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For loading screen overview, see loading screen. |
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This page is a list of loading screen hints and slides found in Fallout 4. They show snippets of the general information that is found in the stats section under the general tab on the player character's Pip-Boy 3000, along with information regarding the various perks, magazines, creatures, factions, people and locations of the game. It also displays game hints.
Overview[]
In Fallout 4, loading screens consist of a dark brown background with a faint white "test" grid pattern overlaid. The screen will display the 3D model of some in-game object(s), creature(s), or character(s) which slowly rotates. If the player preses X on the Xbox One, square on the PS4, or Q on the PC, the 3D model on display will be highlighted in the color of the player's HUD, and will turn back to the original color(s) if the control is pressed again. Right stick (Xbox One) or clicking and dragging left or right (PC) will rotate the image, left stick (Xbox One) or A and D (PC) will move it, and using the triggers (Xbox One) or clicking and dragging up or down (PC) will zoom in/out.
The loading screen UI is found in the bottom left corner of the screen, listing the player character's level alongside a loading screen hint related to Fallout 4's gameplay and/or lore, which can change several times as the game loads. Each tip has a corresponding 3D model; the 3D model used will always match the first tip shown, but it will not change when the tips change.
Each hint also has a corresponding "VDSG Catalogue No. ####," which identifies the hint as coming from the Vault Dweller's Survival Guide. The four digit number is actually generated by taking the last four digits from the Form ID of the loading screen tip when it is converted from hexadecimal to decimal.
Base game hints[]
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Main quests[]
Note: The loading screen aaCharGenLoad is similar to the later loading screen LoreFallout05, but the former uses present tense in reference to the pre-War era and the latter uses past tense.
Image & ID | Text | Notes |
---|---|---|
![]() aaCharGenLoad |
America in the year 2077 is a land of advanced technological achievements... and terrible civil strife. As in any age, most ordinary people want only one thing - a happy, peaceful life. |
Only available during War Never Changes while in pre-War Sanctuary Hills, before entering Vault 111 |
aaCharGenLoad2 001F3F1E |
On the morning of Saturday, October 23, 2077 America was consumed by the flames of nuclear war. The war with China had finally reached its cataclysmic conclusion. |
Only available during War Never Changes, after entering Vault 111 |
![]() MainQuest01 |
Before the war, Vault-Tec began construction of Vault 114 inside Boston's Park Street subway station. The project was never completed, but that matters little to the gangsters who have taken up residence there. |
Only available while in Vault 114; has a 21% chance of appearing. |
MainQuest02 001E095B |
In the years before the war, Fort Hagen was an important military command facility. Today, it is used as a base of operations for Kellogg, the cybernetically-enhanced mercenary employed by the Institute. |
Only available while in the Fort Hagen Command Center during Reunions but before killing Conrad Kellogg; has a 51% chance of appearing. |
![]() MainQuest03 |
The Glowing Sea is the most highly irradiated region in the entire Commonwealth. According to local legend, it was ground zero for the high-yield nuclear blast that devastated most of Massachusetts. |
Only available while in the Glowing Sea; has a 21% chance of appearing. |
![]() MainQuest04 |
Free your mind. |
Only available while Dangerous Minds is active but before sitting down in the memory lounger; has a 16% chance of appearing. |
MainQuest05 001E095E |
The Courser Chip is the key to infiltrating the Institute. But first, it must be decoded... |
Only available while The Molecular Level is active but before decoding the courser chip; has a 21% chance of appearing. |
![]() MainQuest06 |
Inside every synth Courser is a specialized chip that is instrumental in "relaying" into the Institute. Obtaining that chip is the first step in infiltrating the shadowy organization. |
Only available during Hunter/Hunted but before recovering the courser chip; has a 16% chance of appearing. |
Companions[]
Image & ID | Text | Notes |
---|---|---|
Companion01 001E7760 |
You can alter the weapons and attire of most companions by accessing the trade menu in dialogue. |
|
![]() Companion02 |
If you'd like to adventure alone, or with someone else, you can dismiss your current companion by speaking with them. |
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![]() Companion03 |
Each companion has their own likes and dislikes. Some actions will earn their respect. Others, their disappointment. |
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Companion04LoversEmbrace 002057D1 |
Sleeping in a bed when your romantic companion is nearby will grant the Lover's Embrace perk, which grants a significant boost to any earned XP for a limited time. |
Only available if any companion has been romanced; has a 21% chance of appearing. |
Creatures[]
This section also includes loading screens featuring human and robot enemies, as their loading screens are all labeled with a "creature" prefix.
Factions[]
Brotherhood of Steel[]
Image & ID | Text | Notes |
---|---|---|
FactionBoS02 001D1A83 |
Piloted by Lancer-Captain Kells, the Prydwen has traveled extensively along the East Coast... but this is its first journey to the Commonwealth. |
Only available while in the Prydwen; has a 21% chance to appear. |
FactionBoS03 001D1A84 |
While the Prydwen does not have any actual weapons systems, it always carries enough troops, vertibirds and supplies to mount a major offensive. |
Only available while in the Prydwen; has a 21% chance to appear. |
FactionBoS04 001D1A85 |
The Brotherhood of Steel is dedicated to the advancement of humanity, and views mutation as a scourge. Super Mutants, Ghouls and any other "abominations" have been deemed impure, and must be eradicated. |
Only available while in the Prydwen; has a 21% chance to appear. |
FactionBoS05 001D1A86 |
To the Brotherhood of Steel, the Gen 3 synths, which are indistinguishable from humans, are a perfect example of science run amok - a technology that cannot be fully controlled by humans. |
Only available while in the Prydwen; has a 21% chance to appear. |
FactionBoS06 001D1A87 |
Liberty Prime was a failed pre-war military project. The Brotherhood of Steel completed that project, and the giant robot is now the most powerful weapon in their arsenal. |
Only available while in the Prydwen after learning about Liberty Prime during Liberty Reprimed; has a 21% chance to appear. |
FactionBoS07 001D1A8C |
Most Brotherhood of Steel soldiers utilize the most effective, technologically advanced equipment available, like laser weapons and Power Armor. |
Only available while in the Prydwen; has a 21% chance to appear. |
FactionBoS08 001D1A89 |
Anyone recruited into the Brotherhood of Steel starts at the rank of Initiate, and is mentored by a higher-ranking sponsor. |
Only available while in the Prydwen; has a 21% chance to appear. |
FactionBoS09 001D1A8A |
Children born into the Brotherhood of Steel begin their training, and indoctrination, as Squires. |
Only available while in the Prydwen; has a 21% chance to appear. |
