Prima Games eGuides Fallout 4 eGuide

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Fallout 4 eGuide DLC Far Harbor Far Harbor Side Quests

Turn Back the Fog

  1. Secure Echo Lake Lumber
  2. Return to Small Bertha
  3. Follow Small Bertha
  4. Talk to Small Bertha
Locations to Explore
  • Far Harbor
  • Echo Lake LumberA Home for the Harbormen

This quest becomes available after you complete Far Harbor Quest: Rite of Passage. Small Bertha is determined to find a permanent home for the town’s struggling Harbormen, and it just so happens she’s identified a suitable location. Echo Lake Lumber is wired to a functioning wind farm—if you’re willing to clear the area of threats, Small Bertha is certain the Harbormen could transform the mill into a thriving settlement.

Travel to Echo Lake Lumber and deal with the Feral Ghouls scattered in and around the main structure. Some of your targets are trapped on the structure’s upper floors—to reach them, you can either use a bobby pin to open the locked door near the center of the building (Advanced) or use the available shelves to jump up to the attic steps.

Search the rest of the area and neutralize any remaining threats. Once you’ve defeated the last of the Feral Ghouls, a shady individual named Malcolm charges into the area. This crazed Trapper claims to be the lumber mill’s rightful owner, and—as a gesture of thanks—he offers you the chance to leave unharmed.

How you choose to handle this situation can significantly affect your reputation with Far Harbor and the future of Echo Lake Lumber. When Malcolm approaches you, you have three basic options:

  • Allow Malcolm to reclaim the lumber mill. You can accomplish this by ignoring Malcolm or agreeing to leave as instructed.
  • Kill Malcolm. You can engage him directly or provoke him into attacking you by refusing his claim to the lumber mill.
  • Agree to lure fresh victims to the lumber mill. This option becomes available if you ask Malcolm to share the land—he doesn’t care for your suggestion, but he’s willing to pay 615 caps if you promise not to warn the Harbormen about his presence.

If you chose to kill Malcolm, simply return to Far Harbor and tell Small Bertha you’ve completed her task. If you leave Echo Lake Lumber while Malcolm is alive, you have another important decision to make. You can:

  • Lie to Small Bertha about Malcolm. If you assure her the lumber mill is clear, Small Bertha unknowingly leads the Harbormen to a gruesome end. In time, the citizens of Far Harbor come to blame you for the loss of their friends.
  • Warn Small Bertha about Malcolm. If you mention the lone Trapper to Small Bertha, the Harbormen are able to deal with Malcolm and claim the lumber mill as their new home.
  • Convince Small Bertha to let Malcolm keep his land. Choosing this option ends the quest and damages your reputation as a friend to Far Harbor.

If your report convinces Small Bertha that relocation is possible, she pays you a modest sum of 14 caps and begins the next step of her plan. Follow Small Bertha into Teddy Wright’s office and help her convince Captain Avery to provide enough fog condensers to establish a settlement. If you allow the Harbormen to stumble into Malcolm’s trap, the settlement is never established. Otherwise, Echo Lake Lumber is added to the list of settlements under your control. In either case, Teddy Wright is so excited by the prospect of a new settlement that he adds 410 caps to the sum paid by Small Bertha.