Fallout 4's Far Harbor DLC puts the fate of an entire island in the player's hands, and one pivotal quest on the way to gaining such power is "Best Left Forgotten", in which players must retrieve the intentionally forgotten memories of Acadia's leader, DiMA. In order to do this, players may need to complete several other quests along the way, so the whole process will take some time, but there are some of the best rewards in the DLC available as a result.
The quest contains one of Fallout 4's most frustrating puzzles in which players need to connect several Decoder Relays in order to disable Firewalls and access the memories. While the final two memories are optional for this quest, a detailed guide on how to complete each one is provided below.
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Travel To The Nucleus
The first task after speaking Kasumi is to travel The Nucleus - a former nuclear submarine base that is now home to the fanatical religious faction The Children of Atom. The base can be found on the lakeside in the center of the island, but players will not be admitted access unless they first complete the quest "Visions In The Fog" for Grand Zealot Richter.
This will require players to drink from an irradiated spring, which then produces a hallucinogenic vision. Once this mission has been completed, players are free to return to Richter, where they will then be admitted access into the Nucleus.
Enter The Nucleus Command Center
Players can find the Nucleus Command Center by heading up the stairs at the far end of the base. This will then lead to a long corridor with lasers tracking up and down. Players must time their movements in order to pass through this trap unharmed.
Having crossed this point, players will then have to travel through a small network of caves guarded by several types of robotic enemies and turrets. Once these have been destroyed, players can use the Command Center Access Terminal and unlock the security doors in order to proceed to the main data center.
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Access DiMA's Terminal
When players first try to access the main terminal using Faraday's Program, it will say that the Auxiliary Power and Computer Simulation Interface are set to OFF. This can be fixed by interacting with the Auxiliary Power Switch in the small cage-like room behind the terminal.
With the power on, players can now return to the main terminal and begin the process of retrieving DiMA's memories - but not before defeating the Legendary Assaultron Invader who will spawn from the room to the south when the power is activated.
Retrieve Memory 0V-9AX0 (Memory #1)
Once the Assaultron has been dealt with, players will be free to interact with the terminal and can finally unlock it using Faraday's Program. Once inside, players will find a list of memories, all of which will be locked except the first one. Clicking on the first one will then activate the "simulation" and transport players into a world of big blue data blocks. Inside the "simulation, players will have to create pathways out of light blue Code Blocks for the small green insect creatures named Indexers to pass through. Players will then have to unlock the Decoder Beam and reposition the trajectory of the beam using Decoder Relays in order that it can shine through the red Firewall's weak point.
Once the beam has been unblocked and a pathway made on the floor for the Indexers, they will proceed to gather data by taking it from one end of the level to the other. Players will also have to position Defense Constructs in order to safely guide the Indexers up and down the path since they will be attacked by small red drones, but these will not be harmful to the player in any way. The first puzzle is relatively straightforward and only requires players to place a few blocks down and rotate one of the Decoder Relays.
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Retrieve Memory 0J-2NN8 (Memory #2)
The second puzzle introduces green conduits and requires players to first unblock the data beam and enable it to reach the green conduit, then redirect the stream through a small hole in order to knockdown the level's Firewall. This will also free the Indexers, but there is still some way to go.
Another wall prevents players and the Indexers from accessing the endpoint, so a small tower must be constructed with a Decoder Relay on top of it to redirect the beam through the wall. With this complete, players can fill in a few gaps in the floor and place turrets at relevant points along the path to begin downloading the second memory.
Retrieve Memory 0H-3X0P (Memory #3)
The third memory puzzle is a bit more challenging than the first two. To begin, players should jump to the small empty space above the first red wall in order to retrieve a Decoder Relay, this can then be placed on top of a small tower of blocks to unlock the same wall. This will enable players to reach several more light blue Code Blocks and a second Decoder Relay, as well as revealing a green conduit point.
By moving the blocks out of the way (storing them is best, in the same way as an ordinary settlement item) and reconstructing the small relay tower in alignment with the conduit, it will pass the signal on and destroy the second wall. To destroy the third wall, players will need to climb up on top of the tunnel where the second red Firewall was and place another small block tower with the second Decoder Relay on top. This should connect the beam through the weak point of the final red wall. Don't forget to place any space blocks in the spaces on the floor to enable the Indexers to pass through, and also place defensive turrets to fend off the enemies. Players can exit the simulation at this point if they wish and proceed with the main quests, though further information and rewards can be obtained by persisting with the final two puzzles.
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Retrieve Memory 0Z-7A4K (Memory #4) - Optional
The fourth puzzle begins with a vertical beam projecting down from the ceiling through an empty hole, with the red wall's weak point being somewhat elevated. Players will need to construct a small Code Block tower next to the gap and place the Decoder Relay so that it 'hangs' over the hole and is directed toward the Firewall. In order to break through the second wall, players will need to lower the first tower by one block and construct a second tower using the parts found behind the first red wall. With the second wall down, players should deconstruct their towers and store both Decoder Relays and all Code Blocks, since the path of the beam will need to change significantly to reach the third wall.
By heading down to the lower level, players will notice it is possible to construct some small 'scaffolding' next to the beam path and place a Decoder Relay above the beam. Do this and direct the beam towards the third wall so that it is now traveling underground below the initial starting pathway. It will then be possible to fill the gaps in the floor of the lower level to place the second Decoder Relay in position so that it fires at the green conduit point. This will take the signal all the way to the third wall and bring it down. Players should then head upstairs and ensure that the pathway for the Indexers is accessible and well-defended with turrets. This particular memory will unlock new dialogue options with Nick Valentine, as well as shed more light on DiMA's past.