FactionBoS10 001D1A8B |
The highest rank a Brotherhood of Steel soldier can achieve is Sentinel. New Elders are very specifically - and very rarely - selected. |
Only available while in the Prydwen; has a 21% chance to appear. |
The Institute[]
Image & ID | Text | Notes |
---|---|---|
FactionInstitute01 001D1A75 |
The Institute is actually an advanced subterranean metropolis, a technological marvel unlike anything seen on the surface of the Commonwealth. |
Only available while in the Institute concourse and with Institutionalized active. |
FactionInstitute02 001E59E9 |
The Institute was officially founded in the year 2110 by a group a of former Commonwealth Institute of Technology students who took refuge in the college's underground level at the time of the Great War. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute03 001E59EA |
After developing the Molecular Relay, an advanced teleportation device, the Institute sealed off access to the surface and began their campaign of underground expansion. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute04 001E59EB |
The Institute often sends its synths to the surface to scavenge for usable materials. The affect this has on the Commonwealth, or its people, is not a priority... |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute05 001E59EC |
Institute scientists rarely leave the safety and comfort of their underground utopia. If there are experiments to be conducted on the surface, they are generally carried out by synths. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute06 001E59ED |
The Institute is ruled by a Directorate, made up of the individual heads of each division, and one specially-appointed Director. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute07 001E59EE |
The BioScience division produces the majority of the Institute's food, but also carries out a number of other, sometimes secret, projects. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute08 001E59EF |
The Advanced Systems division is responsible for developing the original Molecular Relay, nearly one hundred years ago. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute09 001E59F0 |
The Synth Retention Bureau is tasked with the retrieval of "escaped" Gen 3 synths - malfunctioning units whose self-aware AI has convinced them that they are, in fact, alive. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute10 001E59F1 |
The Institute's experiments with the Forced Evolutionary Virus, or FEV, ended when Doctor Virgil went rogue and fled into the Commonwealth. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute11 001E59F2 |
The Institute is convinced that the surface of the Commonwealth is doomed, and the true future of the human race lies underground. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute12 001E59F3 |
The Institute allows humans to live in a clean, safe, comfortable environment, free from the strife and environmental hazards that have rendered the surface nearly uninhabitable. |
Only available while inside the Institute; has a 21% chance of appearing. |
FactionInstitute13 001E59F4 |
Before the war, C.I.T. conducted experiments in its underground nuclear reactor. Today, it has been repurposed, and once activated will provide the Institute with nearly limitless power. |
Only available while inside the Institute and after attending the Directorate meeting during Mankind - Redefined. |
Commonwealth Minutemen[]
Image & ID | Text | Notes |
---|---|---|
FactionMinutemen01 001D8393 |
The Minutemen once made their headquarters in South Boston's Fort Independence, also known as "the Castle." That ended when a giant creature rose from the sea decades ago and laid it to waste. |
Only available after joining the Minutemen but before retaking the Castle during Taking Independence; has a 0.22% chance of appearing. |
FactionMinutemen02 001D8394 |
The Minutemen were formed over a century ago by ordinary people who simply wanted to defend their home, the Commonwealth, from any threat imaginable. Sadly, the group has fallen into disarray in recent years. |
Only available after meeting Preston Garvey during When Freedom Calls and before becoming the general of the Minutemen during The First Step; has a 0.22% chance of appearing. |
FactionMinutemen04 001D8395 |
Radio Freedom is the radio station of the Minutemen, and allows them to broadcast alerts all across the Commonwealth from their headquarters in the Castle. |
Only available after completing Taking Independence; has a 0.22% chance of appearing. |
FactionMinutemen05 001D8397 |
Use the Flare Gun to summon help from any nearby Minutemen. |
Only available after receiving the flare gun during The First Step; has a 0.22% chance of appearing. |
![]() FactionMinutemen06 |
Use Artillery Smoke Grenades to call in artillery strikes from nearby Minutemen batteries. |
Only available after completing Old Guns; has a 0.22% chance of appearing. |
FactionMinutemen07 001D8399 |
The Vertibird Signal Grenade can be used to call in a friendly vertibird for transport. |
Only available after completing With Our Powers Combined; has a 0.22% chance of appearing. |
FactionMinutemen08 001D839A |
Fort Independence was named in 1797, at a ceremony presided over by President John Adams. Before then, it was known as Castle William, and then Fort Adams. Before its destruction in 2240, the fortification served as an apt headquarters for the Minutemen. |
Only available while in the Castle; has a 11% chance of appearing. |
FactionMinutemen09 001D839B |
The Minutemen first rose to prominence in the year 2180, when they defended Diamond City against a horde of Super Mutant attackers. |
Only available after meeting Preston Garvey during When Freedom Calls; has a 2% chance of appearing. |
![]() FactionMinutemen10 |
Like the Minutemen of the Revolutionary era, the modern day Minutemen are dedicated to defending the people of Massachusetts, at a minute's notice. |
Only available after meeting Preston Garvey during When Freedom Calls; has a 0.22% chance of appearing. |
The Railroad[]
Image & ID | Text | Notes |
---|---|---|
FactionRailroad01 001D1A82 |
The only group in the Commonwealth willing to actually fight the Institute is the Railroad, an organization almost as secretive as the Institute itself. |
Only available after starting Road to Freedom; has a 0.22% chance of appearing. |
FactionRailroad02 001D838A |
No one knows just how powerful the Railroad is, or if they even possess the means to defeat their sworn enemy - the Institute. |
Only available after starting Road to Freedom but before completing Tradecraft; has a 0.22% chance of appearing. |
![]() FactionRailroad03 |
The crypt beneath the Old North Church once contained the bones of more than 1000 Bostonians buried in the 19th and 18th centuries. Today it serves as headquarters for the enigmatic Railroad, a group dedicated to saving synths and destroying the Institute. |
Only available while in the Railroad HQ; has a 11% chance of appearing. |
FactionRailroad04 001D838C |
The Institute discovered the Railroad's previous headquarters, and nearly destroyed the group in the process. If the current HQ were to be discovered, it would prove disastrous. |
Only available while in the Railroad HQ and after completing Tradecraft; has a 11% chance of appearing. |
FactionRailroad05 001D838D |
Railroad agents communicate via "railsigns," secret symbols scrawled throughout the Commonwealth that indicate dangers, allies and even the occasional cache of goods. |
Only available after completing Tradecraft; has a 0.22% chance of appearing. |
