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This page lists all quests in Fallout 4. |
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Main questsEdit
PrologueEdit
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
War Never Changes | Sanctuary Hills (pre-War) Vault 111 (pre-War) | Vault 111 jumpsuit | 0001ed86 | MQ101 |
Act oneEdit
Act one begins when the Sole Survivor awakens in the year 2287, 210 years after entering their cryo pod in Vault 111.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Out of Time | Vault 111 Sanctuary Hills Concord | 200+ XP Pip-Boy 3000 Mark IV Codsworth as a companion | 0001cc2a | MQ102 | ||
Jewel of the Commonwealth | Diamond City | Mama Murphy or Irma | 150+ XP | 000229e5 | MQ103 | |
Unlikely Valentine | Park Street station Vault 114 | Ellie Perkins | 200+ XP 100 bottlecaps Worn fedora Faded trench coat | 0001f25e | MQ104 | |
Getting a Clue | Diamond City | Nick Valentine | 200+ XP Nick Valentine as a companion | 000229e6 | MQ105 | |
Reunions | Fort Hagen | Nick Valentine | 250+ XP Kellogg's pistol Kellogg's outfit | 000229e7 | MQ106 |
Act twoEdit
The beginning of act two is heralded by the arrival of the Prydwen, opening up the majority of the Brotherhood of Steel quests.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Dangerous Minds | Memory Den Kellogg's memories | Nick Valentine | 300+ XP | 000229e9 | MQ202 | |
The Glowing Sea | Edge of the Glowing Sea Crater of Atom Rocky cave | Doctor Amari | 350+ XP | 0006b500 | MQ204 | |
Hunter/Hunted | C.I.T. ruins Greenetech Genetics | Virgil | 350+ XP | 000229eb | MQ205 | |
The Molecular Level | Place selected by the player to build The Teleporter Rocky cave | 400+ XP | 000b1752 | MQ206 | ||
Institutionalized | The Institute | Father | 400+ XP | 000229ec | MQ207 |
Act threeEdit
Act three begins when the Sole Survivor acquires the ability to fast-travel to and from the Institute at the end of Institutionalized. At this point, the main quest's structure splits into four different branches, one for each of the four main factions. Certain events in those factions' quests can make other factions hostile to the Sole Survivor, thus locking them from those branches and failing all of that faction's on-going quests. In some situations, this can be delayed (or even accelerated) with certain actions or certain dialogue choices.
Should the player decide to oppose the Institute by supporting any of the other three factions, the main quest ends with The Nuclear Option quest (there are actually three variants of the same quest, one for each faction opposing The Institute). However, should the player join and support The Institute, the main quest ends with the Nuclear Family quest.
The following quests become available after completing Institutionalized:
- Synth Retention (The Institute branch) - starts automatically.
- From Within (Brotherhood of Steel branch) - given by Elder Maxson if the player completed Show No Mercy, or was already given if the player used the Brotherhood of Steel to advance in The Molecular Level.
- Inside Job (The Minutemen branch) - given by Sturges if the player completed Old Guns, or was already given if the player used the Minutemen to advance in The Molecular Level.
- Underground Undercover (The Railroad branch) - given by Desdemona if the player joined the Railroad by completing the Tradecraft quest, or was already given if the player used the Railroad to advance in The Molecular Level.
Faction questsEdit
The MinutemenEdit
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
When Freedom Calls | Concord Museum of Freedom Sanctuary Hills | Preston Garvey | 300+ XP 100 caps 50 fusion cells Power Armor | 001a001c | Min00 | |
The First Step | Radiant locations | Preston Garvey | 300+ XP ~100 caps Preston Garvey as a companion Rank of General of the Minutemen Flare gun | 0011b36e | MinRecruit00 | |
Taking Independence | Sanctuary Hills The Castle | Preston Garvey | 350+ XP The Castle as a settlement | 0003a457 | Min02 | |
Old Guns | Sanctuary Hills The Castle | Preston Garvey | 300+ XP Artillery schematic Artillery smoke grenade | 000aa778 | Min03 | |
Inside Job | Sanctuary Hills The Prydwen The Institute | Sturges | 300+ XP | 00136329 | Min207 | |
Form Ranks | Preston Garvey | 350+ XP | 000ddfdb | Min301 | ||
Defend the Castle | The Castle | Preston Garvey | 300+ XP | 000bdb04 | MinDefendCastle | |
The Nuclear Option (Minutemen) | The Institute | Preston Garvey | 1500+ XP | 0010c64a | MQ302Min | |
With Our Powers Combined | The Castle | Preston Garvey | 350+ XP | 000dfb3c | MinDestBoS | |
Side quests | ||||||
Returning the Favor | Abernathy farm USAF Satellite Station Olivia | Blake Abernathy or Preston Garvey | 300+ XP Abernathy farm as a settlement | 00106f05 | MinRecruit03 | |
Out of the Fire | Finch farm Saugus Ironworks | Preston Garvey Abraham Finch Jake Finch | 300+ XP Finch Farm as a settlement Shishkebab | 00026340 | DN121 | |
Troubled Waters | Graygarden Weston water treatment plant | Supervisor White or Preston Garvey | 200+ XP ~100 caps Graygarden as a settlement | 000482cd | DN151 | |
Sanctuary | Sanctuary Hills | Sturges | 150+ XP | 0005dee4 | Min01 | |
The Sight | Sanctuary Hills | Mama Murphy | Revelations on the Sole Survivor's future. | 000ebe71 | MQ00MamaMurphy | |
Radiant quests | ||||||
Clearing the Way for (Locationname) | Radiant locations | Preston Garvey A local settler | 100+ XP (Locationname) and target as new settlements | 0015f03f | MinRecruit05 | |
Ghoul Problem at (Locationname) | Radiant locations | Preston Garvey Radio Freedom A local settler | 200+ XP ~100 caps or (Locationname) as a new settlement | 00186642 | MinRecruit07 | |
(Locationname): Greenskins | Radiant locations | Preston Garvey Radio Freedom A local settler | 300+ XP ~100 caps or (Locationname) as a new settlement | 00157ca5 | MinRecruit04 | |
Kidnapped Trader at (Locationname) | Radiant locations | Preston Garvey Radio Freedom | 0003e0c1 | MinRadiantOwned03ChangeLocOnly | ||
Kidnapping at (Locationname) | Radiant locations | Preston Garvey Radio Freedom A local settler | 200+ XP ~100 caps or (Locationname) as a new settlement | 00099848 | MinRecruit02 | |
Raider Troubles at (Locationname) | Radiant locations | Preston Garvey Radio Freedom A local settler | 200+ XP ~100 caps or (Locationname) as a new settlement | 00098136 | MinRecruit01 | |
Resettle Refugees at (Locationname) | Radiant locations | Preston Garvey Radio Freedom | 100+ XP | 00164167 | MinRecruit09 | |
Rogue Courser at (Locationname) | Radiant locations | Preston Garvey | 300+ XP ~100 caps | 00157577 | MinRecruit08 | |
Stop the Raiding at (Locationname) | Radiant locations | Preston Garvey or Radio Freedom | 200+ XP ~100 caps | 0003df95 | MinRadiantOwned02 | |
Suspected Synth at (Locationname) | An established settlement | 00109d73 | MinRadiantOwned10ChangeLocOnly | |||
