Fallout 4 quests

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10 Hidden Fallout 4 Quests Every Player Needs To Complete (And 10 That Aren't Worth It)

The Fallout video game franchise has been around for a long time. First developed by Interplay Entertainment in 1997, Fallout has since become the intellectual property of Bethesda Softworks, which is the company that developed Fallout 4. Fallout 4 is one of the most successful entries in the series, mixing critical acclaim with high sales back in 2015. Much like Bethesda's other open-world RPGs, Fallout 4 finds most of its appeal in exploration with players roaming an irradiated wasteland that used to be Boston and finding all kinds of trinkets, treasure, monsters, and stories.

Much like The Elder Scrolls V: Skryim before it, Fallout 4 focused on creating a huge map full of content for players to discover. Adding on to that was a settlement mechanic that allowed players to create small towns from scratch, a huge enticement for players who were more interested in collecting items and building. When you offer such a vast amount of stuff to do in one game, there are going to be some quests that live up to the promise, and some that don't.

This list counts down all the best and worst hidden quests in Fallout 4, the side quests that every player needs to complete to say they've truly experienced what the game has to offer and the side quests that can be safely skipped without the player missing out. We're taking into account both the narrative impact of these quests alongside the in-game rewards you can get from them, be they items or currency.

Here are 10 Hidden Fallout 4 Quests Every Player Needs To Complete (And 10 That Aren't Worth It).

20 NEEDS TO COMPLETE: Pickman’s Gift

The Pickman Gallery, located in the North End of Boston, may sound like it would be a bastion of civilization and art in the nuclear dystopia of the Fallout games. This is not the case, as entering the gallery will start the player on a bloody quest inside the mind of a deranged "collector," Pickman himself.

The quest finds the player in the middle of a battle between Pickman and several raiders, and the player will likely side with Pickman as he seems normal at the start. Over the course of the quest, however, it becomes clear that the raiders have a legitimate grievance, as Pickman has been collecting their gangs' heads. Even if that leaves a bad taste in your mouth, the reward you get for completing the quest, a powerful knife, is well worth it.

19 NOT WORTH IT: The Great Hunt

Fans of the more narrative-driven side of the Fallout series may enjoy this quest, but players looking for good fights and large rewards were disappointed by The Great Hunt, which features a mariner in the Far Harbor DLC telling the story of a dangerous beast. The fearsome creature actually turns out to be a tiny bloodrage mirelurk, which is a heck of an anti-climax.

Perhaps the reason this felt so disappointing was due to it being a part of the DLC for Fallout 4, which automatically means it was mostly played by those serious about getting the most out of the game. On the story side, you get a fun choice between lying to the village to save the mariner's reputation or not, but in terms of actual in-game rewards it had little to offer.

18 NEEDS TO COMPLETE: Carbonated Concerns

When players first discovered that contained within Fallout 4's bombed-out Boston was a replica of the bar from Cheers, the internet went wild. But it's not quite as much of a hidden reference as you might think: after all, there's a quest that takes you right into it. That quest is Carbonated Concerns, where you have to find the key to a Nuka-themed café.

That key is found on a body in the Prost bar (which is German for "cheers"). The quest itself is fine, as it nets you access to a diner, but the real prize for Cheers fans is seeing all the references in Prost. From the layout to the baseball posters to the skeletons of various characters, this is a location you don't want to miss.

17 NOT WORTH IT: Kid In A Fridge

The Kid in a Fridge quest is somewhat notorious among fans of Fallout 4 for being especially bad on a story level. It revolves around a ghoulified child the player can find locked in a refrigerator just south of University Point, who has apparently been trapped there for 200 years.

There are... a lot of plot holes here. Chief among which is that Fallout has made it clear several times that ghouls cooped up in dark places with little or no food or water are pretty much invariably feral, and yet the kid here seems weirdly normal despite apparently being in a fridge for centuries. Even worse, you get very few rewards for this quest! So when you hear a kid yelling for help from the fridge, just ignore it.

16 NEEDS TO COMPLETE: Here There Be Monsters

This is a big side quest that's surprisingly easy to miss. Here There Be Monsters takes place on the Yangtze submarine, which sits in the harbor just in front of the docks behind the Shamrock Taphouse. You might hear about the sub from Donny Kowalski, or you might just swim out and see it on your own.

Once you're on the sub, you come face to face with Captain Zao, who will ask you to repair the nuclear submarine. It takes a bunch of work to get the materials he requires, but his sad story and the the rewards he gives at the end (Zao's own sword plus homing beacons that allow the player to summon a tactical nuke from the sub) are each powerful in their own way.

15 NOT WORTH IT: Fallen Hero

This quest is the epitome of a lot of risk for no reward. Fallen Hero can be acquired from Joe Savoldi, the owner of the Bunker Hill bar, and he asks the player to go to the Old Gullet sinkhole in Malden, just northeast of the middle school. He wants you to find the remains of Brent Savoldi, his grandfather.

Well, the good news is it doesn't take too long to find Brent. The bad news is you'll have to get past a deathclaw to do it. If you can defeat or slip past the huge scaly beast, you'll find Brent, along with his old Minuteman hat. You can take it back to Joe, and he'll let you keep it for some reason, meaning your only reward for besting a deathclaw is an extremely ordinary hat with no special properties.

14 NEEDS TO COMPLETE: Spectacle Island

This one isn't technically an official quest, but it still deserves to be on the list because of some notable traits. First, Spectacle Island is the largest settlement in all of Fallout 4, and second, it's very easy to miss. Despite one of Fallout 4's main gameplay hooks being the settlement mechanic, you can do every big story and side mission without ever setting foot on Spectacle Island.

You have to swim all the way out to Spectacle Island, which is to the northeast of the Warwick homestead, and then fight several mirelurks just to make it possible to settle. It takes a lot of work to make this area available, but it's worth it if you're one of those people who plays Fallout 4 for the settlement-building gameplay.

13 NOT WORTH IT: Vault 81

This quest line has its share of supporters, but as far as we're concerned it isn't worth the trouble. At first, Vault 81 seems normal, but closer inspection reveals it, just like the other vaults, had a terrible plan for the dwellers. They managed to avoid it until the quest Hole in the Wall starts, which has a child struck by a seemingly incurable illness.