FactionRailroad06 001D838E |
The Railroad relies on safehouses to hide runaway synths and resupply agents in the field. |
Only available after completing Tradecraft; has a 0.22% chance of appearing. |
FactionRailroad07 001D838F |
What the Railroad lacks in numbers they make up for in subterfuge. They rely on secrecy and intelligence gathering to tip the odds in their fight against the Institute. |
Only available after completing Tradecraft; has a 0.22% chance of appearing. |
FactionRailroad08 001D8390 |
A "heavy" is a Railroad agent tasked with bringing the fight directly to the Institute. Their training prepares them for the most difficult and dangerous assignments available. |
Only available after completing Tradecraft; has a 0.22% chance of appearing. |
FactionRailroad09 001D8391 |
While the Railroad's primary enemy is the Institute, they are also dedicated to battling the general hatred of synths that has spread throughout the Commonwealth. |
Only available after completing Tradecraft; has a 0.22% chance of appearing. |
FactionRailroad10 001D8392 |
P.A.M., or the Predictive Analytical Machine, is a unique robot with advanced artificial intelligence, originally built to predict and stop a nuclear war. While she ultimately failed in that duty, P.A.M. has proven instrumental to the Railroad's operations. |
Only available after meeting P.A.M.; has a 0.22% chance of appearing. |
Gameplay[]
General[]
Combat[]
Crime[]
Image & ID | Text |
---|---|
Crime01 001F6D9C |
The Commonwealth lacks any sort of institutional justice system. Criminal wrongdoing is dealt with harshly, and usually ends when the perpetrator or victim lies dead. |
Crime02Stealing 001F9611 |
When you steal an item, the owner will generally attempt to take it back from you. If they can't, they may attack. |
Critical meter[]
Image & ID | Text |
---|---|
CriticalMeter 001E775F |
Successful attacks in V.A.T.S. fill your Critical meter. Once it's completely filled, you can unleash a devastating attack. |
Fast travel[]
Image & ID | Text | Notes |
---|---|---|
FastTravel01 001E6852 |
Once you discover a location, you can use your map to fast travel back to it. Normally, you must be outside to do so, but there are exceptions. |
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FastTravel02 001E6853 |
To enter and exit the Institute, simply fast travel to and from using the map. This ability is only available if you stay in the Institute's good graces... |
Only available after entering the Institute during Institutionalized and joining the faction; has a 21% chance of appearing. |
Perks[]
Pip-Boy[]
Image & ID | Text |
---|---|
PipBoy01 00021E50 |
The RobCo Pip-Boy is the ultimate in personal computing devices. |
![]() PipBoy02 |
Press and hold the Pip-Boy button to turn on its light and illuminate dark areas. |
SPECIAL[]
Stealth[]
Survival mode[]
Image & ID | Text | Notes |
---|---|---|
![]() HC_SurvivalAbout |
Is the struggle of this world merely a pleasant game for you? |
|
HC_SurvivalAdrenaline 00249F7B |
In Survival, Adrenaline provides a bonus to your damage output. The higher your Adrenaline, the higher the damage bonus. Sleeping for any amount of time will lower your Adrenaline, taking your damage bonus down with it. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalAntibiotics 00249F80 |
In Survival, Antibiotics, which can be crafted at Chem Stations, purchased from doctors or found in medical containers, instantly heal the various effects of Illness. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalBalance 00249F84 |
In Survival, both you and your foes are deadlier than ever. Don't expect to survive more than a few hits from most enemies. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalBeds 00249F85 |
In Survival, the type of bed you're sleeping in determines the length of time you're able to stay asleep. A sleeping bag will save your game and may save your life, but it'll never give you a full night's rest and the benefits that come with it. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalCaffeinated 00249F8A |
In Survival, large doses of Caffeine, such as that found in Nuka-Cola Quantum, gives you a short reprieve from your tiredness, possibly buying you time to finish a fight or find a bed. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalCarryWeight 00249F8C |
In Survival, both you and your companion's Carry Weight has been significantly reduced. Exceeding your carry weight reduces your Endurance and Agility stats, and periodically damages your legs and health. Think of your back! |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalCompanions 00249F88 |
In Survival, if your companion goes down during combat, you must heal them before they can get back up. If you leave the area without healing them, they will return home to recover. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalCompass 00249F83 |
In Survival, enemies no longer appear on your compass. Keep your eyes peeled, and your weapon ready. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalCrippled 00249F87 |
In Survival, Crippled limbs will no longer auto-heal after combat. You will remain crippled until you are healed from a Stimpak or until you sleep it off. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalExitMenu 0024A0AA |
Exiting back to the Main Menu will create an Exitsave. Next time you play and load the Exitsave, it will delete itself until the next time you exit back to the Main Menu. |
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HC_SurvivalFastTravel 00249F82 |
In Survival, Fast Travel is disabled. If you wish to be somewhere, you'll have to get there the old-fashioned way. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalFatigue 00249F7E |
In Survival, Fatigue works like radiation, but affects your Action Points (AP) rather than your Hit Points (HP). Fatigue mostly comes from being tired, but both hunger and thirst also affect it. The more Fatigue you've built up, the less AP you'll have for actions like sprinting and VATS. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalFood 00249F89 |
In Survival, a food's bonus effects, such as increased carry weight from Radstag steak, will only apply if eaten when you are not currently hungry. Make sure to take care of the basics before eating for bonuses. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalIllness 00249F7F |
In Survival, eating uncooked meat, drinking unpurified water, taking damage from disease-ridden foes and using harmful Chems all put your body at increased risk for various ill effects. Be smart and keep Antibiotics handy. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalImmunodeficiency 00249F81 |
In Survival, items that cleanse your body of Rads come with the cost of making you tired and temporarily damaging your immunity, leaving you more vulnerable to Illness than usual. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalItemWeight 00249F8B |
In Survival, Stimpaks and Ammo both have weight. Bullets and shells have a small amount of weight, which varies by caliber. Heavier items such as fusion cores, rockets, and mini-nukes can really drag you down. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalSaving 00249F79 |
In Survival, manual, quicksaving & most autosaves are disabled. To save your game, you'll need to find a bed and sleep for at least an hour. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalSustenanceItems 00249F86 |