Taking Point: (Locationname) | Radiant locations | Preston Garvey | 100+ XP (Locationname) as a new settlement | 0015f040 | MinRecruit06 | |
Help defend (Locationname) | Radiant locations | Pip-Boy | None | 00097cc7 000c97a8 000cff72 002407d0 001125e2 001125e3 001125a6 00097cc6 0024918c 001357da 001357db | WorkshopFeralGhoulAttack01 WorkshopGunnerAttack01 WorkshopGunnerAttack02 WorkshopMirelurkAttack_SI WorkshopRaiderAttack01 WorkshopRaiderAttack02 WorkshopRaiderAttack03 WorkshopSuperMutantAttack01 WorkshopSuperMutantAttack02 WorkshopSynthInfiltrator01 WorkshopSynthInfiltrator02 | |
Defend the Artillery at (Locationname) | Radiant locations | Preston Garvey Radio Freedom | None | 000e477f | MinRadiantOwned04_BOS |
Brotherhood of SteelEdit
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
Reveille | Fort Hagen | 300+ XP | 001826bf | BoS000 | ||
Fire Support | Cambridge Police Station | Military frequency AF95 | 300+ XP Brotherhood of Steel flag to craft in settlements | 0005ddab | BoS100 | |
Call to Arms | Cambridge Police Station ArcJet Systems | Paladin Danse | 350+ XP 50 bottlecaps Righteous Authority Brotherhood of Steel membership (Rank of Initiate) | 0006f5c1 | BoS101 | |
Semper Invicta | Cambridge Police Station | Paladin Danse | 300+ XP | 0002bf20 | BoS200 | |
Shadow of Steel | Cambridge Police Station The Prydwen | Pip-Boy | 350+ XP Rank of Knight Full set of BoS II T-60b power armor Paladin Danse as a companion Boston Airport workshop ownership | 0002bf21 | BoS201 | |
Tour of Duty | The Prydwen | Elder Maxson | 300+ XP | 000537fc | BoS201B | |
Show No Mercy | The Prydwen Fort Strong | Elder Maxson | 300+ XP 8 Vertibird signal grenade | 000537ff | BoS202 | |
From Within | The Institute The Prydwen | Elder Maxson | 350+ XP | 0009ff4e | BoS203 | |
Outside the Wire | The Institute | Proctor Ingram or Elder Maxson | 300+ XP | 0013c640 | BoS204 | |
Liberty Reprimed | Boston Airport Waypoint Echo Sentinel Site Prescott | Proctor Ingram | 600+ XP T-60 medic pump | 000ae51c | BoS301 | |
Blind Betrayal | Listening Post Bravo | Elder Maxson | 350+ XP Rank of Paladin Full set of BoS V T-60d power armor | 000b9f9d | BoS302 | |
Tactical Thinking | North End Old North Church Railroad HQ | Lancer Captain Kells | 500+ XP | 00107a1c | BoS302B | |
Spoils of War | Mass Fusion building | Proctor Ingram | 600+ XP | 000fdc8c | BoS303 | |
Ad Victoriam | East Boston police station Charlestown Cambridge | Proctor Ingram | 500+ XP | 00173ed9 | BoS304 | |
The Nuclear Option (Brotherhood of Steel) | The Institute | Elder Maxson | 1500+ XP | 0010c64b | MQ302BoS | |
A New Dawn | The Prydwen | Elder Maxson | 300+ XP T-60 jetpack Rank of Sentinel | 00182eae | BoS305 | |
Side quests | ||||||
A Loose End | The Prydwen Rocky cave | Lancer Captain Kells | 300+ XP Visionary's T-60c helmet | 000adce5 | BoSM04 | |
Duty or Dishonor | The Prydwen Boston Airport Boston Airport ruins | Lancer Captain Kells | Exemplar's T-60c torso & 300 XP OR 50 caps & 300 XP OR 100 caps | 0004402c | BoSM02 | |
The Lost Patrol | West Everett Estates National Guard training yard Revere satellite array Recon Bunker Theta | Paladin Danse OR Lancer Captain Kells | 350+ XP BOS Combat armor chest Survivor's Special | 000b1d79 | BoSM01 | |
Radiant quests | ||||||
Cleansing the Commonwealth | Cambridge Police Station Radiant location | Knight Rhys | 200+ XP ~100 caps | 00064ec7 | BoSR01 | |
Feeding the Troops | The Prydwen Radiant location | Proctor Teagan | 100+ XP | 000d1eb2 | BoSR05 | |
Leading by Example | The Prydwen Boston Airport Radiant location | Lancer Captain Kells | 300+ XP | 000c8675 | BoSR03 | |
Learning Curve | The Prydwen Boston Airport Radiant location | Proctor Quinlan | 300+ XP ~100 caps | 000cf3e2 | BoSR04 | |
Quartermastery | Cambridge Police Station Radiant location | Scribe Haylen | 200+ XP ~100 caps | 000c30dc | BosR02 | |
Repeatable quests | ||||||
Blood Bank | The Prydwen | Senior Scribe Neriah | 50+ caps per viable blood sample 6 X-111 compound every 20 samples | 001b2b08 | BoSFFMaster | |
Getting Technical | The Prydwen | Proctor Quinlan | 25+ caps per Technical document found | 001b2b08 | BoSFFMaster | |
Reactor Coolant | The Prydwen | Proctor Ingram | 100+ caps per Reactor coolant | 001b2b08 | BoSFFMaster |
The RailroadEdit
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
Road to Freedom | Boston Common Old North Church | 300+ XP | 000459d2 | RR101 | ||
Tradecraft | The Switchboard Old North Church | Desdemona | 300+ XP Membership in The Railroad Deliverer gun Deacon as a companion | 0006fa37 | RR102 | |
Underground Undercover | The Institute Cambridge Polymer Labs | Desdemona | 600+ XP 500 caps Railway rifle Railway spikes | 000b2d48 | RR201 | |
Precipice of War | Railroad HQ | Desdemona | 500+ XP | 0002c8cb | RR302 | |
Rockets' Red Glare | Cambridge Police Station The Prydwen | Desdemona | 500+ XP | 00043275 | RR303 | |
The Nuclear Option (Railroad) | The Institute | Desdemona | 1500+ XP | 0010c64c | MQ302RR | |
Side quests | ||||||
Boston After Dark | Railroad HQ Bunker Hill Ticonderoga | Desdemona | 300+ XP ~180 caps Ticonderoga as a safehouse | 0005fd90 | RRM01 | |
Mercer Safehouse | Railroad HQ A chosen settlement | P.A.M. | 300+ XP 200 caps | 000b26c2 | RRR04 | |
Burning Cover | Railroad HQ | Failing Underground Undercover by becoming enemies with the Institute | 75+ XP | 0019e746 | RRAct3Lost | |
Butcher's Bill | Railroad HQ Kendall Hospital | Doctor Carrington | 300+ XP 150 caps | 000b1f1d | RRR01a | |
Butcher's Bill 2 | Railroad HQ | Doctor Carrington | 300+ XP 175 caps | 000b1f1c | RRR01b | |
Memory Interrupted | Railroad HQ Malden Center | Desdemona | 300+ XP 200 caps Two Railroad Stealth Boys | 000a8baf | RRM02 | |
Operation Ticonderoga | Railroad HQ Ticonderoga | Desdemona | 300+ XP 500 caps A random armor or weapon | 0007cc61 | RR301 | |
To the Mattresses (Number) | Railroad HQ Variable location | Desdemona | 400+ XP Chance of a random item 150-300 caps, 450 caps and two random items on completion of the final mission | 0013a33d | RRR08 | |
Randolph Safehouse (Number) | Railroad HQ Variable location | Drummer Boy | 300+ XP Caps Institute Killer weave | 001845f7 | RRR06 | |
Radiant quests | ||||||
A Clean Equation | Railroad HQ Random location | P.A.M. | 75+ XP 130 caps | 0014a34a | RRR10 | |
Concierge | Mercer Safehouse Random location | Caretaker | 300+ XP Caps Stimpaks | 000b3e82 | RRR02a | |
High Ground | Railroad HQ Random location | P.A.M. | 75+ XP | 00150577 | RRR11 | |
Jackpot: (Locationname) | Railroad HQ Hub 360 Medford Memorial Hospital Pinnacle Highrise | P.A.M. | 250+ XP Ballistic weave | 000b926b | RRR03 | |
Lost Soul: (Locationname) | Railroad HQ Variable location | Doctor Carrington | 400+ XP 250 caps | 00145f1a | RRR09 | |
Variable Removal: (Locationname) | Railroad HQ Variable location | P.A.M. | 300+ XP 270 caps | 00186c79 | RRR07 | |
