The Institute is the only faction that will lead you to this achievement.
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Most of the leg work has already been done, you must simply finish powering up the devices for The Institute to complete the quest. Powering Up is a fairly linear, quick Institute main quest. You simply speak with Father then attend a directorate meeting. You receive it after teleporting in and being greeted by Father, and must complete it in order to leave. You must complete this quest in order to leave the Institution for the first time. While they all have different routes to get to this point, the end goal is the same (spoiler free) and it will unlock prior to " Prepared for the Future". This is essentially the end game quest for these three factions. The Brotherhood, the Minutemen and the Railroad all lead to this achievement.
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Location: The Prydwen (Brotherhood), The Castle (Minutemen) or Railroad HQ (Railroad) Quest Givers: Elder Maxson (Brotherhood), Preston (Minutemen) or Desdomona (Railroad) Choose a faction here will not bar you from working with other factions, or with the Institute later. You can choose the Brotherhood, the Railroad, or the Minutemen to be the helpers for this project. After you speak with Virgil he will inform you that you need help to make the signal interceptor. You simply must get the chip analyzed (Railroad do it), and then return to Virgil. This is best location in the story to decide how you want to play out the rest of the story although it is not the last. TML itself is not a hard quest. Location: Railroad HQ for analyzing chip, then a site of your choosing for building.
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Quest Giver: Starts following Hunter/Hunted This is a good route to take if you want to avoid the tough battle.
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The fight can be rather difficult in the confined space you battle him so bringing a companion can help take some of the pressure off of you.Īlso, if you continue to feed chems to Mama Murphy she will actually give you a courser deactivation code in one of her visions. He has you hunting down a courser to get their chip which will help with teleportation. You are working with Virgil at this point to find a way into the Institute. Once inside the memories you need to get to memory six, and complete it to be able to get out of the brain. You can actually travel to the Memory Den with Piper, Nick Valentine, or by yourself. The first is Getting a Clue which goes right into Reunions. You will complete the quest and the achievement when you return to the detective agency. Reunions itself is the second part of two-step story quest. You unlock the achievement after you make it out of the vault with Nick. This quest has us helping Ellie find her boss, Nick Valentine the coveted detective. Accept the offer and the achievement will unlock, as well as the ability to have Preston as a companion. When speaking with him, he'll insist that you should lead the Minutemen due to your success with the mission. After killing the Raiders in Corvega Assembly Plant for the settlers of Tenpines Bluff, report back to Preston.
![fallout 4 vault tec dlc vault 88 sector maps fallout 4 vault tec dlc vault 88 sector maps](https://oyster.ignimgs.com/mediawiki/apis.ign.com/fallout-4/7/71/F4vtw12.png)
Deathclaws cannot enter through doorways so you can essentially bait the creature toward the door and shred it from inside safety. If you are struggling against the Deathclaw your best bet is to enter a building and shoot at it from there. You unlock this as soon as you vacate Vault 111 for the first time.