In Survival, an items value is often a good way to determine how much hunger or thirst it might counter. Keep in mind, certain items may not give you the results you expect. For example, Chems and Alcohol dehydrate, Caffeine makes you hungry, etc. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalWellness 00249F7C |
In Survival, you'll find it difficult to survive without taking proper care of yourself. Going for extended periods of time without food, water, or rest will begin to adversely affect your health. Stay hydrated, fed, and rested to remain combat-ready. |
Only available while in Survival mode; has a 1% chance of appearing. |
HC_SurvivalWellnessB 00249F7D |
In Survival, going without food, water of rest will begin to adversely affect your health, hurting your SPECIAL stats, adding to your Fatigue, lowering your immunity, and eventually even dealing physical damage to you. |
Only available while in Survival mode; has a 1% chance of appearing. |
Workshops[]
Image & ID | Text | Notes |
---|---|---|
Workshop01 000CFF75 |
The higher the Happiness of your workshop settlements, the more productive their settlers. |
Only available after owning at least one settlement; has a 0.42% chance of appearing. |
![]() Workshop02 |
Unassigned people at settlements will automatically scavenge for the resources you'll need to build things. |
Only available after owning at least one settlement; has a 0.42% chance of appearing. |
![]() Workshop03 |
With the Local Leader perk, you can link two workshops with a supply line. They will then share food, water and any resources needed for building. |
Only available after owning at least one settlement; has a 0.42% chance of appearing. |
Workshop04 00216AA2 |
Every Workbench, Crafting Station and Modding Station in a single settlement shares resources. Using one will grant you access to anything placed in the others. |
Only available after owning at least one settlement; has a 0.42% chance of appearing. |
Items[]
Armor[]
Image & ID | Text |
---|---|
![]() Armor01PowerArmor1 |
Even without any pieces, a Power Armor frame provides a variety of advantages, like increased carry weight, greater melee damage and the elimination of falling damage. |
![]() Armor01PowerArmor2 |
You can mix and match all different kinds of Power Armor pieces on a single frame, and add mods to most of those pieces to increase their effectiveness. |
![]() Armor01PowerArmor3 |
Power Armor can be enhanced with a variety of mods that add specialized functionality, like a jet boost, Tesla damage field, explosive impact landing, integrated Stealth Boy, and auto Stimpaks. |
![]() Armor03PowerArmor4Raider |
Across the Commonwealth, some of the fiercest Raider leaders have scavenged old suits of Power Armor and restored them to full working order. |
![]() Armor03PowerArmor5T45 |
The T-45 series was the first version of Power Armor ever employed on the battlefield by the U.S. military. Many suits remain active in the Wasteland today, and provide their wearers with substantial protection. |
![]() Armor03PowerArmor6T51 |
The T-51 series of Power Armor was the pinnacle of mechanized protection before the Great War. First introduced in the Battle of Anchorage, it is highly valued today for its increased protective capabilities. |
![]() Armor03PowerArmor7T60 |
The T-60 series of Power Armor saw extensive use by the United States Army after the Battle of Anchorage. In fact, soldiers in T-60 Power Armor were among those trying to retain order on October 23, 2077 - the day America fell to atomic war... |
![]() Armor03PowerArmor8X01 |
The X-01 series of Power Armor was specially engineered and employed by remnants of the U.S. military after the Great War, and offers increased protection over the older, pre-war models. |
![]() Armor04Underarmor |
The Vault Suit and a few other pieces of clothing, like Long Johns and Raider Leathers, are thin enough to be worn underneath additional pieces of armor. |
![]() Armor05Leather |
Leather Armor offers additional protection against energy damage. |
![]() Armor06Metal |
Metal Armor offers additional protection against ballistic damage. |
![]() Armor07Combat |
Combat Armor offers balanced protection against both energy and ballistic damage. |
Chems[]
Image & ID | Text | Notes |
---|---|---|
Chems01Buffout 001F9612 |
Buffout is a powerful steroid that gained popularity with athletes before the Great War. It grants temporary bonuses to Strength, Endurance and maximum Health. |
Has a 0.22% chance of appearing. |
Chems02Jet 001F9613 |
Using Jet creates an altered state of consciousness where time appears to slow, allowing you to perform more actions than normal for a limited period of time. |
Has a 0.22% chance of appearing. |
Chems03Psycho 001F9615 |
Originally developed by the United States military to increase soldiers' combat effectiveness, Psycho grants the user increased Damage output and Damage Resistance for a limited period of time. |
Has a 0.22% chance of appearing. |
Chems04Mentats 001F9614 |
Need to get smart, quick? Mentats will boost both your Perception and Intelligence for a limited period of time. |
Has a 0.22% chance of appearing. |
Chems05RadMeds 001F9616 |
Rad-X significantly increases your Radiation Resistance for a limited period of time. RadAway completely removes any radiation you've already been exposed to. |
Has a 0.22% chance of appearing. |
Chems06Stimpak 001F9617 |
For fast, effective healing of both overall health and every injured body part, nothing beats a Stimpak. |
Has a 0.22% chance of appearing. |
Chems07Addiction 001F9618 |
Using chems or alcohol can provide powerful temporary boosts, but can also lead to addiction. When addicted, you have to consistently take the chem or alcohol - failing to do so will inflict a severe stat penalty. |
Has a 0.22% chance of appearing. |
Chems08DaddyO 001F9619 |
Popular with beatniks and intellectuals before the Great War, Daddy-O raises Intelligence and Perception, but lowers Charisma, for a limited period of time. |
Has a 0.22% chance of appearing. |
Chems09Daytripper 001F961B |
A pre-war chem favored by those looking for a "happy escape," Daytripper raises both Charisma and Luck, but lowers Strength, for a limited period of time. |
Has a 0.22% chance of appearing. |
Chems10XCell 001F961A |
Created before the war as a general performance enhancer, X-Cell never got out of the prototype stage, but was widely distributed on the black market. It boosts every SPECIAL attribute for a limited period of time, but is highly addictive. |
Has a 0.22% chance of appearing. |
Chems11MedX 001F961C |
Med-X is a powerful pain killer that effectively increases Damage Resistance for a limited period of time. |
Has a 0.22% chance of appearing. |
Chems12Addictol 001F961D |
As rare as it is powerful, Addictol completely cures its user of all addictions. |
Has a 0.22% chance of appearing. |
Chems13AddictionCure 001F961E |
To cure addiction, visit a doctor in any major settlement. |
Has a 0.22% chance of appearing. |
Magazines[]
Weapon mods[]
Weapons[]
Locations[]
Diamond City[]
Image & ID | Text | Notes |
---|---|---|
![]() CityDiamondCity01 |
Diamond City was constructed in the remains of Boston's world-renowned baseball stadium. |
Only available while inside Diamond City; has a 3% chance of appearing. |
CityDiamondCity02 001C35BB |
Diamond City, the "Great Green Jewel" of the Commonwealth, is the area's largest and most secure settlement. |
Only available while inside Diamond City; has a 3% chance of appearing. |
![]() CityDiamondCity03 |
Diamond City's non-denominational All Faiths Chapel offers services and counseling for all of Diamond City's residents, regardless of religion. |