Weathervane: (Locationname) | Railroad HQ Variable location | Tinker Tom | 100+ XP | 000b926a | RRR05 |
The InstituteEdit
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
Synth Retention | The Institute Libertalia | Father | 200+ XP Quarters in The Institute | 000e2058 | Inst301 | |
The Battle of Bunker Hill | The Institute Bunker Hill C.I.T. ruins | Father | 500+ XP 500 caps | 000a8258 | Inst302 | |
Mankind - Redefined | The Institute | Father | 400+ XP X6-88 as a companion | 0002b4e9 | Inst303 | |
Mass Fusion | The Institute Mass Fusion building | Father | 600+ XP | 0015bd39 | InstMassFusion | |
Pinned | The Institute Graygarden homestead | Father | 500+ XP | 00055be4 | MinVsInst | |
Powering Up | The Institute Diamond City | Father | 500+ XP | 000a274b | Inst305 | |
End of the Line | The Institute Railroad HQ | Father | 500+ XP | 000ac7b3 | Inst306 | |
Airship Down | The Institute Boston Airport | Father | 600+ XP | 000bacff | Inst307 | |
Nuclear Family | The Institute | 1500+ XP Institute Paint Mod for X-01 power armor Father's lab coat | 000bad00 | Inst308 | ||
Side quests | ||||||
A House Divided | The Institute | Newton Oberly | 200+ XP * 5 jet * 5 Mentats * 5 RadAway | 000b2d47 | InstM03 | |
Building a Better Crop | The Institute Warwick homestead Goodneighbor | Isaac Karlin | 200+ XP 250 caps 20 stimpaks Warwick homestead as a settlement | 000986c7 | InstM01 | |
Plugging a Leak | The Institute | Justin Ayo | 400+ XP 1000 caps or Liam's glasses | 000a8257 | InstM02 | |
Radiant quests | ||||||
Appropriation | The Institute Radiant location | Evan Watson | 350+ XP * 4 fusion cells | 000edcef | InstR03NEW | |
Hypothesis | The Institute Radiant location | Clayton Holdren | 400+ XP * 4 stimpaks | 000eb268 | InstR02 | |
Pest Control: (Locationname) | The Institute Radiant location | Alan Binet | 400+ XP * 10 Pre-War money | 000f7933 | InstR01 | |
Political Leanings | The Institute Diamond City | Justin Ayo | 75+ XP * 100 caps | 000f0d8c | InstR05 | |
Reclamation: (Locationname) | The Institute Radiant location | Alana Secord | 400+ XP * 5 plasma grenades | 000ede28 | InstR04 |
Side questsEdit
Secondary questsEdit
These are non-affiliated secondary quests.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
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Banished from the Institute | The Institute | Becoming enemies with the Institute | 300+ XP | 0016d036 | InstKickOut | |
Cambridge Polymer Labs | Cambridge Polymer Labs | Molly | 200+ XP Piezonucleic power armor | 000284bc | DN015 | |
Confidence Man | Diamond City Dugout Inn Diamond City Radio Beantown Brewery | Vadim Bobrov | 300+ XP * Bottle caps Travis is more confident on Diamond City Radio | 00022a05 | MS14 | |
Curtain Call | Trinity Tower | Trinity Tower Radio | 200+ XP Strong as a companion Reginald's suit (male) Agatha's dress (female) | 00146c84 | MS10b | |
Dependency | Vault 81 | Tina De Luca | 75+ XP | 00033527 | V81_03 | |
Diamond City Blues | Diamond City Four Leaf fishpacking plant | Paul Pembroke | 400+ XP | 00022a04 | MS13 | |
Emogene Takes a Lover | Cabot House The Third Rail Charles View Amphitheater | Edward Deegan | 150+ XP 195 caps | 000503b9 | MS09Mission02 | |
Here Kitty, Kitty | Vault 81 | Erin Combes | 75+ XP Fusion core, or * Kickball, or * Teddy bear, or * Silver locket | 00033520 | V81_01 | |
Here There Be Monsters | On the docks behind The Shamrock Taphouse Yangtze Saugus Ironworks | Donny Kowalski | 200+ XP 3 Homing beacons * 4 Pre-War money * 200 caps * Zao's sword | 000229f7 | MS02 | |
Hole in the Wall | Vault 81 | Dr. Penske | 250+ XP Syringer rifle Vault 81 room Curie as a companion | 00022a0a | MS19 | |
Human Error | Covenant Compound | Honest Dan | 350+ XP Covenant as settlement 300 caps if siding with Chambers | 00022a08 | MS17 | |
In Sheep's Clothing | Diamond City | Danny Sullivan | 150+ XP | 001764df | FFDiamondCity10 | |
Kid in a Fridge | The fridge Quincy Peabody house | Billy | 150+ XP 200-850 caps | 000229f6 | MS01 | |
Last Voyage of the U.S.S. Constitution | USS Constitution | Ironsides | 450+ XP Broadsider Lieutenant's hat | 00022a02 | MS11 | |
Mystery Meat | Longneck Lukowski's Cannery | Theodore Collins | 200+ XP 50 caps | 0002633e | DN079 | |
Order Up | Drumlin Diner | Wolfgang OR Trudy | 150+ XP 100/125/140/150/200 caps | 001069a9 | DialogueDrumlinDiner | |
Out in Left Field | Diamond City Westing Estate | Moe Cronin | 150+ XP 300/375/450/600 caps | 00035d03 | FFDiamondCity06 | |
Painting the Town | Diamond City Hardware Town | Abbot | 150+ XP 100-300 caps | 0001d727 | FFDiamondCity01 | |
Pickman's Gift | Pickman Gallery | Pickman | 150+ XP Pickman's Blade Pickman's thank you note | 0004ad05 | DN101 | |
Public Knowledge | Goodneighbor Boston Public Library | Daisy | 400+ XP 200/250/300/400 caps | 0010b654 | FFGoodneighbor02 | |
Pull the Plug | Thicket Excavations | Sully Mathis | 200+ XP 50 caps | 001073ce | DN138 | |
Short Stories | Vault 81 | Katy | 75+ XP Grognak the Barbarian | 001338b9 | V81_04 | |
Special Delivery | Cabot House Parsons State Insane Asylum Parsons Creamery | Edward Deegan | 200+ XP 100/150 caps | 000503b8 | MS09Mission01 | |
Story of the Century | Diamond City Publick Occurrences | Piper Wright | 150+ XP Piper as a companion | 000456e8 | FFDiamondCity07 | |
The Big Dig | Goodneighbor The Dig Diamond City | Bobbi No-Nose | 300+ XP Ashmaker John Hancock as a companion 300 caps if sided with Bobbi | 00022a07 | MS16 | |
The Devil's Due | Museum of Witchcraft Colonial Taphouse Deathclaw nest, northwest of Parsons State Insane Asylum | Private Hart's holotape | 400+ XP 200/300/400/500 caps & Wellingham's recipe or Deathclaw gauntlet | 0014b717 | MS05B | |
The Disappearing Act | Diamond City | Valentine Detective Agency | 250+ XP | 0001cb51 | MS07a | |
The Gilded Grasshopper | Faneuil Hall Shem Drowne's grave | Marty Bullfinch file or the Gilded grasshopper | 350+ XP Copper, silver and gold bars Shem Drowne sword | 000229fd | MS07b | |
The Marowski Heist | Diamond City Goodneighbor | Darcy Pembroke | 150+ XP 400/500/600/800/900 caps | 000457c6 | MS13FindPhoto | |
The Memory Den | Memory Den | Irma | 150+ XP | 00108ec0 | FFGoodneighbor01 | |
The Secret of Cabot House | Parsons State Insane Asylum Cabot House | Jack Cabot | 300+ XP and: * 500 caps & Lorenzo's Artifact or 'Lifetime supply' of Mysterious serum | 00022a00 | MS09 | |
The Silver Shroud | Goodneighbor | Kent Connolly | 450+ XP 750 caps Silver Shroud gear Silver Shroud gear upgrades (if Kent survives) | 00027556 | MS04 | |
Trouble Brewin' | Goodneighbor | Rufus Rubins | 200+ XP 200-400 caps | 0017d18c | DialogueGoodneighborRufus | |
Vault 75 | Vault 75 | Exploring Vault 75 | 200+ XP | 000fcb15 | DN143 | |
Vault 81 | Vault 81 | Overseer McNamara | 75+ XP 100 caps Access to Vault 81 | 000b8464 | V81_00_Intro |