The player has to venture deep into the vault to get the cure, which takes a while and can get the player infected with the same disease. The other quests aren't much better in terms of gameplay or rewards. The one redeeming factor is that you can get the robot companion Curie from all this. If you think she's worth it, then by all means, have fun with the mole rats.

12 NEEDS TO COMPLETE: The Silver Shroud

The Silver Shroud is one of the more famous side quests in Fallout 4, and with good reason. Evoking nostalgia in a way that was still fun to play (something not every video game manages), the Silver Shroud was a fun quest that was especially rewarding to undertake near the beginning of your playthrough.

Aside from getting to act like a noir-inspired superhero and getting to know Kent in the Goodneighbor Memory Den, this quest also has more tangible in-game rewards. Specifically, if Kent survives, he'll upgrade the Silver Shroud costume, which ends up being some of the best (and certainly best-looking) armor you'll find early in the game. And even if you do it late, it's still fun.

11 NOT WORTH IT: Pool Cleaning

Try to keep up with us here, because this one is pretty complex: Pool Cleaning is a side quest where you clean a pool. That's pretty much it. To start Pool Cleaning, talk to Sheng Kawolski on the outskirts of Diamond City. He'll ask you to clean the city's water supply, and he'll pay you to do it.

Unless you really want to role play as a Diamond City Janitor (or you're desperate for approval from some of your companions), you can pretty safely skip this chore masquerading as a quest. Sheng is pretty fun to talk to, but there's no real point to the actual quest. All it nets as a reward is a tiny amount of experience and a few caps. Skip it.


Very close to the Pickman Gallery is another hidden location that has a fairly involved quest: Cabot House. It requires you to work with and for Jack Cabot, a scientist and the son of Lorenzo Cabot. After a couple other quests, Jack will ask you to undertake a more serious matter: ending the life of his father Lorenzo.

Completing the quest, whether you side with Jack or Lorenzo, will net you powerful rewards: Jack will give you Lorenzo's Artifact Gun, a unique kind of gamma radiation gun, and Lorenzo will give you a "lifetime supply" of a mysterious serum that will aid you in battle. Those who play for the narrative will also enjoy the wild tale of familial violence and scientifically engineered immortality.

9 NOT WORTH IT: The Lynn Woods Siren

Another entry on the list that isn't an official quest but deserves to be here all the same. Lynn Woods, a small, uninhabited section of the map infested primarily by deathclaws, contains a small tower. That small tower contains a siren. Do not activate the siren if you want to have a pleasant time in Lynn Woods. If you do, a fight awaits you.

Turning on the siren causes not one, but two deathclaws to arrive at the tower, blocking the player from making an easy escape. There's a strong chance you'll have to fight raiders just to get this far, so you'll probably already be tired. Defeating the monsters does not grant you any special loot or experience. The Lynn Woods siren just brings you a fight you probably would prefer to avoid.


Rebuilding the USS Constitution tops many gamers' lists for best quests in any Fallout game. It takes a lot of work, but players found themselves enjoying even the drudgery of finding every missing component thanks to the quality of the writing. In the quest, players help Ironsides, a sentry bot with a ton of personality who just wants to take to the air one last time.

Players can betray Ironsides and destroy his crew, but most opt to let the flying boat have one final voyage. He'll give you a couple rewards for that, but the real joy is just interacting with the robots. Greedier players can sabotage the Constitution and take all the salvage for themselves if that's not enough for them, so there's really something for everyone.

7 NOT WORTH IT: The Memory Lounger

The Memory Den in Goodneighbor may be where you can meet Kent and start The Silver Shroud, one of the better side quests in the game, but it also has the opportunity to relive a cutscene the player saw at the beginning of the game. It may feel like you're finding a hidden easter egg by bribing your way into a memory lounger, but trust us, it isn't worth it.

To use the memory lounger, you have to go to the Den before you get Nick Valentine as a companion, and either persuade or bribe Irma into letting you use it. She'll let you, but all you'll see is the cutscene of Kellogg shooting your spouse and taking your son (the one you saw at the game's start). This is obviously not worth the time it takes to do.

6 NEEDS TO COMPLETE: The Lost Patrol

The Lost Patrol is a side quest that can only be acquired from the Brotherhood of Steel, as it involves finding an AWOL patrol of Brotherhood soldiers at a few scattered distress signals. Completing the quest will grant a reward of a strong Power Armor chest piece and a laser pistol, but the reward isn't the only reason to do it.

The Lost Patrol sticks out in many players' memories because of the forlorn nature of much of the quest, finding the bodies of several members of the Brotherhood of Steel, separated from their squad and forgotten by headquarters. That is, until they find Paladin Brandis, the only survivor, who can be convinced to rejoin the Brotherhood and become the players' companion.

5 NOT WORTH IT: The Devil’s Due

You might notice something of a theme in the "not worth it" side of this list, as several of these quests involve fights with very powerful enemies. The Devil's Due is one of these, beginning in the Museum of Witchcraft with creepy holotapes hinting at some monster haunting the museum.

Well, that haunting turns out to just be a large deathclaw, one that you have to go through to get the quest's most important item: a pristine deathclaw egg. You can either give the egg to Wellingham in Diamond City or return it to a deathclaw nest in Lynn Woods. You'll either get a recipe to make food out of deathclaw eggs or a deathclaw gauntlet— both of which are perfectly fine rewards, but as a whole feel pretty anti-climactic.

4 NEEDS TO COMPLETE: Cambridge Polymer Labs

Cambridge Polymer Labs stands as something of a counterpoint to Kid in a Fridge, in that it also has the player finding ghouls that have been locked away for centuries. However, this quest actually has some real narrative behind it, as the player discovers exactly why the researchers at the labs have been locked up.

Unlike the kid, these researchers don't contradict the lore of the games, and their quest gives the player a reward worth searching for: a unique piece of Power Armor. Thus, even if you don't enjoy the story of this side quest hidden in the southwest corner of Cambridge, it's at least worth doing for the reward.

3 NOT WORTH IT: Vault 75

Vault 75 is both a place (the vault underneath Malden Middle School) and a quest, as entering the area begins a quest to explore that area. Exploring Vault 75 holds little benefit, however, as there's extremely little in the way of loot, or even story. You have to fight your way through a hidden Gunner stronghold the whole time, and it just isn't worth it.

