The Silver Shroud

The Silver Shroud is a side quest in Fallout 4.

Detailed walkthrough

 * 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 third floor, the Silver Shroud script can be found next to the producer's terminal. 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 the reward, plus a little extra for getting the rest of the items (75+125+120=320 caps for everything). After that he will offer the player the suit, gun and a few stimpaks 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 the suit and a genuine Silver Shroud submachine gun, 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 it is necessary to wear the Silver Shroud costume 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 Delancy, behind the Hotel Rexford, who is accused of murder. Wayne is not immediately hostile and therefore can be spoken to as the Shroud. The player will have the option of asking Wayne about the murder, which Wayne will confess to if the player speaks as the superhero, or threatens him. Once Wayne is dead leave a Silver Shroud calling card on his corpse.
 * 10) The next target is AJ, near Bobbi No-Nose's place, who is accused of selling drugs to children. AJ has two bodyguards with him, but none are immediately hostile, so he can be spoken to as the Shroud. AJ gives the option to take a bribe to leave him alone. One can either kill AJ and leave a calling card, or accept the bribe (50, 75, 90 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. All opposition is immediately hostile, except for Kendra herself, who can be spoken to as the Shroud.
 * 13) On reaching Kendra she will tell the player that the player 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 can go to the National Guard training yard to kill Shelly Tiller. Once that's done, the payment (500 caps) 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 to the meeting and he will task the player with taking down Northy and Smiling Kate. The previous targets were working for them, and they all work for Sinjin. The player can pass a couple persuasion checks, but it requires breaking character. Doing so has no negative effects but if the player has high enough Charisma, more caps are given up front for the job (50).
 * 16) At Smiling Kate's quest marker she can be overheard plotting with some of Sinjin's men. None of them are immediately hostile, so it is possible to talk with her as the Shroud. (All will turn hostile once dialogue is complete.) Kill Kate and her accomplices.
 * 17) At Northy's quest marker all targets are immediately hostile. Kill Northy and his accomplices.
 * 18) On the body of whichever of the above two was killed last will be a holotape (Find the Silver Shroud). Listen to it to learn that Sinjin has targeted Kent.
 * 19) Return to Goodneighbor and follow the quest marker to the Memory Den. Irma will explain that Kent was taken by a group of armed raiders.
 * 20) Tune to Silver Shroud Radio to learn that Sinjin has taken Kent to Milton General hospital. Upon arriving, there may be leveled super mutant opposition at the adjacent locations, and there is a random encounter at the rear of the building.
 * 21) Important: It's recommended to save right before entering the building and be sure to enter dressed as the Silver Shroud. Several users have reported that this portion of the quest may need to be completed without power armor to avoid Kent being killed immediately. Power armor can be worn, but only without the helmet - the Shroud Hat must be worn instead. This was triggered by the targeting HUD bug, but has been fixed by the 1.5 patch.
 * 22) Look out 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.
 * 23) Stealth: A stealth approach to this encounter is surprisingly dangerous. If Sinjin detects the Sole Survivor at any time, then stealth kicks back in, he will yell "You're not walking away from this!", kill Kent, then turn hostile. If Sinjin is killed with a stealth headshot, the unnamed raiders will turn and kill Kent, starting with the one to the left of the elevator. Avery is the only person not scripted to kill Kent, but commonly strafes behind him while shooting, inadvertently killing him in the process.
 * 24) Headshots: At lower difficulty levels, just before the elevator doors open pop some jet and Mentats and equip a high powered, scoped rifle. Move forward and, in V.A.T.S., kill the unnamed raiders and shoot Sinjin in the head. Even if Sinjin does not die, he will stagger and may take a second to use a stimpack, giving time to finish him off before he can kill Kent. Once they are dispatched, move out of elevator to the left to avoid Avery strafing behind Kent, then finish her off.
 * 25) Melee: While it might be difficult to rush Sinjin with a melee weapon, the area at which he considers the player a threat is measured solely by distance. That means you can safely approach the raider on the right and use the boxes next to him to gain elevation. From here, slowly creep forward until you find the spot at which Sinjin will attack you. Save right before it and rush onto the platform, sprinting, then using the leap animation (which triggers when you attack while sprinting) to close the final bit of distance. With enough damage, you should be able to kill Sinjin before he gets off a shot.
 * 26) Intimidate: 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 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's head with their best gun to kill him instantly.
 * 27) Pacify: 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.
 * 28) Persuade: A difficult persuasion check can make Sinjin target the player instead of Kent.
 * 29) Beg: Sinjin can be asked to spare Kent, but he just kills Kent immediately.
 * 30) Kill Kent: Upon exiting the elevator, the player can kill Kent before talking to Sinjin. This will trigger unique dialogue where Sinjin and his gang panic. Wearing Shroud's costume will further allow another unique dialogue where the player can turn Sinjin's gang to their side.
 * 31) Brute Force: Have a combat shotgun armed before leaving the elevator. Exit elevator and let Sinjin speak. Walk forward till he says not another step. Pop some psychojet and charge the platform. Two V.A.T.S. shots to Sinjin's head and then two to Avery's. Turn and kill the other two raiders.
 * 32) Silver Shroud: Speak to Sinjin three times in a row as the Silver Shroud and then kill him before he finishes his dialogue after Avery comments that the Silver Shroud is real. This will cause all the raiders (including Avery) to run away and become pacified. If one attempts to talk to Avery or the other two raiders after, they will say they did not want to work for Sinjin anyway.
 * 33) Once Sinjin and his goons are defeated, speak with Kent, if he is alive. He can be persuaded to continue 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.
 * 34) 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.