Only available while inside Diamond City; has a 3% chance of appearing. |
CityDiamondCity04 001E6855 |
In the year 2229, a mysterious visitor to Diamond City killed several people. It was only after he was shot dead by city security that the stranger was revealed to be a synth. The people of the Commonwealth have feared the Institute ever since. |
Only available while inside Diamond City; has a 3% chance of appearing. |
CityDiamondCity05 001E6856 |
Diamond City's newspaper, Publick Occurrences, gets its name from the first newspaper ever published in Boston, in 1690. |
Only available while inside Diamond City; has a 3% chance of appearing. |
CityDiamondCity06 001E6857 |
Diamond City Radio broadcasts the most popular music from before the war, as well as more recent news stories. |
Only available while inside Diamond City; has a 3% chance of appearing. |
CityDiamondCity07 001E6858 |
The Science Center has been instrumental in helping maintain Diamond City's power, robotics and agriculture. |
Only available while inside Diamond City; has a 3% chance of appearing. |
![]() CityDiamondCity08 |
At the Mega Surgery Center, Diamond City residents can undergo facial reconstruction, if they tire of the same old look. |
Only available while inside Diamond City; has a 3% chance of appearing. |
CityDiamondCity09 001E685A |
The Colonial Taphouse is Diamond City's upscale tavern, where the settlement's more wealthy residents drink, socialize, and generally look down on everyone else. |
Only available while inside Diamond City; has a 3% chance of appearing. |
CityDiamondCity10 001E685B |
The Diamond City Schoolhouse offers a free education to all of the settlement's children, regardless of family or social status. |
Only available while inside Diamond City; has a 3% chance of appearing. |
CityDiamondCity11 001E685C |
Valentine's Detective Agency is run by private investigator Nick Valentine, who has helped many of the residents of Diamond City over the years. |
Only available while inside Diamond City; has a 3% chance of appearing. |
Goodneighbor[]
Image & ID | Text | Notes |
---|---|---|
CityGoodneighbor01 001E685D |
Bobbi No-Nose is a small-time operator with big-time plans. Every place she sets up shop inevitably turns into a base of operations. |
Only available while inside Goodneighbor and having completed The Big Dig; has a 6% chance of appearing. |
CityGoodneighbor02 001E685E |
Now little more than a flophouse, Goodneighbor's Hotel Rexford was once the center of a thriving chem trade. |
Only available while inside Goodneighbor; has a 6% chance of appearing. |
CityGoodneighbor03 001E685F |
The Old State House, once one of Boston's most renowned historic buildings, now serves as the headquarters of Goodneighbor's mayor, Hancock. According to popular legend, the leader took his name when he took the famous statesman's outfit, once on display. |
Only available while inside Goodneighbor; has a 6% chance of appearing. |
CityGoodneighbor04 001E6860 |
While chems are plentiful in Goodneighbor, there are those who claim the Memory Den offers the best high possible - the experience of reliving the past... |
Only available while inside Goodneighbor; has a 6% chance of appearing. |
CityGoodneighbor05 001E6861 |
Built in the remnants of an old subway station, the Third Rail offers live jazz, stiff drinks, and a good chance to meet bad people. |
Only available while inside Goodneighbor; has a 6% chance of appearing. |
CityGoodneighbor06 001E6862 |
Goodneighbor was built in and around the remains of Boston's old red light district, Scollay Square. |
Only available while inside Goodneighbor; has a 6% chance of appearing. |
CityGoodneighbor07 001E6863 |
Goodneighbor was founded in the year 2240, by a group of criminals who were banished from Diamond City. |
Only available while inside Goodneighbor; has a 6% chance of appearing. |
CityGoodneighbor08 001E6864 |
Goodneighbor's residents come from every walk of life, and the settlement welcomes anyone strong enough to remain free, from robots and Ghouls to criminals and chem addicts. |
Only available while inside Goodneighbor; has a 6% chance of appearing. |
CityGoodneighbor09 001E6865 |
In Goodneighbor, taking the law into your own hands isn't only allowed, it's expected. The settlement has one overriding rule - respect others, or face the consequences. |
Only available while inside Goodneighbor; has a 6% chance of appearing. |
CityGoodneighbor10 001E6866 |
If there's one place in the entire Commonwealth where people don't fear the Institute, it's Goodneighbor. They love the freedom their community provides, and would do anything necessary to defend it. |
Only available while inside Goodneighbor; has a 6% chance of appearing. |
Other[]
Image & ID | Text | Notes |
---|---|---|
![]() Location01 |
The old Cambridge Police Station has been occupied by the Brotherhood of Steel, and now serves as an important listening post and resupply depot. |
Only available while at Cambridge Police Station; has a 21% chance of appearing. |
Location02 001D1A8D |
Before the war, Fort Strong was a U.S. Army base and proving ground for experimental weapons, like the Fat Man nuclear catapult. It has since been overrun by Super Mutants. |
Only available while at Fort Strong; has a 21% chance of appearing. |
![]() Location03 |
In the years before the war, ArcJet Systems was a successful military and civilian aerospace contractor, specializing in communications and propulsion systems. |
Only available while at ArcJet Systems; has a 21% chance of appearing. |
![]() Location04 |
Before the Great War, Mass Fusion was Boston's premiere utility, providing power to all of Massachusetts. |
Only available while inside the Mass Fusion building; has a 21% chance of appearing. |
Location05 001D1A90 |
While primarily a publishing house, Hubris Comics had begun to expand into radio, television and toys. The Silver Shroud and Grognak the Barbarian were two of its most popular properties. |
Only available while inside Hubris Comics; has a 21% chance of appearing. |
Location06 001D58FE |
The Concord Museum of Freedom was a popular tourist destination before the war, and featured historical exhibits ranging from the American Revolution, all the way up to the Battle of Anchorage. |
Only available while inside the Museum of Freedom; has a 21% chance of appearing. |
Location07 001D58FF |
Once the local office of Galaxy News Network, GNN Plaza is now the headquarters of the Gunners, the Commonwealth's most organized and dangerous mercenary group. |
Only available while inside Gunners plaza; has a 21% chance of appearing. |
![]() SanctuaryHills01 |
Sanctuary Hills represents the latest in planned communities, and is home to a diverse range of families. |
Only available while in the pre-War Sanctuary Hills.(Note) |
Vault111CharGen 0003E06D |
Vault 111, constructed by Vault-Tec, was built to serve the residents of Sanctuary Hills and Concord in the event of an atomic war. |
Only available while inside the pre-War Vault 111.(Note) |
![]() Vault111PostWar |
Those who reserved spots in Vault 111 had no idea they would be cryogenically frozen. In fact, almost every Vault was actually a secret social experiment conducted by Vault-Tec. |
Only available while inside the post-War Vault 111; has a 51% chance of appearing. |
^ (Note) In practice, this means that these loading screen tips are only available during War Never Changes. However, since the quest itself is not used as a condition, this means that on PC, they can still be seen if console commands are used to return to those locations.