You'll learn about the horrific fate of the vault-dwellers of Vault 75, largely children getting harvested for their genetic material. And... that's it. No rewards, no impact on the main story. Thanks for visiting Vault 75, you can go away now. Unlike other vaults that at least offer a narrative or loot, Vault 75 gives you pretty much nothing.


Again, this one isn't an official quest, but it's still a hidden thing every Fallout player should find. There's an unnamed church in South Boston, west of the Castle. If you don't look closely, you might think it is completely unremarkable. But if you visit the church's basement, you'll find what can only be called a cat shrine.

A single cat occupies the basement, alongside a few feral ghouls, several skeletons, and an altar dedicated to "Mr. Tiddles." The altar has a picture of a cat, a food bowl, and several candles (plus a smaller picture of a man in colonial garb behind it). There is no in-game explanation for this. Obviously, it has to be seen to be truly experienced.

1 NOT WORTH IT: Confidence Man

Confidence Man is a fairly simple quest, by Fallout 4 standards. You are asked to help Vadim Bobrov in a series of wacky hi-jinks intended to make Travis Miles, Diamond City's radio DJ, more confident. Naturally, something goes wrong, and the player ends up saving Vadim from some raiders with Travis' help.

This would all be fine— the mission itself isn't anything special, but it's not especially bad, either— except for the fact that players tend to dislike the main "reward," which is hearing a more confident Travis on the radio. Players tend to prefer Travis' DJ style when he was still nervous and timid. And it doesn't grant much experience or money, either.


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Fallout 4: The Side Quests With The Best Rewards And How To Start Them

By Miguel AmaroUpdated


Fallout 4 has some side quests that are seriously worth doing. Here's where to find those with the best rewards.

Fallout 4 is a huge open-world game with tons of hours of content for you to play through. Whatever you choose to do, if it's getting closer to Shaun's locations as soon as possible or just wandering around trying to find a nice weapon that's unique in the game, the game has enough content for you to do before getting to the end of the story.

There are 144 quests in total in the game (and that's not including DLC content). Some of them are unavoidable since they're part of the main story, others are related to the in-game factions, and a few are just secondary missions you can choose to do or not. While most of them are fun to complete, here you have a list of which side quests are the ones that give the best rewards.

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Updated September 1, 2021 by Miguel Amaro: When games have a map as big as the one in Fallout 4, exploring every nook and cranny is worth it. After all, you don't know which underrated weapon or trusty companion is waiting for you at the end of an exciting side quest or inside a building overtaken by super mutants. However, between misc quests, factions quests, and overall side quest, it's challenging to know which ones Fallout 4 best side quests. This guide has been updated to help you out with this dilemma and now includes even more side quests that'll leave you with a nice reward after you complete them.

Troubled Waters

  • Reward: Graygarden as a settlement
  • How to start it: Join the Minutemen and talk to Preston Garvey or listen to Radio Freedom.

In an area as unforgiving as the wasteland, having a place you can call "home" is essential for your survival. Sure, it might not be a fancy house, but in post-apocalyptic Boston, a bed, clean water, and some crops will feel like a mansion.

One of the best settlements in the Commonwealth is Graygarden, a fully automated hydroponic garden run by robots that you can unlock by completing one of Fallout 4 best side quests, "Troubled Waters."

To do so, you'll have to be a member of the Minutemen and talk to Preston Garvey or listen to Radio Freedom; however, there's also a chance Supervisor White himself will give you this quest, even if you're not a part of the Minutemen. Either way, you'll have to travel to Graygarden and talk to the robot's leader, Supervisor White. The robot will ask you to go to the Weston water treatment plant and clean things up so the settlement can have more water. Of course, "cleaning things up" means fighting row after row of enemies, including super mutants, mirelurks, and several turrets.

However, fighting is just one part of this side quest; to help the robots in Graygarden, you'll have to activate five pumps. Do that, and then report to the character who gave you this side quest to complete it.

Memory Interrupted

  • Reward: Two Railroad Stealth Boys
  • How to start it: Be a Railroad member and complete The Butcher's Bill 2 quest, then return to Old North Church where you'll see Carrington and Desdemona discussing with P.A.M.

Like many other Railroad missions, this one is about fighting the Institute's "evil" plans. This time around, you'll be sent to the Malden Center to eliminate any Gen one synths in the area. There you'll run into Glory, and the two of you will take care of the synths. After the area is cleared, just head back and talk to Desdemona to get your reward.

She will give you two Railroad Stealth Boys; these are super helpful consumables that make you invisible for about 40 seconds (ten seconds more than a regular Stealth Boy).

Pickman's Gift

  • Reward: Pickman's Blade
  • How to start it: walk inside the Pickman Gallery

This side quest takes place in the Pinkman gallery, where a bunch of raiders are looking for someone named Pickman and will attack you if they see you. Go to the room that's on your left and loot the body of the dead raider; he has a holotape named "Message to Jack" that had the first clue to finding this Pickman guy.

Then enter the hidden tunnels behind the gallery, fight some raiders, and at the end, you'll find Pickman being held at gunpoint. Whatever the outcome is, you'll get a key to Pickman's safe (which is behind a paint that's inside the gallery called "Picnic For Stanley), interact with the painting, open the safe, and collect Pickman's blade, a unique melee weapon.

  • This blade is a good weapon to have in your arsenal since it has a "Wounding effect" that causes an additional 25 damage points. Not only that but Pickman's Blade will also come pre-equipped with a stealth blade mod.

Here Kitty, Kitty

  • Reward: A fusion core
  • How to start it: Enter Vault 81

Once you open the door to Vault 81, a cat named Ashes runs out into the outside world. You'll then have to speak with Erin Combes, the cat's owner. She will task you with retrieving her cat, and as a reward, you'll get a fusion core.

After speaking with Erin, head outside the vault where you'll be able to find Ashes in two possible spots. First, go east of the vault and towards the Chestnut Hillock Reservoir; Ashes should be sitting on the docks. If it isn't there, look for the animal on the opposite side of the reservoir, near a skeleton in the wheelchair. Once the cat is safe and sound back in Vault 81, you'll receive your reward.