Retrieve Memory 0Y-8K7D (Memory #5) - Optional
The fifth and final puzzle is easily the most challenging. As a result, it makes more sense to break this one down into steps:
- Begin by collecting and storing as many blocks as possible, then build a bridge out towards the central pyramid where the green beam is firing.
- Collect and store all the blocks from the central pyramid and build a small tower for a Decoder Relay to fire toward the left and destroy the first red wall.
- Next, build a small bridge towards the island where the newly accessible Decoder Relay is and retrieve it.
- Head back to the starting point and build a small bridge out to the left where a small room with lots of Code Blocks can be found. Store the Code Blocks and deconstruct the bridge on the way back to have as many blocks as possible.
- Create another bridge from the right of the entrance platform and retrieve the unguarded second Decoder Relay. Leave this bridge in place since we will need it later.
- To the right of the central pyramid is an upside-down pyramid which can now be accessed by building a bridge out of spare Code Blocks. Retrieve all Code Blocks that block the holes in this structure, then head to the top and turn to the right again. Here, a third Decoder Relay can be found sitting on top of the second red wall.
- Construct a bridge from the upside-down pyramid in order to retrieve the third Decoder Relay, then deconstruct it on the way back to retain as many Code Blocks as possible.
- The next step is to build a hanging Decoder Relay inside the upside-down pyramid so that it is directed through the hole toward the third red wall near the upside-down pyramid.
- Then head back to the central pyramid and construct another hanging Decoder Relay tower on top of the pyramid so that it is pointing to the upside-down pyramid (to the right, if facing from the starting location of the level).
- With the beam now aligned, the third wall will come down and the fourth Decoder Relay will now be available. Retrieve this and then store the Decoder Relay and Code Blocks from the upside-down pyramid, since they will no longer be needed.
- Behind the central pyramid is a sphere-like structure with gaps in it and a green conduit pathway to the right of it. Send the beam through the small gap in the central pyramid towards this structure. It will first be necessary to deconstruct the small hanging Decoder Relay from the top of the tower to reach its high position.
- With the beam now firing from the center of the pyramid towards the spherical structure, construct a small daisy chain for the beam using the three spare Decoder Relays in order to direct the beam around the obstructing blocks. Angle the final relay so that it hits the weak point of the fourth red wall, then build out a Code Block bridge to retrieve the final Decoder Relay.
- Head back to the central pyramid and rotate the central Decoder Relay towards the final red wall. It should fire a couple of blocks too high but that is okay for now.
- Since beams cannot be directed downwards, players will need to construct a series of three-block high towers. One to the left of the central pyramid, so that the beam can be directed toward the sphere, and a second tower from the sphere directing the beam toward the green conduit. It may take some work to align it perfectly, but this is the most efficient method.
- With the beam now traveling through the green conduit, players will need to head back to the upside-down pyramid and create a bridge with a Decoder Relay firing the beam toward the structure where the third red wall was.
- Create another tower here with a Decoder Relay placed on top of it in order to redirect the beam towards the main starting platform.
- Finally, create another tower adjacent to the Firewall's weak point and direct the final Decoder Relay so that it brings down the wall, enabling players to bridge the small gap for the Indexers and complete the puzzle.
For doing this, players will receive the location of Marine Armor Shipments, which will enable them to piece together the Marine Armor set, one of the strongest in the game.
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Uncover DiMA's Secret Medical Facility
Now that players have recovered DiMA's memories, there are several more objectives to complete to truly decide the fate of Far Harbor, Acadia, and the Children of Atom. In order to find out more about DiMA's secrets, they can head to DiMA's Secret Medical Facility, starting the quest "The Way Life Should Be." This is located in the Vim! Pop Factory at the southern end of the island.
Doing so will enable players to choose from more endings, as well as decide DiMA's fate and potentially spare Acadia in the process. However, this is technically a separate quest from "Best Left Forgotten".
Recover The Wind Farm Kill Switch Code
The Wind Farm Kill Switch can be found in a location marked "DiMA's Cache" on a small island in the northwest corner of the map near Rayburn point. Here, players will have to unearth the kill switch from a small mound of earth. The kill switch can be used to disable the fog defenses of Far Harbor and allows players to side with the Children of Atom in the quest "Cleansing The Land" should they choose.
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Uncover The Location of the Nuclear Launch Key
The Nuclear Launch Key can be retrieved from the Harbor Grand Hotel, which is located in the southwest of the map, near Southwest Harbor and Huntress Island. Players will have to deal with several Super Mutants in the area who will primarily shoot from the rooftops. Inside the hotel, players will find a room with two skeletons inside and a terminal attached to the wall. By interacting with the terminal and listening to the holotape, the true location of the Nuclear Launch Key will be revealed.
With this information, players should head to Fringe Cove Docks on the western coast of the island. The key can be found in a small safe in the cabin of a sunken boat just off the coastline. The area is likely to be populated with high-level Mirelurks and Anglers.
Fallout 4
- Released
- November 10, 2015
- Developer(s)
- Bethesda
- Publisher(s)
- Bethesda
- Franchise
- Fallout
- Platform(s)
- PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, Xbox Series S