Miscellaneous questsEdit
These quests are displayed under the section 'Miscellaneous' of the Pip-Boy.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Art Appreciation | Goodneighbor Pickman Gallery | John Hancock | 150+ XP Up to 400 caps | 001120de | FFGoodneighbor05 | |
Atom Cats (quest) | Atom Cats garage | Zeke | 150+ XP Zeke's jacket and jeans | 00048516 | DN054 | |
Botany Class | Diamond City market Forest Grove marsh | Solomon | 150+ XP 100/125/150/200 caps Buffout x1 Jet x1 Psycho x1 | 0002125f | FFDiamondCity03 | |
The Combat Zone | Combat Zone | ~100 caps Cait as a companion | 0002074b | CZ | ||
Detective Case Files | Diamond City | Case files on the table | 000229fc | MS07 | ||
Diamond City's Most Wanted | Dugout Inn or Diamond City market | Wanted poster | 150/400 XP | 0014182c (raiders) 0018127d (mutants) 00181280 (ghouls) | FFDiamondCityWanted01 FFDiamondCityWanted04 FFDiamondCityWanted07 | |
Fallen Hero | Bunker Hill Old Gullet sinkhole | Joe Savoldi | 150+ caps Grandpa Savoldi's hat | 00122220 | FFBunkerHill01 | |
Find the Treasures of Jamaica Plain | Jamaica Plain | Hadrian's invitation Jamaica Plain flyer | 2076 World Series baseball bat Unique pre-War items | 000e9914 | DN070 | |
Fly Fishing | Diamond City | Doctor Duff | 75+ XP 100/125/150/200 bottlecaps | 0002c59b | FFDiamondCity05 | |
Giddyup 'n Go | The Slog Wilson Atomatoys factory | Arlen Glass | 100+ XP 150/225/300 caps | 000254b7 | DN154 | |
Greet the Dog | Red Rocket truck stop | Dogmeat | Dogmeat as a companion | 0006dfaf | DogmeatQuest | |
Gun Run | Rook family house | Barney Rook | 350+ XP Reba II | 001243d6 | DN083_Barney | |
Hazardous Material | Goodneighbor HalluciGen, Inc. | Fred Allen | 400+ XP 200/250/300/400 caps | 0010cb94 | FFGoodneighbor03 | |
Home Plate | Diamond City Home Plate | Geneva | 75+ XP Home Plate as a settlement | 0014191c | FFDiamondCity02 | |
MacCready for Action | Goodneighbor | Robert Joseph MacCready | Robert Joseph MacCready as a companion | 001160b3 | FFGoodneighbor06 | |
Meet Ness at the Crash Site | Skylanes Flight 1981 | Ness | 50/100/150/200 caps | 000684d0 | DN123 | |
Message in a Bottle - Trapped for Days | Crater house | Bottle message | Levelled loot cache | 001da03b | DNMessageInABottleQuest | |
Message in a Bottle - Predator Becomes Prey | The Castle | Bottle message | Levelled loot cache | 001da045 | DNMessageInABottleQuest | |
Message in a Bottle - Not Going Well | Wreck of the FMS Northern Star | Bottle message | Levelled loot cache | 001da050 | DNMessageInABottleQuest | |
Message in a Bottle - Need a Hand | Boston Airport | Bottle message | Levelled loot cache | 001da058 | DNMessageInABottleQuest | |
Message in a Bottle - Difficult to Kill | Mahkra Fishpacking | Bottle message | Levelled loot cache | 001da060 | DNMessageInABottleQuest | |
Message in a Bottle - X Marks the Spot | Nahant Oceanological Society | Bottle message | Levelled loot cache | 001da063 | DNMessageInABottleQuest | |
Nuka Cola Needs | Diamond City | Sheffield | 75+ XP Sheffield as a settler | 000502ac | FFDiamondCity08 | |
Pool Cleaning | Diamond City | Sheng Kawolski | 75+ XP 100/125/150/200 caps | 00142434 | FFDiamondCity04 | |
Prep School | Bunker Hill East Boston Preparatory School | Kessler | 300+ XP Trade caravan post to build in settlements | 0012221f | FFBunkerHill03 | |
Recruiting Hancock | Hawthorne Estate | Hancock | John Hancock as a companion Up to 425 caps | 001323ab | FFGoodneighbor07 | |
Galleria | General Atomics Galleria | Opening of the businesses of the Galleria | 0004542b | DN049 | ||
Search for caps in (location) Look for the stash of chems in (location) Find the (weapon) in (location) Search for scrap in (location) Search for tech in (location) | Radiant locations | Raider's note Junkie's note Gunner's note Scavenger's note Settler's note | 0002bde6 0002bde9 0002beed 0002bef6 0002bef9 | RETreasureHuntSC01 RETreasureHuntSC02 RETreasureHuntSC03 RETreasureHuntSC04 RETreasureHuntSC05 | ||
The Cleaner | Goodneighbor | Whitechapel Charlie | 150+ XP 200/250/300/400 caps | 0010d5a7 | FFGoodneighbor04 | |
Traffic Jam | Bunker Hill National Guard training yard | Deb | 300+ XP 125/175/225/300 caps | 00122221 | FFBunkerHill02 | |
Vault 81 Tour | Vault 81 | Austin Engill | 75+ XP | 00099e5d | Vault81Tour | |
Virgil's Cure | Rocky cave The Institute | Brian Virgil | 100+ XP | 000adce7 | DN053 |
Unmarked questsEdit
These are quests that can be completed for certain rewards, but do not appear in your Pip-Boy.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
A Pillar of the Community | Charles View Amphitheater | Brother Thomas | 000c5093 | DN019JoinCult | ||
Bill Sutton (quest) | Warwick Homestead | Bill Sutton | 2 caps per tato or mutfruit | 0003f242 | DialogueWarwickHomestead | |
Brother Against Brother | Diamond City | Riley Kyle | 0014bf48 | FFDiamondCity12 | ||
Familiar Faces | Goodneighbor | Vault-Tec rep | Vault-Tec rep as a settler | 00033582 | DialogueGoodneighbor | |
Fertilizer Woman | Vault 81 | Dr. Penske | 25 caps per bag of fertilizer | 0003f244 | DialogueVault81 | |
Holly (quest) | The Slog | Holly | 0003f241 | DialogueTheSlog | ||
Lucy Abernathy (quest) | Abernathy farm | Lucy Abernathy | 3/5 caps per Melon | 0006b4cf | DialogueAbernathyFarm | |
Maintenance Man | Vault 81 | Calvin Whitaker | 15 caps per tool | 0003f244 | DialogueVault81 | |
Quality Assurance | General Atomics factory | 00045770 | DN050 | |||
Supervisor Brown (quest) | Graygarden | Supervisor Brown | 2 caps per mutfruit | 0003f23f | DialogueGraygarden | |
Supervisor Greene (quest) | Graygarden | Supervisor Greene | 100/300 caps | 0003f23f | DialogueGraygarden | |
Wedding Day | Diamond City | Miss Edna Zwicky | 00145676 | FFDiamondCity09 |
Companion questsEdit
The following quests are given once the player gains enough affinity with a particular companion.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Benign Intervention | Vault 95 | Cait | 200+ XP Cait cured from her addictions. New interests. | 001666c5 | COMCaitQuest | |
Emergent Behavior | Memory Den | Curie | 300+ XP Reputation with Curie Synth Curie | 0016454e | COMCurieQuest | |
Long Road Ahead | Mass Pike Interchange Med-Tek Research Goodneighbor | Robert Joseph MacCready | 250+ XP | 00027411 | COMMacCreadyQuest | |
Long Time Coming | Andrew station | Nick Valentine | 450+ XP Eddie's Peace gun Close to Metal perk | 000229fe | MS07c |
Settlement questsEdit
Cleanup (Issue: Need to determine if these quests can actually be triggered and, if so, added to the Minutemen radiant quests section) To meet Nukapedia's quality standards, this article or section may require cleanup. Please help by improving the article. |
In addition to the Help defend (settlement name) quests, there are a number of miscellaneous quests associated with settlements.