Short Stories

  • Reward: Grognak the Barbarian perk magazine.
  • How to start it: Talk to Katy inside of Vault 81

This one has to be one of Fallout 4 best quests only because it is really short and super easy to complete; also the reward is totally worth it; what else could you ask for? To start "Short Stories," simply head over to Vault 81 and talk to Katy, the teacher. However, to gain access to the vault, you'll have first to complete a quest that requires three fusion cores. Alternatively, you could complete a difficult speech check.

RELATED: The Best Hidden Quests In Fallout 4, Ranked

Either way, once inside, talk to Katy, and she will ask the player to tell a story about the Commonwealth. After telling the little ones about the Deathclaw you fought earlier in the game, Katy will thank the player by giving them a Grognak the Barbarian comic.

  • This magazine raises critical damage from unarmed or melee attacks by five percent. If you find all of the magazine's issues, this buff can be go up to 50 percent.

Here There Be Monsters

  • Rewards: Zao's sword and three homing beacons.
  • How to start it: Head over to The Shamrock Taphouse area and speak with Donny

There isn't a clear winner for Fallout 4 best side quest award, but "Here There Be Monsters" hast to be among the top options. To start this quest, speak with Donny Kowalski in the docks behind the Shamrock Taphouse. He'll tell you he has seen a monster out of the water off the docks. You'll have to investigate what's really going on, and, instead of a sea monster, you'll find the Yangtze-31, a Chinese submarine from the great war.

Once inside, you can speak to Zao, a ghoul and the sub's captain, who will task the sole survivor with helping him fix the ship. While this quest is a long one, the rewards are worth it. At the end of the mission, Zao will give the player three homing beacons, each of which allows the player to summon a nuke from the sub. You can also get Zao's sword, a unique melee weapon that deals 16 damage.

The Big Dig

  • Rewards: Ashmaker and John Hancock as a companion
  • How to start it: Go to Goodneighbor and speak with Bobbi

The best side missions Fallout 4 has to offer are the ones with a good plot twist, like "The Big Dig." You'll get this quest after speaking with Bobbi No-Nose in Goodneighbor. She hires you for a job that requires discretion. In the end, you'll discover that Bobbi lied to you. She isn't planning to break into Diamond City's strongroom but instead, she wants to break in into a secluded storage room owned by Goodneighbor's mayor, Hancock.

You'll have to choose if you want to continue helping Bobbi, kill her and side with Hancock or convince her to surrender. If you select one of the last two options, Hancocks' bodyguard will reward you with Ashmaker, a legendary minigun with incendiary bullets. Also, if you chose this storyline, Hancock will be available as a companion.

Cambridge Polymer Labs

  • Reward: Piezonucleic power armor chest.
  • How to start it: Enter the Cambridge Polymer Labs

The best quests in Fallout 4 should have a compelling story and a good reward; Luckily, "Cambridge Polymer Labs" has both. This quest starts once you've set foot inside the abandoned Cambridge Polymer Labs, there a Nanny bot called Molly will task the player with completing a 200-year-old science project. You really don't have much of an option here since you won't be able to leave the facility until the project is completed.

While this side quest is a multi-step one, the final stage of the project will result in a Piezonucleic power armor chest being crafted, which you can keep afterward. This legendary power armor piece increases the regeneration rate of Action Points when you are exposed to radiation.

The Secret Of Cabot House

  • Rewards: Lorenzo's Artifact Gun or a lifetime supply of mysterious serum
  • How to start it: Go to Bunker Hill, The Third Rail (in Goodneighbor), or the Dugout Inn (in Diamond City), where Edward Deegan will approach you. This will start the side quest "Special Delivery."

The Cabot house is a rare place in the Commonwealth that didn't suffer from the war effects. Once inside, you'll see everything is in pristine condition and has lots of useful things to loot, like a fat guy or a zeta gun. To start the side quest related to the family that lives there, you'll have to take part in multiple side quests. The first one is "Special Delivery," during which you'll be tasked with retrieving a serum from an asylum that the Cabot family owns.

After completing that one, another side quest, "Emogen Takes A Lover," will start. This time Edward will ask you to find another member of the Cabot family, Emogen. After finding her, just return to the Cabot house, and the final side quest will begin.

RELATED: Weird Quests In Fallout 4 Even Real Fans Missed

During "The Secret Of Cabot House," Jack, the guy who hired you for the last two quests, will ask you to prevent raiders from freeing Lorenzo, Jack's father. You'll have to go to the Parsons State Insane Asylum, kill the raiders and then choose if you want to kill Lorenzo or free him. If you side with Jack, he will give you Lorenzo's Artifact Gun, a unique gamma gun. However, if you side with Lorenzo, he will give you a mysterious serum that gives the user incredible strength and protects them from radiation. This serum alone is one of the reasons "The Secret Of Cabot House" is one of the best side quests Fallout 4 has, since the protection it gives players from radiation is something that will come in handy when exploring the most toxic places in the Commonwealth.

Curtain Call

  • Rewards: Strong as a companion and a piece of clothing
  • How to start it: Get close to Trinity Tower

During your adventures in Fallout 4, you can take companions to aid you along the way. Some of them you'll find pretty quickly, while others need you to complete certain side quests to unlock. This is the case of Strong, a lovable but brute super mutant.

To get Strong as a possible companion, you'll first have to complete a side quest called "Curtain Call." To do so, get close to Trinity Tower and listen to the distress call on your Pip-Boy radio from Rex Goodman, who's trapped at the top of the Tower. Once completing the mission and freeing Rex and Strong, you'll be rewarded with Reginald's suit (if you're playing as a male) or Agatha's dress (if you're playing as a woman); these clothing pieces grant the player +3 charisma. You'll also have Strong available as a new companion.

Last Voyage Of The U.S.S. Constitution

  • Reward: Broadsider
  • How to start it: Approach the U.S.S. Constitution located East of Bunker Hill

Some of the best Fallout 4 quests are worth doing because of the reward you end up with, while others are just super bizarre and fun. Luckily, "Last Voyage of the U.S.S. Constitution" has the best of both worlds. To start this side quest, head over east of Bunker Hill where you'll find the U.S.S. Constitution, a ship run by robots whose captain is the sentry robot Ironsides.

Ironsides will ask the player to help him and his crew in their quest to return the ship to the Atlantic Ocean. If you play your cards right, you will help the robots make the ship fly; however, it doesn't end in the ocean. Instead, it crashes in a nearby skyscraper. Nevertheless, you'll receive a Broadsider as a reward, a very unique weapon that uses cannonballs as ammo.