Companion reactions
Choosing different companions at various stages in this quest can affect their affinity. Below are some pointers to help the player decide who to bring.

Talking to Kent

 * Preston Garvey, Nick Valentine, Deacon, Piper, Codsworth, Hancock and Curie like choosing "glimmers of hope" when talking about how the old days compare to 2287 and selecting "Good for you" when hearing Kent's plan. They dislike calling him crazy. Cait, MacCready, and Strong have opposing preferences, with Preston and Strong disliking the "Humor him" option. X6-88 loves saying "the world sucks" and likes "You're crazy."
 * Piper and X6-88 both dislike keeping the costume. Curie, Piper, Hancock and Preston like telling Kent "Believe in yourself". X6-88 has no reaction.

Speaking as the Silver Shroud

 * Codsworth, Curie, Paladin Danse, and Piper generally like when the Sole Survivor speaks as the Shroud. Deacon and Preston Garvey love it. Strong, Cait, and X6-88 may dislike it. Porter Gage dislikes speaking as the Shroud. Speaking as the Shroud may also increase the affinity changes.

AJ

 * Deacon dislikes asking for a bribe and additionally dislikes taking it, and loves threatening AJ as the Shroud. He merely likes the non-costumed alternative "Demand he stops."
 * X6-88 likes asking for a bribe upfront and likes again when taking it. He dislikes "Threaten as Shroud" but has no reaction to "Demand he stops."
 * Cait dislikes killing AJ (unless he's killed after taking the bribe) but likes it if the bribe is taken. This may not be true after her companion quest.
 * MacCready also likes taking the bribe. Piper, Preston, and Hancock dislike it. Nick and Danse like refusing it. Strangely, refusing the bribe is also liked by MacCready, who will have an extra line explaining to AJ that he's going along with his boss.
 * Virtually everyone dislikes "How about I just walk away?" in the second dialogue, the "good" companions for not standing up for justice and the "evil" companions for not even getting money out of doing so.

Kendra

 * X6-88 and MacCready like choosing "Wayne deserved it" or "Attack."

Assassinating Shelly Tiller

 * Assassinating Shelly is considered murder, so companions who approve/disapprove of murder will react appropriately. There is no dialogue with her, she simply states that "dangerous people are coming" and indicates nervousness at your presence.

Talking to Hancock

 * X6-88 loves and MacCready likes telling Hancock "This is your problem." X6-88 has no reaction to anything else, even asking for more caps (which he normally likes).

Sinjin

 * X6-88 likes killing Kent right off the bat before Sinjin has had a chance to speak. Piper hates this.
 * Telling Sinjin that friends are not a weakness is liked by Nick Valentine, Paladin Danse, Piper, Strong, and Preston. It is loved by Curie and it is disliked by Cait and MacCready. X6 has no reaction.
 * MacCready likes telling Sinjin that you do it for the money.
 * Threatening Sinjin's men is considered a violent act and companions will react appropriately.
 * X6-88 likes threatening Sinjin's men, dislikes daring him to "Kill [you] first" and the "Spare Kent" dialogue.
 * Preston Garvey and Hancock love delivering the Silver Shroud's catchphrase ("Death has come for you, evildoer. And I am its Shroud!"). X6-88 dislikes it.
 * Deacon, Hancock, Nick Valentine, Piper, and Preston Garvey like it if Kent is saved. Paladin Danse dislikes it. X6 doesn't care about his ultimate fate either way.
 * MacCready hates it if Sinjin is pacified.

Talking to Kent

 * Encouraging Kent to continue fighting crime is liked by Codsworth, Curie, Hancock, Nick Valentine, Paladin Danse, and Piper. It is disliked by Cait, MacCready, and Strong. Telling him it's for the best to stop is liked by MacCready and Strong.

Behind the scenes

 * 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 Cannoli", famously said by Robin in the 1966 Batman TV series.
 * Both Kent and Wayne are the surnames of two well known comic book superheroes: Superman and Batman. (Kent is also the first name of The Shadow's alter ego: Kent Allard.)
 * The plot is similar to the 1999 cult classic film, The Boondock Saints, about twin brothers who become vigilantes and kill prominent members of Boston's underworld.

Gallery
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