Fallout 4 Call to Arms: Why This Early Mission is the Real Start of Your Playthrough

Fallout 4 Call to Arms: Why This Early Mission is the Real Start of Your Playthrough

You've probably stepped out of Vault 111, blinked at the blinding sunlight, and felt that immediate, overwhelming urge to just... wander. It’s the Bethesda magic. But if you’re looking for the moment the game actually "clicks" and hands you the keys to the kingdom, it isn't in Concord with Preston Garvey and his endless settlement requests. It’s at the Cambridge Police Station. That’s where you find Paladin Danse, a man who takes his job way too seriously, and the start of the Fallout 4 Call to Arms quest.

Honestly, if you skip this early on, you're making the game twice as hard for yourself.

The quest is basically a glorified dungeon crawl through ArcJet Systems. On paper, it sounds dry. You go to a place, you shoot some synths, you get a thing. But in reality, it serves as the ultimate litmus test for whether your character build is actually viable in the Commonwealth. It’s also where the Brotherhood of Steel stops being a background faction and starts being your best friend—or your most terrifying enemy.


Getting to the Cambridge Police Station

Most players find this quest by accident. You’re walking toward Diamond City, your radio picks up "Military Frequency AF95," and suddenly you’re hearing a frantic distress call. If you follow that signal, you’ll end up in a firefight outside a police station. Feral ghouls are everywhere. Danse is there in his T-60 Power Armor, looking like a tank, while his teammates, Scribe Haylen and Knight Rhys, are... well, they’ve seen better days.

Don't just stand there. If you don't help them clear the ghouls, the quest doesn't move forward. Once the screeching stops and the dust settles, Danse gives you the pitch. He needs a Deep Range Transmitter to fix their radio. He thinks there's one at ArcJet Systems.

Why Danse is the Best Early-Game Meat Shield

Here is a pro tip: Let Danse lead.

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In the early stages of Fallout 4 Call to Arms, your character is probably a glass cannon. Or maybe just glass. Danse, however, is essential. He cannot die. He has infinite ammo. He is wearing a suit of power armor that would take you dozens of hours to fully upgrade. If you're playing on Survival mode, this is even more critical. Use him as a human shield while you scavenge for desk fans and duct tape in the corners of the office.

The Long Walk to ArcJet Systems

The walk to ArcJet isn't long, but it feels significant. This is the first time the game forces you to realize that the pre-war world wasn't just suburban houses and Nuka-Cola; it was a high-tech corporate nightmare. ArcJet was working on Mars shot technology, but like everything else in the Fallout universe, it was also deeply entangled with military contracts.

Inside, the atmosphere shifts. It’s dark. It’s metallic. It smells like ozone and old carpet. This is where you encounter your first real wave of Synths.

If this is your first time playing, the Synths can be creepy. They aren't the "Generation 3" versions that look like people. These are the Gen 1s and 2s—skeletal, plastic, and relentless. They don't feel pain. They just keep walking toward you while firing Institute pistols that make that distinct pew-pew sound.

The Engine Core Fight: A Rite of Passage

Eventually, you'll reach the engine core. This is the "big moment" of the quest. You have to go down to the basement to restore power to the elevator while Danse stays upstairs to hold off a literal army of Synths.

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You have a choice here.

  1. Restore the power and run back up to help him.
  2. Restore the power and—if you’re feeling a bit chaotic—test-fire the rocket engine while Danse is still in the room.

If you hit that button, the entire chamber is engulfed in a massive plume of fire. It’s spectacular. Most NPCs would be incinerated instantly. But Danse? He just stands there. When the smoke clears, he’s still standing, his armor slightly singed, acting like he just stepped out of a warm shower. It’s the ultimate "show, don't tell" moment for the Brotherhood's technological superiority.

Looting the Right Way

Don't just rush through. ArcJet is a goldmine for materials you'll need for the rest of the game.

  • Righteous Authority: This is your reward at the end, and it is arguably the best energy weapon you can get before level 20. It has the "Lucky" prefix, meaning critical hits do double damage and your critical meter fills 15% faster. If you’re running a VATS-heavy build, this gun is your bread and butter.
  • Fusion Cells: Synths carry Institute pistols. While the pistols themselves are honestly kind of garbage (they take up too much of the screen and do mediocre damage), the ammo is universal. Loot every single body. You can walk out of ArcJet with 300+ Fusion Cells, which is a massive boost for the early game.
  • Junk Items: Look for high-tech components. Biometric scanners, high-powered magnets, and circuitry. You’ll need these for your own power armor or for building advanced settlement defenses later.

The Philosophical Fork in the Road

Completing Fallout 4 Call to Arms ends with Danse offering you a spot in the Brotherhood.

"I don't usually do this," he'll say, which is a lie because he says it to everyone, but it feels good anyway.

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This is a bigger decision than it looks. Joining the Brotherhood gives you immediate access to their resources, but it also puts you on a specific narrative track. The Brotherhood are tech-religious zealots. They aren't exactly the "good guys," depending on how you view the rights of non-humans. But in terms of pure gameplay? They have the best gear, the coolest base (the Prydwen), and they give you Vertibird signal grenades so you can fly across the map instead of walking.

Common Misconceptions About This Mission

Many people think you have to be a "soldier" type character to enjoy this quest. Not true. Stealth builds can have a field day in ArcJet by using the shadows and the verticality of the engine core. Hackers can find terminals to turn turrets against the Synths.

Another mistake? Thinking you have to finish the quest immediately. If you find the fight in the engine core too hard, you can actually leave and come back. Danse will just wait there. He’s patient like that. But honestly, with him doing most of the heavy lifting, even a level 5 character can get through this if they’re careful.


Actionable Steps for Your Next Playthrough

To get the most out of this quest, follow this specific sequence:

  1. Grab the "Righteous Authority" immediately. Don't store it. Use it. Start putting points into the "Rifleman" or "Commando" perks to scale its damage.
  2. Scavenge the "Junk" in the control room. There are specific items in the ArcJet labs that contain Fiber Optics. These are rare in the early game and required for high-end laser sights.
  3. Listen to Scribe Haylen. After the quest, talk to her back at the station. She gives "Quartermastery" missions which are boring fetch quests, but they take you to locations you might not have discovered yet, helping you fill out your map.
  4. Keep Danse as a contact. Even if you don't like the Brotherhood, having him as a potential companion later is huge. His "Know Your Enemy" perk gives you a permanent +20% damage boost against Ghouls, Super Mutants, and Synths once you max out his affinity.

The Fallout 4 Call to Arms quest isn't just a mission; it's the moment the world opens up. You get your first "real" legendary weapon, your first taste of large-scale combat, and your first introduction to the power players of the Commonwealth. Whether you end up wearing the Brotherhood's steel or eventually blowing them out of the sky, it all starts in that dusty police station in Cambridge.

Next time you're heading toward Diamond City, don't ignore that radio signal. It's the best head start the game gives you. Period.