Hole In The Wall

  • Rewards: A Syringer rifle and Curie as a companion.
  • How to start it: Enter Vault 81, donate blood to Dr. Forsythe, and then leave the vault for 24 hours or more.

Vault 81 is filled with exciting characters and useful side quests; one of the most significant ones is "Hole in the Wall" to get this one, just wait till one of the kids in the vault has been moved to the medical bay. Speak to Dr. Penske to start the quest.

She'll tell the player that the kid was bitten by a mole rat and is terribly ill; you're then tasked with going to a hidden place in the vault to search for a cure. You have to be very careful as this side of the vault is filled with mole rats, and if they bite you, you'll get infected as well. Eventually, you'll find a robot named Curie, who's been developing the cure for all these years. However, there's only one dose, which shouldn't be a problem unless you've been bitten.

Return to Dr. Forsythe and make a choice, either give the cure to the kid and save his life or keep it to yourself. Whatever you choose, Curie will still be open to being your companion. However, if you save the kid, you'll be rewarded with a Syringer rifle.

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Miguel Amaro (164 Articles Published)

Miguel Amaro is a highly motivated person with a passion for knowledge and gaming who's finally giving his newfound interest in writing a try. Before working as a writer, Miguel earned a Business and Administration degree and worked in Marketing. He is also trying to get to High Warlord in Classic WoW.

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Fallout 4: main story and side quest checklist

Fallout 4 is huge. Let's make sure we see and do all the essentials.


With Fallout 4 back thanks to the new VR version, we wanted to make sure that new players are up to speed on all the main story missions and side quests as part of a general refresh to our Fallout 4 guide.

Fallout 4's Commonwealth is pretty big, but more importantly it's extremely dense. There's so much to see and do, and plenty of it doesn't even register in your quest log. The least we can do is put together a checklist of the game's main content, so you've got some idea of what's out there and how far along you are.

Below you'll find a list of main story quests, provided by factions and companions, as well as the most important side quests. We've also included a few notes on how to find these quests where appropriate.

This is a far from comprehensive list of what's available in Fallout 4; think of it as a map pointing you to the key branches of what's on offer.

Fallout 4 Main quest path

    Act 1
  • Out of Time
    - Initial quest
  • When Freedom Calls
    - Completion leads into Minutemen quests
  • Jewel of the Commonwealth
    - Initiated before completing previous quest
  • Unlikely Valentine
  • Getting A Clue
  • Reunions
    Act 2
  • Dangerous Minds
  • The Glowing Sea
  • Hunter/Hunted
  • The Molecular Level
  • Institutionalised

At this point the main quest can go in one of four directions, depending on which factions you've been working with, which faction you chose to help you with The Molecular Level, and whether you choose to continue in your current allegiance or switch sides. You'll notice three of the faction questlines contain one quest with the same name; you can't please everyone, and you will end up pissing off one side or another, no matter what you do. See our how to get the best ending guide for further information - and spoilers.

Minutemen and base building quest path

The Minutemen are all about settling the Commonwealth peacefully. Somehow this involves a lot of shooting? Preston is your best friend here.

    Main quests
  • Sanctuary
    - Talk to Sturges to begin this tutorial quest
  • The First Step
  • Taking Independence
  • Old Guns
  • Inside Job
  • Form Ranks
  • Defend the Castle
  • The Nuclear Option
  • With Our Powers Combined
    Extra quests
  • Returning the Favour
    - Pick up at Abernathy Farm
  • Rogue Courser
    - Only available after main quest is complete
  • Taking Point: [settlement] (repeats)
  • Raider Troubles at [settlement] (repeats)
  • Ghoul Problem at [settlement] (repeats)
  • Kidnapping: [settlement] (repeats)
  • Greenskins: [settlement] (repeats)
  • Clearing the Way: [settlement] (repeats)
  • Resettle Refugees: [settlement] (repeats)
  • Defend [settlement] (repeats)
  • Defend Artillery at [settlement] (repeats)
  • Stop the Raiding [settlement] (repeats)
  • Resources (water, food or power) at [settlement] (repeats)
  • Suspected Synth [settlement] (repeats)

Brotherhood of Steel quest path

Big armored blokes are always worth chumming up to, and the Brotherhood are the biggest of the lot.

    Main quests
  • Reveille
    - triggers at the start of Act 2 if you have not previously encountered the Brotherhood
  • Fire Support
    - Granted by picking up military radio frequency AF95 near Cambridge
  • Call to Arms
  • Semper Invicta
  • Shadow of Steel
  • Tour of Duty
  • Show No Mercy
  • From Within
  • Outside the Wire
  • Liberty Reprimed
  • Blind Betrayal
  • Tactical Thinking
  • Spoils of War
  • Ad Victoriam
  • The Nuclear Option
  • A New Dawn
    Extra quests
  • The Lost Patrol
  • A Loose End
  • Duty or Dishonor
  • Blood Bank
  • Reactor Coolant
  • Getting Technical
  • Learning Curve (repeats)
  • Cleansing the Commonwealth (repeats)
  • Feeding the Troops (repeats)
  • Quartermastery (repeats)
  • Leading by Example (repeats)

The Railroad quest path

Sympathetic to synthetics? The railroad is the place for you.

    Main quests
  • Road to Freedom
    - Granted after listening to a conversation outside Nick Valentine's office
    - Follow the red line on the ground to the Old North Church. The password is "Railroad"
  • Tradecraft
  • Underground Undercover
  • Operation Ticonderoga
  • Precipice of War
  • Rockets Red Glare
  • The Nuclear Option
  • Burning Cover
    Extra quests
  • Memory Interrupted
  • Boston After Dark
  • High Ground
  • Mercer Safehouse
  • Randolphe Safehouse
  • Concierge
  • Weathervane
  • Jackpot
  • Lost Soul
  • Butcher's Bill 1
  • Butcher's Bill 2
  • Variable Removal
  • To the Mattresses
  • A Clean Equation

The Institute quest path

Optionally kicks off at the end of Act 2 of the main quest - if you choose to get involved.