Lore[]
Fallout series[]
Note: The loading screen aaCharGenLoad is similar to the later loading screen LoreFallout05, but the former uses present tense in reference to the pre-War era and the latter uses past tense.
The Commonwealth[]
Automatron[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC01ArmorRobot |
First used by the Rust Devils Raider gang, who crafted it from actual destroyed robots, the Robot Armor is heavier and offers more protection than standard Metal Armor. |
Only available after building a new body for Jezebel during Headhunting; has a 21% chance of appearing. |
![]() DLC01ChemRepairKit |
Just as a Stimpak can be used to revive a fallen human or canine companion during combat, the Repair Kit can be used to repair a damaged robot. |
Only available after completing Mechanical Menace; has a 21% chance of appearing. |
![]() DLC01CreatureRobobrain |
The Robobrain, constructed by General Atomics International before the Great War, is unique in that it uses an actual organic brain as its central processor. |
Only available after completing A New Threat; has a 21% chance of appearing. |
![]() DLC01CreatureRustDevil |
A new player in the Commonwealth, the Rust Devils are a Raider gang with a taste for technology and the smarts to use it. They frequently destroy robots just so they can utilize their scavenged parts. |
Only available after entering the Fort Hagen hangar during Headhunting; has a 21% chance of appearing. |
![]() DLC01GeneralGameplayRobotWorkbench |
The Robot Workbench allows for the construction of a wide range of robots... including combinations never approved by General Atomics International or RobCo! |
Only available after completing Mechanical Menace; has a 21% chance of appearing. |
![]() DLC01WeaponTeslaRifle |
Cobbled together from a robot's arm-mounted weapon, the Tesla Rifle can shoot deadly arcs of electricity that jump from enemy to enemy, injuring anyone caught in the chain. |
Only available after completing Headhunting; has a 21% chance of appearing. |
Far Harbor[]
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Creatures[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC03CreatureAngler |
Anglers wait in ambush for prey to come to them. Their glowing "lure" mimics the look of a flower common to the island. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03CreatureFogCrawler |
The Fog Crawler has been mutated by the radioactive Fog surrounding Far Harbor, and is seldom encountered outside the deadly mist. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03CreatureGulper |
Mutated from a species of salamander, the Gulper continues to grow throughout its life. The largest are also the oldest and deadliest... |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03CreatureTrappers |
Trappers were once ordinary fishers and hunters, but have been driven to madness by the horrors of the island and its radioactive Fog. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03CreatureWolves |
Wolves in the wilds beyond Far Harbor have been mutated by the radioactive Fog and roam in ferocious, bloodthirsty packs. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
Items[]
Armor[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC03Armor01MarineCombat |
Marine Combat Armor offers exceptional protection against both ballistic and energy attacks, and is surpassed only by Power Armor. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03Armor02MarineWetsuit |
The Marine Wetsuit and Tactical Helmet were designed for nighttime reconnaissance operations. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
Weapons[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC03Weapons01LeverActionRifle |
The Lever-Action Rifle is a large-caliber weapon designed to kill even the biggest animals. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03Weapons02GammaRifle |
The Radium Rifle irradiates bullets as they are fired, causing ballistic damage, with an extra kick of radiation damage that is deadly to humans. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03Weapons03HarpoonGun |
Originally mounted on whaling ships, the Harpoon Gun is a heavy weapon that has proven effective against the mutated creatures plaguing Far Harbor. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03Weapons04Hooks |
Improvised heavy fishing and ship hooks are the close quarters weapons of choice for the denizens of the island. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
Locations[]
Acadia[]
Image & ID | Text | Notes |
---|---|---|
DLC03SettlementAcadia01 xx02F1BA |
Acadia is built out the remains of an astronomical observatory. |
Only available while at Acadia; has a 13% chance of appearing. |
![]() DLC03SettlementAcadia02 |
The settlement of Acadia was founded as a refuge for freed synths who wish to live among their own kind. |
Only available while at Acadia; has a 13% chance of appearing. |
![]() DLC03SettlementAcadia03 |
Although it is primarily a refuge for synths, Acadia outwardly expresses a desire for peace with all the other residents of the island. |
Only available while at Acadia; has a 13% chance of appearing. |
DLC03SettlementAcadia04 xx02F1C1 |
Some of the synth refugees in Acadia are Institute escapees who refused to get their memories wiped by the Railroad. Others underwent the process, but the memory wipe didn't take... or started to unravel. |
Only available while at Acadia; has a 13% chance of appearing. |
Far Harbor[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC03SettlementFarHarbor01 |
The island surrounding Far Harbor is covered in a radioactive fog, making all but a few places uninhabitable. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
DLC03SettlementFarHarbor02_Approach xx02F1B6 |
The town of Far Harbor is built entirely on a coastal pier, on the edge of the island. |
Only available during Far From Home after taking the boat but before arriving at Far Harbor. |
![]() DLC03SettlementFarHarbor03 |
Once home to a popular national park, the island surrounding Far Harbor is covered with the now dead woods and irradiated creeks that the prewar government originally sought to preserve. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03SettlementFarHarbor04 |
Before the Great War, the island surrounding Far Harbor was the site of an experimental wind farm, a "clean" alternative to nuclear power. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03SettlementFarHarbor05 |
The people of Far Harbor distrust outsiders, but particularly hate the Children of Atom, a cult who worships the radioactive fog that's slowly killing the island. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03SettlementFarHarbor06 |
Descended from sailors and fishermen, the leader of Far Harbor has always held the title of "Captain." |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
The Nucleus[]
Image & ID | Text | Notes |
---|---|---|
DLC03SettlementNucleus01 xx02F1BD |
The Children of Atom believe in the divine power of radiation. Its fanatical members pray to the deity Atom and await his final gift of Division. |
Only available while in the Nucleus; has a 13% chance of appearing. |
DLC03SettlementNucleus02 xx02F1BE |
