Carl's Fallout 4 Guide
for PC, Xbox One, and PS4

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Fallout 4: Hole in the Wall

Getting Curie and the Medicine Bobblehead

Hole in the Wall Quest in Fallout 4 Hole in the Wall can get you Curie (Companion), a Syringer, as well as the Medicine Bobblehead but may leave your character permanently weakened from a disease carried by Molerats.

Hole in the Wall is a Quest that can only be started after having 1. first located and entered Vault 81 (which is recommended so you can buy Overseer's Guardian), 2. given blood to Dr. Forsythe in the Clinic there, and 3. waiting at least one day before returning. One of the Vault's children will have been bitten by a Molerat upon your return, and you'll be sent into a secret section of the Vault in order to search for a cure.

Precautions
First, it is highly recommended you do not bring a companion with you on this quest as you will risk getting a disease even if your own character doesn't get hit. It is very likely you'll get it regardless, and be forced into some self-sacrifice in order to complete the quest satisfactorily. Regardless of what you choose, you can still get Curie as a Companion (and maybe one day her special Perk) and the Medicine Bobblehead.

Austin has been bitten by Molerats Meeting with the Doctors to discuss Austin's condition

Starting the Quest
Head to the Clinic and have a meeting with the Doctors about Austin. From here, it's a simple matter of following Bobby to the Reactor area of the Vault. You'll learn a lot about Vault 81 and its main function (every Vault in Fallout 4 has a backstory with strange experiments).

Bobby opens the hole in the wall The door Bobby reveals leads to a secret hidden sub-Vault inside Vault 81

Hidden Vaults and Molerats
Vault 81 has a secret vault, which Bobby will reveal. Inside, you will note a lot of dirt, which means molerats in this case. Their bite carries a pathogen that will leave you with a permanent virus, causing you to lose -10 HP. This is the same virus that little Austin has.

Molerats here biting you carries a big risk of contracting the Molerat Disease -10 HP debuff

If you can avoid being bitten and didn't bring a companion it is unlikely you'll catch it and face no choice in the end. You can, of course, save before this happens and ensure no Molerat can reach you but it's hardly worth it and sometimes the game glitches out during quicksaves (molerat midair attacking you, despite not being there or you already have the disease).

A Protectron and a couple of turrets are the hardest enemies themselves, the molerats only pose the risk of giving your character a disease

Further down the hallways (it's very linear), you'll encounter some robotic resistance. Shouldn't be anything too hard. Continue forward and gather loot that seems useful, but be wary of the staircase up as you near the end due to a molerat ambush from both sides. Again, once you've passed the door marked Research the ambushes intensify.

It becomes quite hard to avoid contracting the Molerat Disease debuff and is hardly worth it given the marginal effect on your HP. At some point it'll be less than 5% of your pool.

Curie (Companion) in Fallout 4 After finishing the Quest, Curie can become your Companion

Meet Curie
Either through the Expert-level terminal door or going around and facing another pack of Molerats, you'll finally meet Curie in her lab. Convince her to open the door.

The Medicine Bobblehead in Fallout 4 The Medicine Bobblehead increases the effectiveness of Stimpaks by 10% (from 30% healing to 33%)

Inside, the Medicine Bobblehead can be found on her desk. You can grab this as Curie explains there is only one dose of the cure for the Molerat Disease. Curie is now your companion and will follow you out.

Only one cure - use for kid or yourself Do you use the cure on the kid or yourself? You may have avoided the molerat disease entirely!

Now, a Choice
When you return to the Clinic, you must decide to either save Austin by giving him the cure, or using it for yourself to eliminate the permanent -10 HP debuff on you. The drawbacks of the latter are that you won't quite be 'included' in this Vault and people will hate you (along with some Companions, if present) as Austin will die. Giving Austin the cure will give you a 10% discount at the store, a room in the Vault, and also allow you to loot almost everything in the Vault where it would've previously been stealing. You'll additionally receive a Syringer rifle (which can deliver drugs from the chemistry station). Given the enormous amounts of HP you can gain toward the upper levels, it's not worth worrying about the debuff, though PC players can cheat to remove it by using the below.

Completed the quest by giving Austin the Cure in Fallout 4's Hole in the Wall Quest This is one great quest to complete, given all the various benefits.

Use the discount to purchase Overseer's Guardian for about 200 caps less, and the expensive Overseer's armguards for about 900 caps less depending on your Charisma. Now you can either keep Curie as a companion or send her to one of your Settlements until you want her later. Curie's special Perk for maximum affinity is to give you a once-per-day emergency healing of 100 HP.

Cheat for the Cure
Open the console with ` (tilde) and type player.additem 00055F10 to get a second copy of the cure if you don't mind tainting your file with a little cheating.

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Far Harbor DLC Guides

See my Far Harbor Guide for new features in the DLC. There, you can also watch the trailer and view new weapons that can be found. The area is massive, so we can expect plenty of quests and exploration in a foggy, rugged area with new and challenging creatures to battle.

Pleae note there are different endings for this DLC, something we all wanted! It's like the actual end-game of FO4 in that you can choose the outcome.

Walkthroughs
Islander's Almanac Magazine Locations
Far From Home: Quest 1
Walk in the Park: Quest 2
Where you Belong: Quest 3
Best Left Forgotten: Quest 4
Ware's Brew Quest New
The Striker New

Automatron Guides & Walkthrough

The final quest Restoring Order (Mechanist Fight/Options) is now available. I've also released a page that describes Getting Started in Automatron to accompany the main page about the DLC. This covers how to make the Robot Workbench to begin making your own Automatrons, and walks you through the first two quests while providing some tips for fighting the Mechanist's creations. Quest 3 Walkthrough: Headhunting is also live on the site.

Robots in Automatron New
Mechanist's Lair, Eyebots, and Rogue Robots covers what happens after the Mechanist story is complete.

Perks & Bobbleheads

Now that I've written about all Perks in Fallout 4, I've put them all in a list, with how they work, what you can expect, and my own opinions on them. Hope this is handy! I've also compiled map shots of all Bobblehead Locations in the game. You can choose to explore the locations on your own or read descriptions for those I've taken notes about.

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