    Main quests
  • Synth retention
  • Battle of Bunker Hill
  • Mankind Redefined
  • Mass Fusion
  • Pinned
  • Powering Up
  • End of the Line
  • Airship dawn
  • Nuclear Family
    Extra quests
  • Building a Better Crop
  • Plugging a leak
  • A House Divided
  • Pest Control (repeats)
  • Hypothesis (repeats)
  • Appropriation (repeats)
  • Reclamation (repeats)
  • Political Leanings (repeats)

Companion quests

You'll recruit most of your companions in the main story or faction quest lines. We'll list exceptions here as we find them.

  • Story of the Century
    Piper recruitment. Granted on arrival at Diamond City.
  • Curtain Call
    Strong recruitment. Granted when investigating Trinity Tower.
  • Benign Intervention
    Cait's loyalty mission. Granted once you reach medium loyalty.
  • Emergent Behavior
    Curie's loyalty mission.
  • Long Road Ahead
    MacCready's loyalty mission.

Private detective cases

A unique quest chain accessible from files in Nick Valentine's office, one after another; talk to Nick and Ellie for more information.

  • The Disappearing Act
  • The Gilded Grasshopper
    Collect the folder then listen to Marty's holotape to initiate.
  • Long Time Coming
    Nick Valentine's loyalty quest

Major side quests

These are the big quests we think you should go out of your way to see, either because they're extra inetresting or rewarding in some way.

Back to Fallout 4 guide

  • Confidence Man
    Speak to Vadim at the Dugout Inn in Diamond City.
  • Diamond City Blues
    Speak to Darcy or Henry at the Colonial Taphouse in Diamond City.
  • The Secret of Cabot House
    Quest chain. Speak to Edward Deegan at Diamond City Markets.
  • The Silver Shroud
    Speak to Kent Conolly in the Memory Den in Goodneighbour.
  • The Big Dig
    Speak to Bobbi No-Nose in a back alley in Goodneighbour.
  • Here there be Monsters
    Speak to Donny on the docks near the Shamrock Hotel in Boston.
  • Last Voyage of the USS Constitution
    Speak to Lookout, a Mr Handy robot found in Charlestown.
  • Human Error
    Visit Covenant, a settlement in the mid north.
  • The Devil's Due
    Look for a holotape in a side yard of the Witchcraft Museum in Salem.
  • Kid in a Fridge
    Follow the voice south of University Point.
  • Vault 81 / Hole in the Wall
    Find Vault 81 in the west of the map.
Sours: https://www.vg247.com/fallout-4-main-story-and-side-quest-checklist

Fallout 4 guide

Fallout 4 is bigger than it's ever been, thanks to Far Harbor — and our guide is, too. You can find our Far Harbor walkthrough in the table of contents below.

It's time to go underground with Fallout 4's Vault-Tec Workshop. This downloadable content allows you to build and manage your own vault, Vault 88, and comes with many new vault-related structures and items. Clean bed linens and new toilets for all!

This is also the first Workshop add-on to have quests. Run Vault-Tec approved experiments and decide what kind of Overseer you want to be. In this guide, we'll help you navigate your way through Vault-Tec Workshop.


Whatever your experience level, our Beginner's guide is a primer on how to make the most of your time during the initial hours of your playthrough. Many of our tips will be familiar to Fallout fans, but a refresher never hurts. We also touch upon the new Settlements feature of Fallout 4, which is helpful for a number of the early quests.

Speaking of which, we've organized quests based on the likely order many players might experience during their playthroughs. It assumes you're taking your time with the game rather than mainlining the story. Fallout 4 begins at an extreme corner of the map, which increases the likelihood that you'll come across many of these quests in the order we did.

The same goes for the collectibles in this guide. In a game that is rich in unique items and collectibles, we decided to focus on four categories: Magazines and Bobbleheads for their usefulness in enhancing stats, Holotapes for the occasional arcade game unlock, and Lunchboxes, given the series' history with these pieces of child-sized luggage.

You can also expect updates detailing perks and the Commonwealth's myriad locations.

Table of contents

Beginner's guide (updated)

This is where you'll find a series of tips and tricks to help the unfrozen acclimate to the post-apocalyptic future. After playing dozens upon dozens of hours of Fallout 4, we've expanded this guide with even more.

Companions Guide

Everything you need to know about the 13 friends you can make in The Wasteland — and the perks they can grant you.

Faction guide

Are you a Minuteman or part of a Brotherhood? What does the Institute stand for, and why would you sign up? Ever wanted to ride on a Railroad? Find out everything you need to know about Fallout 4's factions in this section of the guide.

Perks guide

Fallout 4 has more perks than you can shake a box of Rad-X at. We'll tell you to what's valuable and how to use them. We've also included several suggested builds, based on your play style.

13 tips for everybody

Fallout 4 is hard. These 13 tips should help.

Here's how to get unlimited adhesive in Fallout 4

You don't have to dwell in Fallout 4's wasteland for long to realize that the most valuable commodity isn't caps ... it's glue.

A guide to getting rich, getting high, and blowing everything up (without cheating)

The fastest path to riches is farming,


Fallout 4 is an open-world game, and you can explore the wasteland at your leisure. Though it's open-ended, Fallout 4 is filled with quests — some optional, some required — that pull you through the game. We've broken down the quests into a few categories, each of which you can navigate to below.








Bethesda sprinkled Fallout 4 with a light dusting of collectibles, many of which will make your character stronger, while o let you play games. Also, there are lunchboxes. These guides will help you catch 'em all find every one of them.

Far Harbor guide

Far Harbor brings a new, story-based component to to Fallout 4, and we bring you a guide.

Main quests

Acadia quests

Children of Atom quests

Far Harbor quests

Miscellaneous quests

Sours: https://www.polygon.com/fallout-4/2015/11/9/9695714/fallout-4-walkthrough-index

4 quests fallout

Fallout 4: 10 Secret Side Quests Everyone Missed & How To Start Them

In Fallout 4,there are a large number of quests for players to complete in addition to the lengthy main quest. For completionists, this can represent hundreds of hours of gameplay to resolve every conflict, retrieve every item, and explore important areas in Fallout 4.

RELATED: Every Fallout Game In Chronological Order

But in addition to these obvious quests, players can stumble upon more secretive interactions that not all or even most people will ever find. These can be triggered in strange ways or require more meticulous exploration to find than most are willing to do.

Here are 10 of those secret side quests which you may have missed.

