Dangerous Minds

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

Lounging around at the Memory Den
After killing 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 you haven't 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. Irma owns this establishment.

Down in the basement, converse with Doctor Amari. After Nick Valentine volunteers to help out, you're 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, a scene plays out revealing a piece of Kellogg's 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 shows that the Institute uses 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 and that Virgil likely escaped into the Glowing Sea.

Childhood
Me, Dad, Radio, Mom

Young adulthood
Me, Sarah, Window, Mary

Corridor
There are no monologues in this memory.

Bar
Me, Wastelander (each have unique monologues), Bartender

Institute
Me, Synth, Institute Agent

Vault
Me, Institute Scientist, Cryopod, Primary Subject, Backup Subject

Final
Me, Shaun, Institute Courser, Dr. Virgil's file (once it's placed on the desk)

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 Doctor Amari about Virgil. When leaving the Memory Den, there is an optional conversation with Nick Valentine where he will first seem to 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 sub-quest, Shattered.

Companion reactions
Every companion except Curie likes when the memory playback is completed. Curie is indifferent (which means missing a free like for another companion if she was brought for the purposes of advancing Emergent Behavior), and Nick is always present for the event to trigger.

Bugs

 * In the scene with the first-generation synths, pausing the memory to listen to Kellogg's commentary will not pause the synth's eye movements.
 * Rarely in the same scene, you can pick up one of the first two rifles dropped and keep it after exiting if it spawns with non-standard modifications.
 * If player changed their character's appearance, since Out of Time, in the Vault 111 flashback scene, the character will appear as they look now, not as they looked at the time.
 * In the scene with Nora's death, after she is shot, the player can see she is still blinking
 * Shortly after finishing exploring Kellogg's memories, the objective may not register 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.
 * 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.
 * If you try the explore the memories, sometimes (seen during the Wastelanders kill request memory and later) even after the end of exploring the screen keeps frozen and the player is still able to move and explore the other memories.

Gallery
Mentes peligrosas Опасные мысли