Form ID | Editor ID | Comments |
---|---|---|
000a1412 | MinRadiantOwned01 | Raiders have been threatening <Alias=ActualLocation>. I should do what I can to build up their defenses before it's too late. |
00160409 | MinRadiantOwned05 | I should help build up the defenses at <Alias=ActualLocation> before the Super Mutants attack again. |
00161d1d | MinRadiantOwned06ChangeLocOnly | The people at <Alias=ActualLocation> are short of <Alias=TroubleName>. I've agreed to help. |
00162f44 | MinRadiantOwned07ChangeLocOnly | The people at <Alias=ActualLocation> need help repairing their generator. They suggested I might find the parts to fix it at <Alias=Dungeon>. |
00186a08 | MinRadiantOwned08 | Preston Garvey had word that a friendly settlement is requesting help from the Minutemen to defend themselves from the Gunners. |
0005e51f | MinRadiantOwned09ChangeLocOnly | The settlers of <Alias=ActualLocation> are afraid they're about to be attacked by a pack of roving feral ghouls. I should do what I can to build up their defenses before it's too late. |
001533a9 | MinRadiantOwned11 | The people of <Alias=ActualLocation> are worried that Institute synths are preparing to attack. I should do what I can to build up their defenses before it's too late. |
Add-on questsEdit
AutomatronEdit
These quests are only playable after Automatron has been installed.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
Mechanical Menace | Wattz Consumer Electronics | Caravan distress call | 250+ XP Robot workbench schematics | 000806 | DLC01MQ01 | |
A New Threat | General Atomics factory | Ada | 300+ XP | 000801 | DLC01MQ02 | |
Headhunting | Fort Hagen satellite array Fort Hagen hangar Radiant location | Ada | 400+ XP Jezebel | 002833 | DLC01MQ04 | |
Restoring Order | RobCo sales & service center The Mechanist's lair | Ada | 300+ XP Mechanist's armor and helmet | 0010f5 | DLC01MQ05 | |
Radiant quests | ||||||
Rogue Robot | The Mechanist's lair Radiant location | The Mechanist Ada | 300+ XP | 003e8a 00af4d 00ad50 00af4c 00af51 003e8f 00d5fc 003e90 008508 | DLC01MQPostQuestRadiantAssault01 DLC01MQPostQuestRadiantAssault02 DLC01MQPostQuestRadiantAssault03_Min DLC01MQPostQuestRadiantAssault03_Inst DLC01MQPostQuestRadiantAssault03_BOS DLC01MQPostQuestRadiantScene_01 DLC01MQPostQuestRadiantScene_02 DLC01MQPostQuestRadiantTravel_01 DLC01MQPostQuestRadiantTravel_02 |
Far HarborEdit
These quests are only playable after Far Harbor has been installed.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
Far From Home | Valentine Detective Agency Nakano residence Far Harbor | Valentine's Detective Agency Radio | 400+ XP 300 caps Access to Far Harbor | 001b3f | DLC03MQ01 | |
Walk in the Park | Far Harbor Acadia | Captain Avery | 400+ XP Longfellow's cabin as a settlement | 001b40 | DLC03MQ02 | |
Where You Belong | Acadia | Old Longfellow | 500+ XP 500 caps Access to Acadia | 001b41 | DLC03MQ03 | |
Best Left Forgotten | The Nucleus | Kasumi Nakano | 500+ XP | 001b42 | DLC03MQ04 | |
The Way Life Should Be | 600+ XP Destroyer of Acadia perk Acadia's Shield (armor chestpiece) Lucky Eddy (lever-action rifle) | 001b43 | DLC03MQ05 | |||
Cleansing the Land | 600+ XP Far Harbor Survivalist for siding with Far Harbor Crusader of Atom for siding with the Children of Atom | 001b44 | DLC03MQ06 | |||
Reformation | Acadia The Nucleus | 600+ XP Protector of Acadia Atom's Bulwark | 02127f | DLC03MQ06a | ||
Close to Home | Acadia Nakano residence | 400+ XP Supply stash | 004f2c | DLC03MQPostQuest | ||
General side quests | ||||||
Brain Dead | Vault 118 | Pearl or Maxwell | 400+ XP (part 1) 300+ XP (part 2) 200 to 1270 pre-War money | 036763 | DLC03_V118_Quest | |
Shipbreaker | The Island Acadia | Shipbreaker's radio frequency | 275+ XP Skipper's Last Stand | 040a87 | DLC03WorkshopRadiantOwned05 | |
Radiant quests | ||||||
Condensers Down | A settlement on the Island A radiant location | A settler | ~100 XP ~100 caps | 00eb4c | DLC03WorkshopRadiantOwned01 | |
Deadliest Catch | A settlement on the Island A radiant location | A settler | 040a86 | DLC03WorkshopRadiantOwned04 | ||
Super Mutants in the Fog | A settlement on the Island A radiant location | A settler | ~100 XP ~100 caps | 00eb51 | DLC03WorkshopRadiantOwned02 | |
Trapper Attack | A settlement on the Island A radiant location | A settler | ~100 XP ~100 caps | 039953 | DLC03WorkshopRadiantOwned03 | |
Acadia side quests | ||||||
Acadian Ideals | Acadia | 300+ XP | 0456d3 | DLC03AcadiaQuestPointers | ||
Data Recovery | The Island Acadia | Faraday | 250+ XP | 04b1f6 | DLC03AcadiaM03 | |
The Arrival | The Island Acadia | Chase | 400+ XP 200/250/300/400 caps | 01536f | DLC03AcadiaM01 | |
The Price of Memory | Acadia | Cog | 350+ XP Crippling sledgehammer or legendary synth chestpiece | 04b95a | DLC03AcadiaM04 | |
Hunting the Hunter | The Island Acadia | Dejen | 475+ XP 420-610 caps | 04049b | DLC03AcadiaM02 | |
Children of Atom side quests | ||||||
Ablutions | The Nucleus | Mai | 350+ XP Radical Conversion | 02b500 | DLC03DLC03CoA_FFNucleus03 | |
The Heretic | The Nucleus Ruined church | Grand Zealot Richter | 400+ XP Atom's Judgement | 01b0af | DLC03AtomM02 | |
Visions in the Fog | The Nucleus Atom's Spring | Grand Zealot Richter | 400+ XP Member of the Church of the Children of Atom Access to the Nucleus | 00afb1 | DLC03AtomM01 | |
What Atom Requires | The Nucleus | High Confessor Tektus | 300+ XP | 0500e4 | DLC03CoA_QuestPointers | |
The Trial of Brother Devin | The Nucleus | Zealot Ware | 350+ XP Ware's brew recipe 4 Ware's brew | 01055c | DLC03CoA_FFNucleus01 | |
Witch Hunt | The Nucleus | High Confessor Tektus | 350+ XP Inquisitor's cowl | 02c8b3 | DLC03CoA_FFNucleus02 | |
Far Harbor side quests | ||||||
Blood Tide | Far Harbor National Park campground Dalton farm Brooke's Head Lighthouse | Cassie Dalton | 350+ XP 900 caps Bloodletter Dalton farm as a settlement | 023acb | DLC03FarHarborFF01 | |
Hull Breach | Far Harbor Eagle's Cove tannery | The Mariner | 300+ XP 450 caps Combat shotgun | 00a990 | DLC03DLC03FarHarborFF03a | |
Hull Breach 2 | Far Harbor MS Azalea | The Mariner | 300+ XP 400 caps | 00aec4 | DLC03FarHarborFF03b | |
Hull Breach 3 | Far Harbor Haddock Cove | The Mariner | 300+ XP 615 caps Defender's Harpoon Gun | 02039a | DLC03FarHarborFF03c | |
Living on the Edge | Far Harbor | Captain Avery | 400+ XP | 04e77a | DLC03DLC03FarHarborM02 | |
Rite of Passage | Far Harbor The Island | Teddy Wright | 350+ XP 600 caps The Captain's Hat The Captain's Feast | 00a992 | DLC03FarHarborM01 | |
Safe Passage | Far Harbor | Captain Avery | 300+ XP | 023aca | DLC03FarHarborFF02 | |
The Changing Tide | Far Harbor | Captain Avery | 500+ XP Rescue diver suit | 04e779 | DLC03FarHarborM03 | |
The Great Hunt | Far Harbor The Island | The Mariner | 300+ XP Legend of the Harbor | 02399f | DLC03FarHarborS03 | |
The Hold Out | Far Harbor National Park Visitor's Center | Mitch | 300+ XP 610 caps Fire Belly recipe National Park Visitor's Center as a settlement | 00a991 | DLC03FarHarborS01 | |
Turn Back the Fog | Far Harbor Echo Lake Lumber | Small Bertha | 300+ XP 410 caps Echo Lake Lumber as a settlement | 00aec3 | DLC03FarHarborS02 | |
Commonwealth Factions quests | ||||||
Forbidden Knowledge | The Institute | William Moseley | 013f3a | DLC03Acadia_Institute | ||
Search and Destroy | The Prydwen | Lancer Captain Kells | 013f39 | DLC03Acadia_BoS |
Vault-Tec WorkshopEdit
These quests are only playable after Vault-Tec Workshop has been installed.