Updated on August 4, 2021 by Ben Baker: Given how common it is for players to miss these secret side quests, it seemed like a good idea to give details on how to start each one. Fortunately, some have multiple triggers, but others, unfortunately, rely upon dumb luck or prior knowledge to start. This list has also been updated to give players an idea of what rewards and loot are available for completing each quest. Some have access to very powerful items while others are more about the journey. Ultimately, it’s worth chasing down each one for the sheer novelty of what they offer more than anything else.

10 Hole In The Wall

Vault 81 is one of the few remaining vaults that hasn’t been subjected to some horrific backstory where the inhabitants were killed, mutated, or transformed. But that doesn’t mean there aren’t dark secrets to be found.

After completing a few quests players can return to the Vault and discover a young boy who has fallen ill after getting bitten by a molerat. They must then explore a hole in the wall that leads to a nest of molerats, the Vault’s dark secret, and an incurable illness that may haunt the player for the rest of the game.

How To Start Hole In The Wall

To start the Hole In The Wall quest, players must first complete the Vault 81 quest given by Dr. Forsythe. Then they must either try and find the cat Ashes as part of the Here Kitty, Kitty quest or wait more than a day before returning to the vault. At this point, the player needs to visit the medical bay and speak with Dr. Penske.

Rewards/Loot From This Quest

For providing the cure, players receive the following:

  • Syringer Rifle – A gun that uses syringes as ammo.
  • A Personal Room In Vault 81
  • The Ability To Take Any Item In Vault 81
  • Curie As A Companion

If the player refuses to hand over the cure, they will receive the following:

  • The Cure – which cures the player of the mole rat disease and grants +50% HP.
  • Curie As A Companion

9 Last Voyage Of The USS Constitution

This massive ship is visible right from the beginning but many players are unaware that they can actually go inside and explore it. Those that do discover its accessibility are often turned away by the number of tough enemies it takes to reach it and forget it ever existed.

RELATED: Fallout: 10 Things From The Original Game The Series Should Bring Back

Those who persevere are introduced to a fun quest given by a bot named Ironsides, who wishes to see the ship return to the ocean where it came from. For players wanting to do something a little outside the ordinary, this is the quest for them.

How To Start Last Voyage Of The USS Constitution

Players need to encounter the Lookout, a Mister Handy robot roaming the streets below the ship In Charlestown. He’ll direct the player to seek out the captain still on the ship which requires ascending the bank to the ship resting on top.

Rewards/Loot From This Quest

If the player sides with Ironsides:

  • Broadsider – a portable cannon that shoots cannonballs.
  • Lieutenant’s Hat
  • The Captain’s Quarters as a personal room
  • 500 Caps

If the player sides with the Scavengers:

8 The Great Hunt

In the Far Harbor DLC, players can encounter the Mariner who is obsessed with a mysterious cryptid said to be destroying any and all boats entering and leaving Far Harbor. The locals think she’s crazy but if players agree to assist her quest they’ll discover there really is a mysterious beast haunting Red Death Island, it’s just not what anyone was expecting.

After successfully vanquishing this monster you'll be presented with an interesting moral dilemma. Tell the truth and bring shame upon the Mariner or lie and see the townsfolk praise her as a hero.

How To Start The Great Hunt

To launch the Great Hunt, players must speak with the Mariner after completing the quest Hull Breach. She’ll talk about a mysterious creature called the Red Death destroying a number of boats and ask the player to help her kill it.

Rewards/Loot From This Quest

  • Legend Of The Harbor – a unique variation of the Fisherman’s Outfit.

7 The Devil’s Due

When the guard of a major city informs you of shady goings-on at a place known as the Museum of Witchcraft you know you’re in for a wild quest. Players will encounter a slain team of Gunners and a ferocious beast in the museum.

RELATED: Interesting Facts You Didn’t Know About Deathclaws In Fallout 4

Then you're introduced to an interesting ethical dilemma straight out of Jurassic Park 3. If players fulfill the Gunner’s quest they’ll be given a useful recipe. If they refuse and deliver the valuable object they’ll receive a bizarre weapon from an unlikely source.

How To Start The Devil’s Due

There are two ways to start this quest, but the most common is to speak with a guard in Diamond City about the weird occurrences at the Museum Of Witchcraft. The other way is to travel to the Museum of Witchcraft and find Private Hart’s body on the west side of the museum. Either way leads to Private Hart’s holotape and begins the quest.

Rewards/Loot From This Quest

If the player delivers the egg to Wellingham:

  • 200 Caps
  • Deathclaw Wellingham recipe – a food item that heals by 115 health points

If the player delivers the egg to the Deathclaw nest:

  • Deathclaw Gauntlet – a strong hand-to-hand weapon

6 Atom Cats

The Atom Cats are a faction obsessed with Power Armor and for good reason because Power Armor’s awesome. It turns out the members of the Atom Cats are a bunch of softies and want the player to do something nice for a neighbor.

If you complete this important task and manage to rescue the Atom Cats from a Gunner attack you’ll be rewarded with a unique outfit. It’s honestly not that helpful in terms of gameplay, but it does look cool. You’ll also be on the good side of Fallout 4’s equivalent of a biker gang, so there’s that.

How To Start Atom Cats

The only way to start this quest is by finding the Atom Cats’ Garage. It’s located just north of the Quincy ruins in the bottom right corner of the game world. Once there the player must speak to Zeke and he’ll offer the quest to find Rowdy.

Rewards/Loot From This Quest

  • Zeke’s Jacket & Jeans – a unique outfit
  • Become A Member Of The Atom Cats

5 Trip To The Stars

In the Nuka-World expansion players have the chance to encounter a group of cultists known as the Hubologists, so named after the founder Dara Hubbell. This subtle jab at Scientology, which was founded by L. Ron Hubbard, presents an interesting questline with some neat rewards.

The quest involves clearing out a group of robots, securing three fusion cores, and helping the Hubologists activate what they believe to be a genuine spaceship. Before you go calling this group of insane cultists crazy, keep in mind one of their rewards is ammo for the Alien Blaster obtained from a genuine extraterrestrial.

How To Start Trip To The Stars

Dara Hubbell in the Nuka-World add-on can be found at the Hubologist camp. She’ll ask the player to bring back five spacesuit costumes from the Galactic Zone and thus start the quest.

