to repair the power cables or grab the power cables to repair them) (OPTIONAL: Grab power cables).
 * 5) Return to Bosun and talk with him again.
 * 6) He will ask you to repair or buy a replacement power relay coil.(It requires INT 5+ to repair the power relay coil).
 * 7) Next, you will need to find Mr. Navigator and offer your assistance.
 * 8) Mr. Navigator will ask you to recover the guidance chip for the ship from the scavengers.

Acquiring the guidance chip

 * 1) Head back towards Bunker Hill and talk to Mandy Stiles. At this point you will have to choose to help the scavengers to destroy the robot crew or side with Captain Ironsides. Both paths follow the same pattern, but with a few differences. (Note: some companions such as Robert Joseph MacCready, John Hancock and Cait dislike it if choosing Ironsides).
 * If you side with the scavengers, they give you the guidance chip for free and ask you to bring them any equipment the ship requires so they can sabotage it, but warn you not to double cross them.
 * If you side with Ironsides, you'll have to steal the chip from the scavengers camp (there is a mercenary who stands in the room where the chip is, crouch behind the desk to the left you can remain hidden and steal the chip). (Note: some companions such as John Hancock, Preston Garvey, and Piper dislike you stealing the chip).
 * Once you steal it the mercenary/scavengers will turn hostile. They can be evaded by leaving any companion out of line of sight (round the corner from Mandy was sufficient for this editor) and using a stealth boy, and leaving through the chained door out of the room containing the guidance chip. They will not see the player character and the companion will not engage them when they turn hostile.


 * 1) Head back to the USS Constitution and install the guidance chip on the main deck.
 * 2) Now return to Mr. Navigator and talk with him (he should have moved up onto the main deck beside where you installed the guidance chip).
 * 3) Mr. Navigator will now ask you to repair or retrieve the Poseidon radar transmitter, which is located beside Mr. Navigator and beside where you installed guidance chip on the main deck. (It requires INT 9+ to repair the radar transmitter or you can retrieve a replacement from Poseiden Energy Turbine 18-F, North West of the BADTFL regional office. You may also be sent to the Poseidon Reservoir, south of Fort Hagen, to retrieve the replacement part.
 * 4) After repairing the guidance systems, talk to Mr. Navigator again and he will tell you to talk with captain Ironsides again.
 * 5) He will ask you to retrieve FLL3 Turbopump Bearings from a specific location. Known locations for this part of the quest are: the Corvega assembly plant South of Lexington, Fort Hagen at the West edge of the map, and General Atomics factory northwest of The Castle.
 * 6) Return to the USS Constitution and head into the captains quarters on the second deck, then install the the FLL3 Turbopump Bearings.
 * 7) Return to Captain Ironsides on the main deck and talk to him, while doing so the scavengers will attack the ship again, eliminate them. If you let them get to the top deck you will fail the quest so a quick save is recommended before doing this part.
 * 8) Head back up to Captain Ironsides, and he will reward you with the Broadsider and ask you to complete a final task of firing up the auxiliary power to launch the ship.
 * 9) Activate the auxiliary power circuit and watch the ship take off. Quest complete after the ship crash.
 * 10) If the player character reaches the tower in which the ship crashes (using two elevators on the east side of the ship at ground level), Ironsides will name you honorary lieutenant and grant you use of the captain quarters as well as the Lieutenant's hat.

Siding with the Scavengers
There is no difference between siding with Ironsides or the scavengers up until you are told to get and install the guidance chip and radar transmitter, as is mentioned above.
 * 1) Once you retrieve the FLL3 Turbopump Bearings, take them to Mandy instead of Ironsides. Davies will sabotage them so that the ship will explode when the rockets are fired up.
 * 2) Install the Turbopump Bearings and talk to Ironsides again. Go ahead and agree to turn on the auxiliary power.
 * 3) After the rockets fail the ship will remain landlocked and the robot crew will turn hostile. Storm the boat with the scavengers and defeat Ironsides.
 * 4) Meet up with Mandy after claiming the ship - she has wandered away to near Cabot House - to find out the scavengers held a vote and are not going to split the cut with you and have, in fact, voted to kill you.
 * 5) Regardless of what dialogue option you choose the scavengers must be defeated to complete the quest. NOTE: They seem to be very slow to turn hostile if they turn hostile at all, and there's only four of them (one on the ship, one by the scavenger claim, Davies, and Mandy).

Bugs

 * During the Scavengers first assault on the ship, the game's music may be stuck in an infinite battle loop even after the battle is over. You can fix this by saving your game, closing the application, then reboot Fallout 4. The music should be back to normal upon resuming your game.
 * When activating the ship, it is possible to re-board it if one has jet pack power armor equipped. But riding on the surface is ill-advised, as it can cause a number of irreversible bugs (such as all objects on the deck falling off, including the doors, making it impossible to access the inside of the ship). Riding inside the ship, beneath the deck is an option to work around this issue.
 * The player can also ride the ship to the destination and survive by using a companion to activate the auxiliary generator in the last step and then sprinting to the dingy elevator at the back of the ship(you must reach the dingy before the companion activates the switch, try sending them to a spot down a couple floors first and then set the command to activate the switch. The hatch into the USS constitution remains accessible until the countdown ends and the ship begins moving. Talking to Ironsides inside the ship while in flight may cause a crash.
 * It is possible that the scavengers will not attack the ship after the player has talked to Captain Ironsides, making the quest uncompletable. A possible workaround for PC is to type in console "setstage MS11 840" which will continue the mission.
 * When completing the quest and returning to the USS Constitution after its second crash, Captain Ironsides will give you full access to his captain's quarters after promoting you to lieutenant. Despite this, the items are still listed as "owned" and can't be taken without stealing them. Ironsides will also be stuck in the same dialogue loop of allowing you access to the captain's quarters.
 * After repairing the guidance system and being instructed to talk to Captain Ironsides by Mr. Navigator, Captain Ironsides may become bugged and not respond to the player by talking. A workaround is to spawn another Ironsides nearby with the console command and talk to the duplicate. This will somehow initiate conversation with the original Captain Ironsides in which you will have to turn to him to continue the quest.
 * Mandy Stiles may hostile when first met, leaving only the option to side with Ironsides.

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