![Fallout 4 bos questline Fallout 4 bos questline](/uploads/1/2/3/7/123704197/700542200.jpg)
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Quests | ||||||
Vault-Tec Calling | Quincy Quarries Vault 88 | Vault 88 radio beacon | Location of Vault 88 300+ XP | 0043e5 | DLC06MQ01 | |
Better Living Underground | Vault 88 | Overseer Barstow | Vault 88 as a settlement 300+ XP | 00480b | DLC06MQ02 | |
A Model Citizen | Vault 88 | Overseer Barstow | 350+ XP | 004840 | DLC06MQ03 | |
Explore Vault 88 | Vault 88 | Overseer Barstow | 300+ XP | 004f65 | DLC06MQ04 | |
Power to the People | Vault 88 | Overseer Barstow | 350+ XP Power Cycle 1000 as a settlement object | 004a7e | DLC06E01 | |
The Watering Hole | Vault 88 HalluciGen, Inc. | Overseer Barstow | 350+ XP Soda fountain as a settlement object | 004ad5 | DLC06E02 | |
Vision of the Future | Vault 88 | Overseer Barstow | 350+ XP Phoropter as a settlement object | 004f72 | DLC06E03 | |
Lady Luck | Vault 88 | Overseer Barstow | 400+ XP Slot machine as a settlement object Legend of Vault 88 | 005117 | DLC06E04 | |
Overseer's Most Wanted | Any settlement | Vault-Tec Population Management System | Location of companions | 003de1 | DLC06CompanionTracker |
Nuka-WorldEdit
These quests are only playable after Nuka-World has been installed.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
All Aboard | Nuka-World transit center | Nuka-Cola Family radio | 200+ XP Access to Nuka-World | 000800 | DLC04MQ00 | |
Taken for a Ride | Nuka-station, Nuka-World access tunnels, Cola-cars arena | RedEye | 500+ XP Full set of Overboss power armor Title of Overboss of Nuka-World | 000801 | DLC04MQ01 | |
An Ambitious Plan | Fizztop Grille Bradberton Amphitheater Fizztop Mountain The Parlor | Porter Gage | 400+ XP Porter Gage as a companion (Optional) The Problem Solver | 000802 | DLC04MQ02 | |
The Grand Tour | Kiddie Kingdom World of Refreshment Dry Rock Gulch Safari Adventure Galactic Zone | Porter Gage | 400+XP | 000803 | DLC04MQ03 | |
A Magical Kingdom | Kiddie Kingdom | Oswald the Outrageous | 400+ XP Oswald's tophat Sword of Wonders Control of Kiddie Kingdom (Optional) Magician's tuxedo | 03684f | DLC04_KiddieKingdomMain | |
A World of Refreshment | The World of Refreshment | Discovering the World of Refreshment | 350+ XP Control of the Nuka-Cola bottling plant | 03684e | DLC04_BottlingPlantMAIN | |
High Noon at the Gulch | Dry Rock Gulch | Discovering Dry Rock Gulch | 400+ XP 200 caps Cowboy hat Western outfit Western revolver Control of Dry Rock Gulch | 0431ab | DLC04DryRockGulch | |
Safari Adventure | Safari Adventure | Cito | 400+ XP Control of Safari Adventure (Optional) Cito's Shiny Slugger | 0260e2 | DLC04SafariAdventureQuest | |
Star Control | Galactic Zone | Discovering the Galactic Zone | 400+ XP Control of the Galactic Zone | 01e34a | DLC04GZMainQuest | |
Home Sweet Home | Nuka-World | Porter Gage | 500+ XP Wasteland Warlord perk Rank 2 | 000804 | DLC04MQ04 | |
Power Play | The World of Refreshment, Fizztop Mountain, The Parlor, Bradberton Amphitheater | Shank | 400+ XP 2 of the following gang perks Ace Operator perk,Chosen Disciple perk, or Pack Alpha perk Electricity to Nuka-World | 000805 | DLC04MQ05 | |
Side quests | ||||||
Amoral Combat | Nuka-Town USA, Cola-cars arena | Fritsch | 75+ XP Loot from challenger's corpse Aeternus (Rogue knight) | 039262 | DLC04SettlementFF01 | |
Cappy in a Haystack | Nuka-Town USA Fizztop Grille Dry Rock Gulch Galactic Zone Kiddie Kingdom Safari Adventure World of Refreshment | Sierra Petrovita | 400+ XP Nuka-nuke launcherorNuka-World jumpsuit | 000806 | DLC04MS01 | |
Open Season | Bradberton Amphitheater Fizztop Mountain The Parlor Nuka-Town market Nuka-World power plant | Preston GarveyorMackenzie Bridgeman | 600+ XP | 027704 | DLC04RaiderKickout | |
Precious Medals | Nuka-Town USA Dry Rock Gulch Galactic Zone Kiddie Kingdom Safari Adventure World of Refreshment | N.I.R.A. | 75+ XP Nuka Cola Dark Nuka Orange Nuka Cola Quantum | 03ac61 | DLC04SettlementFF02 | |
Trip to the Stars | Hubologist's camp Vault-Tec Among the Stars Nuka-World junkyard | Dara Hubbell | 450+ XP 200/250/300/350 caps Hub's Alien Blaster 10 alien blaster rounds (Optional) 100 alien blaster rounds | 000807 | DLC04MS02 | |
Radiant quests | ||||||
A Goods Defense | Random questgiver | 75+ XP ~250 caps | 02191c | DLC04_RQ_DefendCache | ||
A Permanent Solution | Random location | Random questgiver | 75+ XP ~250 caps | 017f46 | DLC04_RQ_KillRivalBoss | |
Cache-ing In | Random location | Fritsch Mason Nisha Mags Black | 75+ XP ~250 caps | 01b170 | DLC04_RQ_StealCache | |
Capture | Random location | Shank | 75+ XP | 00db37 | DLC04RaidWipeOut | |
Claiming the Commonwealth | Random location | Triggered following Home Sweet Home | 032a4a | DLC04MQ04_RaiderOutpostTracker | ||
Cleaning House | Random location | Triggered following Power Play | 04990a | DLC04MQ05Cleanup | ||
Clear Out | Random location | Shank | 014352 | DLC04RaidChaseOff | ||
Collaring Outside the Lines | Random location | Nisha Mags Black Mason | 75+ XP ~250 caps | 032a66 | DLC04_RQ_CollarTroubleMaker | |
Park Population Handler | 5 Nuka-World attractions | Five tribute stashes | 0447e8 | DLC04ParkPopulationHandler | ||
Shake Down | Random location | Shank | 75+ XP | 019088 | DLC04RaidCoerce | |
Subdue | Random location | Shank | 016e18 | DLC04RaidSubdue | ||
Taking out the Trash | Random location | Random questgiver | 75+ XP ~250 caps | 0322da | DLC04_RQ_KillTroubleMaker | |
Under the Collar | Random location | Mags Black Nisha Mason | 75+ XP ~250 caps | 04bd3c | DLC04_RQ_CollarRivalBoss |
Creation ClubEdit
See: Creation Club quests
NotesEdit
- The Brotherhood of Steel, the Institute, and the Railroad are mutually hostile. Progressing through one's questline will eventually make the player hostile to the other factions.
- Siding with the Institute might make the Minutemen hostile, but this can easily be avoided with Charisma checks and selecting the correct dialogue choices.
- The Minutemen route only becomes available if the player character is hostile with the Institute, either by attacking them or by getting into a heated argument with Father. If the player character wishes to end the main quest by siding with the Minutemen, the Institute is the only faction that needs to be destroyed.
- The Minutemen can also become hostile with The Railroad if they don't sound the evacuation signal during the Nuclear Option quest.
- The Minutemen can also destroy the Brotherhood of Steel if they later get into a hostile relationship with the player character, even if the player character sided with the Brotherhood in order to finish the main quest.
|
Ready to dive into Fallout 4'sfirst official DLC Automatron? Worldneverland elnea kingdom apk 2.1.4. Bethesda has provided fans with a horde of new crafting options on this first release of the Fallout 4 season pass, between new robot-themed settlement pieces and even the ability to create and modify any type of robot you can imagine.