Rewards/Loot From This Quest

  • 200 Caps
  • Hub’s Alien Blaster – An energy weapon great for Critical builds.
  • 10 Alien Blaster Rounds – if the player kills the Hubologists
  • 100 Alien Blaster Rounds – if the player doesn’t kill the Hubologists

4 Kid In A Fridge

This unfortunate situation has a lot of terrifying implications as players can encounter a young boy shouting from inside a fridge. It turns out he hid in there during the initial blast, got locked inside, turned into a ghoul, and has been stuck inside for the last 200 years.

RELATED: Fallout 4: Every Vault & Where To Find Them

Players are given the option of taking him home or selling him to the local Gunners. It’s hard to imagine anyone taking this boy that’s been trapped inside a fridge for 200 years and delivering him to a local gang to become a slave, but players have done a lot worse for less in this game.

How To Start Kid In A Fridge

The only way to start this quest is to find the refrigerator with the kid inside. It’s located near one of the ruined houses south of University Point. It might take some exploring to find it, but upon getting close the player will hear the kid calling out for help which starts the quest.

Rewards/Loot From This Quest

If the player escorts Billy home

  • 500 Caps
  • 250 Caps – if the player saves the family from the Bullets.

If the player sells Billy to the Bullets

3 Mystery Meat

Speaking of terrible things, players can encounter this quest at the Longneck Lukowski’s Cannery. Two entrepreneurs will be arguing over the viability of a product they’re trying to sell that’s making people sick. At first, everything seems on the up and up as you clear out a nest of Molerats that are causing the problem.

Exploring the area will reveal there’s something else going on and investigating the source of the food poisoning will reveal something truly disturbing. No, it’s not the same situation as Soylent Green but it’s just as bad.

How To Start Mystery Meat

Players can kick off this quest by discovering Longneck Lukowski’s Cannery. It’s located on the eastern edge of the map, west of the Kingsport Lighthouse. After arriving at the location the player can speak with Theodore to get things going.

Rewards/Loot From This Quest

If the player lets Theodore continue operations:

If the player kills Theodore:

2 Here There Be Monsters

This is one of the more interesting quests in the game as few fans consider the moral implications of it. On the docks near Shamrock Taphouse, players will find a young boy who’s babbling about a monster in the ocean. If they investigate they’ll soon discover it’s not a monster, but an old nuclear submarine from the pre-war days known as the Yangtze.

A ghoul on board, also pre-war, called Captain Zao informs the player he’s trying to get the submarine seaworthy to travel back to China after successfully completing his mission 200 years ago. It shouldn’t take much for players to put together what a nuclear submarine from China was doing in the port of Boston 200 years ago and you are then presented with an option on how to handle this information.

How To Start Here There Be Monsters

Speak with Donny Kowalski who is on the docks by the Shamrock Taphouse to start this quest. He’ll talk about something he saw in the water and challenge the player to investigate. Alternatively, the player can swim into the water and come across the ‘eye stalk’ lurking in the waves.

Rewards/Loot From This Quest

  • Three Homing Beacons – lets the player launch three tactical nukes to wherever the beacon is placed.
  • Four Pre-War Money
  • 200 Caps
  • Zao’s Sword - a unique melee weapon

1 Find The Treasures Of Jamaica Plain

This is perhaps the most interesting hidden side quest as many players will assume it was a worthless endeavor while others will see it as one of the greatest quests and rewards in the entire game. There are a number of ways to kick off the quest and all take players to the treasure hoard said to be underneath the town hall in Jamaica Plain.

If you can survive the swarms of feral ghouls in the town itself, navigate the traps, turrets, and Protectron’s in the basement then you’ll discover the treasure waiting for there. Before you get frustrated at what you find, take a look at the unique baseball bat in the display and give it a few swings.

How To Start Find The Treasures Of Jamaica Plain

There are three ways to start this quest. The player can come across Hadrian’s corpse, a random occurrence that can happen anywhere in the Commonwealth. The player can find and read the Jamaica Plain Flyer which also appears randomly or can be found in the Info Desk at the Boston Airport Ruins. The final way is to simply enter the town of Jamaica Plain and go into the basement of the Town Hall.

Rewards/Loot From This Quest

  • Various Unique Pre-War Items
  • Anywhere From 200 to 400 Caps
  • 2076 World Series Baseball Bat – one of the best melee weapons in the game due to a 6% chance to send enemies flying with each strike.

NEXT: Most Powerful Weapons In Fallout 4, Ranked


Every Alternate Ending in the Far Cry Franchise Explained

Ubisoft's Far Cry franchise has a solid history with including alternate, secret endings in recent numbered entries, including FC6 too.

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About The Author
Ben Baker (384 Articles Published)

Starting with a secret copy of Warcraft II on his parent’s Windows 95, Ben has developed a lifelong obsession with video games. Drawn to darker and more horrifying games, he enjoys diving into the lore, secrets, philosophies, and complex characters found in those grim worlds. His only hope is there are other odd balls out there who are also attracted to the writhing things found in the digital void.

More From Ben Baker
Sours: https://gamerant.com/fallout-4-secret-side-quests-everyone-missed/
Fallout 4: The 6 Kookiest Quests We Did Instead of Finding Shaun

Fallout 4 Wiki Guide

Note: Many missions have multiple outcomes, and as stated above, can be done in a different order than listed below. This guide covers just one of many possible playthrough styles.

This guide is broken up into two segments, the first focusing on the essential "Main Quest" or "Story" missions, and the second focusing on the various optional quests that appear throughout the game.

Main Quest Guides

Automatron DLC Walkthrough

Far Harbor DLCWalkthrough

Vault-Tec Workshop DLCWalkthrough


Depending on how you decide to build the teleporter in The Molecular Level, the following quests will be made available:

Story Quests

Minutemen Quests

Depending on how you decide to build the teleporter in The Molecular Level, the following quests will be made available:

Story Quests

Brotherhood of Steel Quests

Depending on how you decide to build the teleporter in The Molecular Level, the following quests will be made available:

Story Quests

Radiant Quests

Miscellaneous Quests

Railroad Quests

Depending on how you decide to build the teleporter in The Molecular Level, the following quests will be made available:

Story Quests

Radiant Quests

Miscellaneous Quests

Secondary Quests

Guide By Locations (Main Quest Locations)

Other Side Locations

Sours: https://www.ign.com/wikis/fallout-4/Walkthrough_and_Quest_Guide

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