The Nucleus is home to the Children of Atom. It is built out of a prewar nuclear submarine base that the Children have converted into a town and center of worship. |
Only available while in the Nucleus; has a 13% chance of appearing. |
![]() DLC03SettlementNucleus03 |
The Children of Atom believe the radioactive fog is a gift from Atom, and it will cleanse and purify the island. |
Only available while in the Nucleus; has a 13% chance of appearing. |
DLC03SettlementNucleus04 xx02F1C3 |
Many Children of Atom missionaries have been exiled or killed by the people of Far Harbor over the years. The bloodshed has only succeeded in making the Children more militant. |
Only available while in the Nucleus; has a 13% chance of appearing. |
Miscellaneous[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC03LoreVim01 |
Vim! was a prewar soda pop native to New England. Residents considered it a point of pride to drink it over the more nationally recognized Nuka Cola brand. |
Only available while on the Island but not in the Nucleus or Acadia; has a 5% chance of appearing. |
![]() DLC03MQ04VRLoadScreen |
Because DiMA is a prototype synth, his memories have more in common with advanced computer data than organic-based thoughts. |
Only available while in DiMA's memories during Best Left Forgotten. |
Vault-Tec Workshop[]
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Image & ID | Text | Notes |
---|---|---|
DLC06Vault01 xx005E70 |
In what was perhaps one of Vault-Tec's greatest construction mishaps, the entrance to Vault 88 became buried in rubble as soon as the bombs fell during the Great War. It was only recently uncovered, thanks to the efforts of some curious Raiders. |
Only available while in Vault 88 but before meeting Valery Barstow during Better Living Underground. |
![]() DLC06Vault02 |
When America descended into nuclear devastation on October 23rd, 2077, Vault 88 was still under construction. Vault-Tec's failure to complete the project on time led to countless lost lives. |
Only available while in Vault 88 after meeting Valery Barstow during Better Living Underground; has a 6% chance of appearing. |
DLC06Vault03 xx005E72 |
Before the Great War, it had been widely publicized that Vault-Tec Industries had won the government contract to provide underground fallout shelters to the U.S. population. But the sinister social experiments? Those remained a secret... |
Only available while in Vault 88 after meeting Valery Barstow during Better Living Underground; has a 6% chance of appearing. |
![]() DLC06Vault04 |
In the years before the war, RobCo and Vault-Tec forged a powerful corporate alliance. Residents of Vault-Tec's Vaults would each be provided with a RobCo Pip-Boy personal computer, a device which made extensive use of the popular "Vault Boy" mascot. |
Only available while in Vault 88 after meeting Valery Barstow during Better Living Underground; has a 6% chance of appearing. |
![]() DLC06Vault05 |
While Vault-Tec's Vault Boy is generally identified as the company's mascot, he is often joined (or replaced) by his equally popular female counterpart, Vault Girl. |
Only available while in Vault 88 after meeting Valery Barstow during Better Living Underground; has a 6% chance of appearing. |
![]() DLC06Vault06 |
The Overseer is the person responsible for every aspect of a Vault's operation - including any bizarre social experiments cooked up by Dr. Stanislaus Braun, the Director of Vault-Tec's Societal Preservation Program. |
Only available while in Vault 88 after meeting Valery Barstow during Better Living Underground; has a 6% chance of appearing. |
Nuka-World[]
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Main quests[]
Image & ID | Text | Notes |
---|---|---|
DLC04MainQuest01 xx04D7E9 |
The Nuka-World Transit Center was constructed to shuttle visitors to Nuka-World by train rather than having to fight for a parking space at their overcrowded parks. |
Only available while at the Nuka-World transit center; has a 21% chance of appearing. |
DLC04MainQuest02 xx04D7E8 |
The Gauntlet is a fiendish maze designed to lure gullible wastelanders to their deaths and to provide the Raiders that built it with suitably gruesome entertainment. |
Only available while in the Gauntlet; has a 21% chance of appearing. |
DLC04MainQuest03 xx04D7EA |
Nuka-World's Power Plant contained multiple fusion reactors which were necessary to satisfy the needs of Nuka-World's parks and attractions. |
Only available while at the Nuka-World power plant after completing Home Sweet Home; has a 21% chance of appearing. |
Nuka-Cola[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC04NukaCola01 |
Amateur chemist John-Caleb Bradberton discovered the formula for Nuka-Cola in 2044. Within a year, Nuka-Cola could be purchased across the entire United States. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaCola02 |
With its unique flavor and distinct bluish glow, Nuka-Cola Quantum was poised to dominate the soft drink market. Unfortunately, it was released to the public on October 23, 2077, the same day that the bombs fell. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaCola03 |
Nuka-Cola Victory and Nuka-Cola Quartz are two examples of regional brands. These flavors in particular were only distributed in the southwestern area of the United States. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaCola04 |
Nuka-Cola introduced fruit-flavored beverages such as Nuka-Cherry, Nuka-Grape and Nuka-Orange only a few short years after the corporation was founded. They were an instant success. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaCola05 |
Nuka-Cola Dark was the corporation's attempt at entering the alcoholic beverage market. Boasting 35% alcohol-by-volume, the unusual soft drink found its success at many of the finer lounges and restaurants around the country. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaCola06 |
Although the Nuka-Cola Corporation would never admit it, Nuka-Cola Wild was released to directly compete with Sunset Sarsaparilla after attempts to acquire that company met with failure. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaCola07 |
Nuka-Cola's award-winning taste is derived from a secret combination of seventeen fruit essences which are balanced to enhance, but not overwhelm, that classic cola flavor. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaCola08 |
In 2062, the Nuka-Girl Rocketsuit costume was released to retailers just in time for Halloween. Its popularity was so overwhelming, the stores couldn't keep up with the demand. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
DLC04NukaCola09 xx04D7D0 |
Nuka-Cola's signature rocket-shaped bottle replaced the traditional curved bottle when a rival corporation successfully sued for patent infringement. Fortunately, the public saw the new bottle as an improvement and Nuka-Cola's sales increased. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaCola10 |
The Official Nuka-World Recipe Book featured fifteen brand new Nuka-Cola recipes that required the use of a Nuka-Mixer Station to properly blend the sometimes volatile liquids. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