Besides the robotic crafting (see our complete guide here), Automatron offers a handful of new quests, with one open ended robot-slaying quest afterwards for mopping up all those pesky 'bots still rampaging across the Commonwealth.
Basic Automatron Strategies
Fallout 4 Railroad Quests
Besides a few Rust Devil raiders, every single new enemy you come across in Automatron will of course be a robot. Unlike with normal enemies, aiming for the head isn't always the best option with Automatron foes. The assaultrons with lasers mounted on their heads for instance take significantly less damage to that location, while swarmbots take bonus damage if you aim for their bottom thrusters.
Keep in mind that many of the larger robots – the sentries, tankbots, and even some robobrains – will explode with the force of a mini-nuke after they are destroyed, so don't stay in close range! Robots are more likely to do this if you destroy their weaponry, so try not to take out both of their arms before destroying them.
A massive new robot enemy
A very solid strategy for surviving some of the more difficult areas is to get in power armor so you survive the explosive ordinance coming your way, and then run up and simply hack the robots.
As long as you have two points in the Robotics Expert perk, you can hack almost every single enemy in Automatron – even most of the tougher “boss” type robots or the random legendary spawns. If you have trouble taking them down the old fashioned way, just run up, hack 'em, and initiate a shut down or the self-destruct sequence. Then run.
Mechanical Menace
Automatron kicks off with the Mechanical Menace quest, which you can get by listening to the caravan distress call on your radio tab and then traveling to Wattz Consumer Electronics (located to the northwest of Cambridge Police Station and southeast of County Crossing).
Wattz Consumer Electronics Location
You will immediately be in a pitched battle against an array of robots. It's best to take this one from afar for as long as possible so you don't get swarmed, then run in and hack anybody left alive when the bots finally notice you.
Following the battle, talk to Ada and agree to help her to get the schematics for a robot crafting station and wrap up the first quest, which unlocks the “Mechanical Menace” achievement. For info on what materials you need to build the crafting station, check out our getting started guide here.
From now on you can modify Ada, Codsworth, and Curie or even build your own custom robots. Swapping out any combination of 10 different mods between robots will unlock a new achievement named “The Most Toys.”
A New Threat
After the pitched battle kicking off Automatron, its time to get into the heart of the story: tracking down the Mechanist and finding out why all these killer robots are shouting messages of peace while they gun people down.
The quest takes you to General Atomics Factory, just slightly to the northwest of the Castle settlement, which will be handy if you happen to use that as your main base and put your robot crafting station there.
General Atomics Factory Location
This part of the quest is very straightforward and just like any other indoor exploration quest in Fallout 4. Head in, follow the tips above for fighting robots, and you should be good.
Keep an eye out on the second floor for Tesla Science book sitting on a desk, and be sure to scavenge the twisted wreckage of every robot you kill! New mods galore can be found in the enemies here, and after picking up a 10th unique mod part you will unlock the “Robot Hunter” achievement.
Fight your way to the robobrain boss, who will again self-destruct after being defeated, so try to stay away. Loot his body to find a handful of new mods and the quest-specific Mechanist Device, which is required to continue the story.
Talk to Ada and then use your robot crafting station to install the Radar Beacon on her, which initiates the next quest.
Installing the radar beacon
Then type in the lowest and highest integer values (these must be between 0 and 9999). This procedure can be used, for example, to select lottery numbers.To generate an Open or Closed Sequence, type in the total number of integers (maximum 100,000 for Open Sequence, or 10,000 for Closed Sequence). Random integers can be generated as (a) Open Sequence, (b) Closed Sequence, or (c) Unique Values.With the Open Sequence, each integer can appear any number of times.With the Closed Sequence, each integer will appear an equal number of times.With Unique Values, each integer can only appear ONCE. Our Random Number Generator uses this method. Random numbers generator psytronics.
Headhunting
With the beacon installed, follow Ada's directions to a new battle location, where you will face off against more robots to pick up the next beacon.
That's just the start though – the real meat of the quest is up next, when you have to travel to the Fort Hagen Satellite Array at the far west edge of the map.
Fort Hagen Satellite Array Location
Here we meet the Rust Devils, who have some sort of occult fetish with the robots they've captured and reprogrammed to do their bidding. Be sure to keep picking up mods off bodies here, as there are bound to be loads of interesting random drops here.
To access the actual internal area of Fort Hagen, head up to the top of the structure and use the black terminal to unlock the door back at the bottom. Head inside and stay on the lookout – there are traps galore inside, including both laser trip wires and the new assaultron totems.
A fun new trap to keep you on your toes
Keep heading down at every opportunity until you go down a ramp and hit an area with a small in-between security room – here you can loot a very nifty set of high defense X-O1 Power Armor.
The next room is where the quest takes a turn, as you come across the disembodied brain Jezebel, who needs your help finding a new robot body.
Meeting Jezebel
Removing Jezebel's head will activate this area's boss – the demonic sentry bot Ahab, who is outfitted with flamethrowers, missile launcher, and a minigun!
You will definitely want to equip that power armor if you haven't yet, or Ahab is likely to make short work of you. It's best to have Ada take point on this one and fire from afar, and of course be ready for the self-destruct sequence when he goes down. If he's still chewing you up quickly, don't forget you can target each individual weapon in VATS to disable his offensive capabilities.
Battling Ahab
After the battle, it turns out you can't leave the way you came in, and instead you have to head out a side door to a room filled with laser tripwires.
Follow the path here until you come across the secondary boss Ivey and her Assaultron Succubus guardian. This is another fight where power armor is incredibly helpful.
More demon robots!
When Ivey finally goes down, you can loot both her Tesla Rifle (which arcs electricity between multiple enemies) as well as her Tesla power armor. That's right – you get two suits of power armor in this area.
If you happened to walk in wearing power armor already, it's a good bet you will go way over your weight limit, so its time to either drop one of them or take some strength-enhancing drugs like Buffjet.
After defeating Ivey, be sure to check her terminal in the next room and read the entry labeled “Pioneer Park Disaster.” This reveals a new map location and also gives info on the terrifying Ahab boss and why he has a flaming skull on his robot body.
Learning about the Pioneer Park disaster
If you can pick the lock on the nearby security room, a fatman and two mini nukes are yours for the taking. From there it's a simple trip out of Fort Hagen back to the surface.
Head back to the settlement with your robot crafting station and build a new robot. Select the “Jezebel Head” option to complete this quest and unlock the “Head Hunting” trophy.
Giving Jezebel a new body at the crafting station
Restoring Order
To get this last main part of the Automatron quest line going, return to your robot crafting station and swap out Ada's Radar Beacon for the new M-SAT option. Now the path to the Mechanist's lair will be made clear.
Installing the M-SAT device
Inside is a glowing red light death tunnel, which I don't recommend running through (but hey, if you've got strong enough armor and high enough hit points, go for it!).
Instead, anyone with a few points in the hacking and lock picking perks can bypass that entirely by going through the side tunnel in the broken wall segment.
This is the door you want go down to avoid laser death
From here on out you will find a bunch of locke- down blast doors that only Ada can open – just walk up and interact with the wall objects labeled 'strange device' to order her to unlock the doors.
While exploring the Mechanist's lair, keep an eye out for metal desks, as you can find three important items needed if you want to go the non-combat route later on: the Lead Engineer Holotape, the Facility Director Holotape, and the Chief Scientist's holotape.
Halfway through the Mechanist's lair is the Integrated Tankbot mini-boss, who rolls out of a storage room. Watch out for the explosion after he loses all his health! To continue past this area, head up the yellow stairs on the left and press the red button to extend the ladder.
We're finally nearing the end of the robotic bosses!
You probably thought you'd battled a whole lot of robots already up until this point, but you haven't seen anything yet. Upon finally arriving at the Mechanist's chambers, things get nuts.
Turns out she's under the mistaken impression that you are the evil menace and her robots are the Commonwealth's saviors. Oops.
Now that you've invaded her home and are clearly intent on killing her, she will send wave after wave after wave (after wave after wave.. after wave.. after wave) of robots to take you down - all while dropping mines and exploding barrels from above, so keep an eye out on the ceiling!
Confronting the Mechanist
Power armor is a must, and stim packs are helpful, but a better option is actually to install the regeneration field mod on Ada. This can seriously turn the tide of the battle, since there's a bit of down time between each wave of enemies where you will be fully healed without having to use stim packs.
