Dangerous Minds

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

Lounging around at the Memory Den
Kellogg has kindly allowed you to use a bit of his brain, 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.

Bugs

 * Sometimes, power armor worn by Valentine can change ownership to the NPC after exiting the lounge chair. If the player character tries to enter the power armor, a "steal power armor" prompt will replace the "enter power armor" prompt. Valentine will turn hostile if entered.
 * Sometimes, the character might be considered in combat, making sitting impossible. To fix this, fast travel to a safe location then return Memory Den.
 * Saving and loading inside the memory will make the quest impossible to complete. Dr. Amari will show as "Busy" after exiting the memory lounger and the waypoint will be beneath the floor. To avoid this problem: load a save before entering the memory lounger and run through to the exit.
 * Sometimes, in the final memory, Kellogg will fail to toss Virgil's file onto the desk. It will remain oddly attached to his right hand deeming it impossible to interact with and accessing its monologue.
 * Sometimes it may crash after sitting in the Memory Lounger, loading the previous saves may fix.
 * In the scene with the Gen 1 Synths, pausing the memory to listen to Kellog's commentary will not pause the synth's eye movements.
 * If the player enters the lounge chair while in third person, the simulation will continue in third person and the player will be unable to return to first person until the end of the simulation. Given the fact that the player is also invisible inside the simulation, this may make navigation somewhat more tedious than it should be.

Gallery
Mentes peligrosas Опасные мысли