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Best Left Forgotten (DiMAs Memories)
Fallout 4

Best Left Forgotten (DiMAs Memories)

Complete Best Left Forgotten in fallout 4, including DiMA's memory puzzles and the Nucleus Command Center. Learn how to use Faraday's Program.

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Complete Best Left Forgotten in fallout 4, including DiMA's memory puzzles and the Nucleus Command Center. Learn how to use Faraday's Program.

Walkthrough
  1. 1
    From The Nucleus entrance, head south to the dry-dock. Turn east at a concrete wall. If you need to find Tektus, head north into shacks and follow a wooden walkway west onto “The Vessel” submarine. Speak to Tektus about DiMA’s memory banks to gain access to the command center.
  2. 2
    If you have already done this or choose not to speak with Tektus, head up several flights of stairs at the southern end of the dry dock to reach the command center. You will encounter a Child of Atom Zealot who will warn you of dangers within.
  3. 3
    Inside the Nucleus Command Center, proceed forward to encounter lasers guarding a hallway. To the right is a dead-end path with Ammo Boxes and a Large Toolbox in a maintenance room.
  4. 4
    You can disarm the lasers one by one by ensuring you disable both sides of each laser line before moving on. Alternatively, you can trip the lasers to activate six Turrets that pop out. It is recommended to do this near the entrance. You can also provoke them by using a critical hit on a dormant Turret in VATS.
  5. 5
    Past the laser hallway, you will face more Turrets on the walls and a Mr. Gutsy. Kill them and search the barracks rooms on the left for ammo in footlockers. A “Facility Announcement Terminal” nearby is for flavor text only.
  6. 6
    Continue along the linear path, defeating a Protectron. A left door leads to a kitchen area with junk.
  7. 7
    Proceed onward to encounter a leveled Assaultron. After defeating it, continue down the hallways, killing another Protectron and Machine Gun Turrets guarding the next door. A Steamer Trunk is to the left of this door, with a quick-exit opposite it.
  8. 8
    Use the “Command Center Access Terminal” by the door to enter the room. The main computer requires power. Behind the computer is a room with First Aid Boxes and an Ammo Box.
  9. 9
    Warning: Once you turn on the power to use the terminal, another high-level Assaultron will emerge from the closed door to the left of the computer. Quicksave and prepare mines or grenades if desired.
  10. 10
    To turn on the computer, go to the room behind it and follow the red cord to the power switch on the wall. After flipping the switch, the Assaultron will attack.
  11. 11
    Defeat the Assaultron, using the back room as cover (press the cover button to crouch behind walls or objects) or a fallback point if needed.
  12. 12
    Move to the terminal and use Faraday's Program. Select the first memory to enter a simulation.

Inside the Simulation:

DiMA will provide instructions. The BLUE data stream is the START goal, and the YELLOW data stream is the FINISH goal. Small bug creatures move between these goals to collect data packets. You need five packets for each puzzle to reach 100% completion.

There are a total of five puzzles. The first three are story-related and easier. The fourth puzzle provides special dialogue with Nick, and the fifth puzzle reveals the location of special armor. You will be in permanent “Settlement Building” mode, allowing you to store Code Blocks and Decoder Relays in your “workshop” for later use.

Memory 0V-9AX0 (Memory #1):

  1. Find the code blocks to your left. Store them in your workshop.
  2. Use the code blocks to build a bridge for your bugs.
  3. You will see a green line hitting a block. These green beams destroy red walls. Move the block it is hitting to destroy the red wall.
  4. Build another bridge forward. You will see your first relay block, which changes the green beam's direction. Pick it up and use R2 to rotate it to shoot the beam to the right and destroy the next red wall.
  5. Build another bridge forward to reach the goal for the bugs.
Tips
  • When facing the lasers in the command center, disarming them carefully is safer than tripping them.
  • The Mr. Gutsy and Assaultron encounters can be challenging; ensure you have adequate ammunition and health.
  • The simulation puzzles are designed to teach mechanics that will be used in later, more difficult puzzles.
  • Remember to utilize your workshop within the simulation to store components for building bridges and redirecting beams.

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