After taking out the endless hordes, it's time to confront the Mechanist herself. If you choose to be antagonistic, the Mechanist will attack you, leading to the violent outcome.
Instead choose “Lets Talk Face To Face,” “You're The Enemy Here” and “Your Plan Backfired” to reach a peaceful resolution, in which the Mechanist will then give you the password to shut down the factory, along with her specialized armor.
Overcoming differences semi-peacefully
If you happen to be wearing the Silver Shroud Armor and Silver Shroud Hat (found in a previous non-DLC quest at Hubris Comics), you will get some extra dialog options before deciding how to resolve the situation.
There's another option to take here that requires you have master level hacking skills and all three of the holotapes mentioned earlier. After the Mechanist starts talking, and before fighting the waves of robots, leave and go all the way back to the main elevator at the start of the area. Hack the large green terminal and use the three holotapes you found to bypass the Mechanist's defenses and go straight to the final dialog!
Completing the main Automatron quest line
Whether you kill the Mechanist, choose a peaceful resolution, or bypass the robot waves altogether, next talk to Ada to finish the quest and unlock the “Restoring Order” achievement. Every single robot mod will also now be available at the robot crafting station, even if you haven't found them all yet.
The entire area now unlocks so you can go in all those shuttered doors in the Mechanist's chambers. Be sure to pick up the eyebot schematic, which lets you build an eyebot pod in any outdoor settlement area. These nifty little guys will go out and search for objects for you, like crafting materials or ammo!
Rogue Robots
Following the main quest, either the Mechanist (if you spared her life) or Ada (if you killed the Mechanist) will give a new never-ending quest called Rogue Robots, which is similar to how Preston Garvey keeps giving you settlement quests.
Fallout 4 Institute Main Quest Line
Rogue Robots will send you off to fight new mechanical enemies that scale to your level, with a good chance for legendary enemies with unique loot drops.
Legendary robotic enemies await!
That's it – we've reached the end of Fallout 4's first major DLC! Let us know if you took any different routes on these quests or discovered any interesting loot we missed!
Posted by1 year ago
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Clear sky reclamation project. Main story being the Sole Survivor's search for their son, transitioning into the main quests for the four factions.
I want to know your opinions on this, as I've seen mixed reactions on the basic premise of Fallout 4's story.
In my opinion, the problem with Fallout 4's story is 20% premise, 80% execution. I wanted to make this thread as an offshoot of a comment from yesterday concerning when the Sole Survivor meats Father.
The premise of Fallout 4 can be as simple as this:
- You are a pre-war parent and spouse living in Boston. You are rushed to a Vault when the bombs drop and are put in cryo-sleep. Your son is kidnapped and your spouse murdered. You emerge 210 years after the Great War.
Premise could've been more flexible. To start with, your character and your spouse could have any sort of background you choose, are not limited to being a soldier and lawyer. Maybe you could adjust the age, gender, and appearance of your child (To, say, up to 10 years old). With enough flexibility, you can essentially create yourself and your partner/crush/waifu. Personally, I would prefer the player's spouse to not be murdered. It allows for a stronger bond with another character.
In execution: Your character doesn't assume your child is a one-year old. You can discover Kellog by stumbling upon Fort Hagen. You can locate and reach the Institute with means other than teleportation. You can destroy the Institute as soon as you meet Father. There are plenty ways the various factions could be revamped and expanded. The War of the Commonwealth is only one of the main quests; uniting the Commonwealth could be another.
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Welcome to the free Fallout 4 Walkthrough. Use this guide to complete all of the Main Quests, Side Quests and find every collectible, including Bobbleheads, Magazines and Holotapes. You will also discover supplementary features guaranteed to keep you alive a bit longer during your adventure through the wasteland.
Bethesda released Fallout 4 for PS4, Xbox One and PC on November 10, 2015. The game takes place roughly 200 years after the events in Fallout 3. Players leave Vault 111 and explore a post apocalyptic New England referred to as the Commonwealth. Over time they will collect resources, build settlements and craft a variety of items necessary for survival. They’ll also make use of a Pip-Boy, an electronic device displaying current missions, inventory, the map and video games. There’s also a free Fallout Pip-Boy app that lets players view their stats, radio, map and play Holotape games on their smartphones and tablets. Finally, the Fallout 4 Pip-Boy Edition comes with a working replica of the in-game device.
Campaign Walkthrough
Main Quests
Choose a male or female character, then escape nuclear annihilation by entering Vault 111.
Explore the former baseball stadium and agree to find Nicky Valentine.
Surviving the Wasteland
Keep survivors happy by planting crops and putting up defenses.
Tips for Playing Fallout 4
![Quest Quest](/uploads/1/2/3/7/123704197/418792020.jpg)
- During the War Never Changes Mission (the beginning of Fallout 4), we suggest leveling both Intelligence and Strength to level 3 at the minimum. Doing this gives you access to the Gun Nut and Armorer perks, letting you modify weapons and armor. You should also adjust Perception to level 4 so you acquire the Locksmith perk.
- Familiarize yourself with the Pip-Boy. This handy gadget will save your virtual life on more than one occasion. Use it to browse your inventory, burn consumables, regenerate your health and view the map, among other things. All the more reason to download the free Fallout 4 Pip-Boy App for iOS,Androidand Windows.
- You first receive the option for base building at Sanctuary Hills. Make note of the following: Weapons, Workshop, Workbench and Armor Workbench. Each one gives you the chance to Craft or Transfer. You can share resources with different workbenches in the same area. Otherwise, you will need to physically carry items to the desired location. For example, items in Sanctuary don’t automatically transfer to Red Rocket Workshop because these locations exist in different areas.
- In some cases you’re able to access a Workshop by walking into it. Other times you will need to kill threats in the area, earn the right to use the Workshop or take out friendlies and take it. The latter may sound mean, but the population may revoke your Workshop privileges for whatever reason, forcing you to make a potentially deadly choice.
- Cut down on walking time by fast traveling to different locations around the Wasteland. To do this, access your Pip-Boy and then select the Map. There are some general rules, however. You must discover an area to fast travel to it. Additionally, it’s a better idea to fast travel while outside, and finally, you won’t be able to do this if you exceed maximum weight capacity; aka, you have too much stuff.
- Save early and often. You can save anywhere, and Fallout 4 lets you create multiple save files, which is great in case your adventure takes an undesired turn.
- Take advantage of V.A.T.S., otherwise known as the Vault-Tec Assisted Targeting System. Activate it by pressing L1 or Left Bumper depending on the platform. This slows down the action and highlights enemy weak points.
- Some of your decisions have longstanding consequences that may affect your standing with different groups of people. Give serious consideration to the decisions you make.
PC Requirements
Minimum
- OS: Windows 7/8/10 (64-bit OS required)
- Processor: Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3.0 GHz or equivalent
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 550 Ti 2GB/AMD Radeon HD 7870 2GB or equivalent
- Hard Drive: 30 GB available space
Recommended
- OS: Windows 7/8/10 (64-bit OS required)
- Processor: Intel Core i7 4790 3.6 GHz/AMD FX-9590 4.7 GHz or equivalent
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 780 3GB/AMD Radeon R9 290X 4GB or equivalent
- Hard Drive: 30 GB available space
Go aboveground with confidence! The Collector's Edition Strategy Guide is your ultimate Wasteland companion, stuffed with walkthroughs, maps, strategies, and reference data. Unlock the searchable Fallout 4 eGuide (also included with every print guide) for access to interactive maps and updated content!
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From the Web
Below you can find the main quests path that shows you how the main plot proceeds and what choices you can make. This graph shows you how your choice of faction affects the endings.
Bethesda created its game in such a way that it leads the player linearly through all of the missions up until the quest called Institutionalized. From this moment on, we need to side with one of the factions, thus ultimately deciding with whom we want to finish the main plot. Joining the Institute happens during the quest Institutionalized, but you can contact any of the other factions (the Minutemen, the Brotherhood of Steel, the Railroad) at any point in the game. The game does not punish you for joining all of the factions at once. However, when you complete quests dedicated to a specific faction, you can worsen your relations with another group so much, that you won't be able to do any more missions for them.
This page will be updated as soon as we investigate which exact quests block the ability to complete tasks for other factions.