Locations[]
Nuka-World[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC04NukaWorld_General01 |
Nuka-World opened its gates for the first time on May 1, 2050. It originally consisted of only two parks, Nuka-Town U.S.A. and Kiddie Kingdom. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaWorld_General02 |
Due to the overwhelming success of Nuka-World, more parks were immediately planned. Dry Rock Gulch opened in 2058, followed by Safari Adventure in 2067. On both occasions, the amount of visitors almost doubled overnight. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaWorld_General03 |
Bradberton, Massachusetts was a small town founded in 2060 to help house the hundreds of staff members who wanted to shorten their commute to Nuka-World. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaWorld_General04 |
John-Caleb Bradberton, the inventor of Nuka-Cola, was the driving force behind the design of Nuka-World. In late 2077, he abruptly disappeared from the spotlight and his whereabouts became unknown. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
![]() DLC04NukaWorld_General05 |
Thanks to a sponsorship by the U.S. Military, Nuka-World featured a formidable security force and had access to all sorts of military-grade hardware. |
Only available while in the Nuka-World worldspace; has an 11% chance of appearing. |
Dry Rock Gulch[]
Image & ID | Text | Notes |
---|---|---|
DLC04NukaWorld_DryRockGulch01 xx04D7D6 |
Dry Rock Gulch was built as a celebration of Nuka-Cola Wild, the root-beer flavored beverage. Visitors could take a step back in time and have an immersive experience filled with the sights, sounds and smells of the Old West. |
Only available while at Dry Rock Gulch; has a 21% chance of appearing. |
![]() DLC04NukaWorld_DryRockGulch02 |
One of the most popular spots in Dry Rock Gulch was Doc Phosphate's Saloon where visitors could relax and order a frosty Nuka-Cola Wild or have a chat with its robotic proprietor. |
Only available while at Dry Rock Gulch; has a 21% chance of appearing. |
DLC04NukaWorld_DryRockGulch03 xx04D7DD |
Mad Mulligan's Mine Cart Coaster was one of the world's first coasters to feature a section of the track underground, making the rider feel as though they were actually riding in an authentic runaway mining cart. |
Only available while at Dry Rock Gulch; has a 21% chance of appearing. |
Galactic Zone[]
Image & ID | Text | Notes |
---|---|---|
DLC04NukaWorld_GalacticZone01 xx04D7D2 |
The Galactic Zone opened to the public in 2072, making it the last of the Nuka-World parks to open before the bombs fell. |
Only available while at the Galactic Zone; has a 21% chance of appearing. |
DLC04NukaWorld_GalacticZone02 xx04D7DE |
Vault-Tec, RobCo, ArcJet and Starlight Theaters were just a few of the corporations that featured attractions or exhibits in Nuka-World's Galactic Zone. |
Only available while at the Galactic Zone; has a 21% chance of appearing. |
DLC04NukaWorld_GalacticZone03 xx04D7DF |
Nuka-Galaxy was an indoor rollercoaster which treated riders to an interactive, galaxy-spanning mission to help Nuka-Girl fight off an invasion of aliens threatening to annihilate the earth. |
Only available while at the Galactic Zone; has a 21% chance of appearing. |
Kiddie Kingdom[]
Image & ID | Text | Notes |
---|---|---|
DLC04NukaWorld_KiddieKingdom01 xx04D7D7 |
Even though it was one of the oldest rides in Kiddie Kingdom, visitors often rode the Ferris Wheel to relax and get a bird's eye view of the brightly-decorated park. |
Only available while at Kiddie Kingdom; has a 21% chance of appearing. |
DLC04NukaWorld_KiddieKingdom02 xx04D7E0 |
With its clowns, candy-themed buildings and gentler rides, Kiddie Kingdom was the ideal destination for Nuka-World's younger visitors and their parents. |
Only available while at Kiddie Kingdom; has a 21% chance of appearing. |
![]() DLC04NukaWorld_KiddieKingdom03 |
The highlight of Kiddie Kingdom was Oswald the Outrageous's Magic Show held within King Cola's Court. The show was spectacular, and often sold out for the day within a few hours. |
Only available while at Kiddie Kingdom; has a 21% chance of appearing. |
Nuka-Town USA[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC04NukaWorld_NukaTownUSA01 |
Nuka-Town U.S.A. boasted several unique service attractions such as The Parlor Dinner Theater, Cappy's Cafe, the Nuka-Cade, the Fizztop Grille and the Bradberton Amphitheater as well as the bruise-inducing Cola-Cars ride. |
Only available while at Nuka-Town USA; has a 21% chance of appearing. |
![]() DLC04NukaWorld_NukaTownUSA02 |
The Nuka-Cade featured several games of skill like Bandit Roundup and Atomic Rollers. Visitors would spend hours, and countless numbers of tokens, trying to win tickets for a variety of prizes. |
Only available while at Nuka-Town USA; has a 21% chance of appearing. |
Safari Adventure[]
Image & ID | Text | Notes |
---|---|---|
DLC04NukaWorld_SafariAdventure01 xx04D7D4 |
Safari Adventure was Nuka-World's attempt at opening a zoological park. Although it was quite a popular attraction, the park was constantly under fire in the media from radical animal-rights groups. |
Only available while at Safari Adventure; has a 21% chance of appearing. |
![]() DLC04NukaWorld_SafariAdventure02 |
The Angry Anaconda Rollercoaster was the newest attraction at Safari Adventure. Although close to opening, the bombs fell before the construction was able to be completed. |
Only available while at Safari Adventure; has a 21% chance of appearing. |
![]() DLC04NukaWorld_SafariAdventure03 |
In addition to its large outdoor habitats, Safari Adventure featured several indoor attractions such as the Primate House, the Bear Cave and the ever-popular Reptile House. |
Only available while at Safari Adventure; has a 21% chance of appearing. |
World of Refreshment[]
Image & ID | Text | Notes |
---|---|---|
DLC04NukaWorld_BottlingPlant01 xx04D7D5 |
Nuka-World's Bottling Plant featured "The World of Refreshment," a boat ride and factory tour that delighted visitors with the history of their favorite flavors of Nuka-Cola. |
Only available while at the World of Refreshment; has a 21% chance of appearing. |
![]() DLC04NukaWorld_BottlingPlant02 |
Just before Nuka-Cola Quantum was released, the World of Refreshment's water was tinted a glowing blue color to simulate the look of the beverage for promotional purposes. |
Only available while at the World of Refreshment; has a 21% chance of appearing. |
DLC04NukaWorld_BottlingPlant03 xx04D7DB |
Since the process of manufacturing Nuka-Cola was a such a closely-guarded secret, the Bottling Plant featured extremely heavy automated security to deter would-be industrial spies and saboteurs. |
Only available while at the World of Refreshment; has a 21% chance of appearing. |
Grandchester Mystery Mansion[]
Image & ID | Text | Notes |
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DLC04Grandchester01 xx04D7EB |
The Grandchester Mystery Mansion was an opportunistic tourist trap that was built near Nuka-World purely to take advantage of the amount of traffic the huge parks were generating. |
Only available while in the Grandchester Mystery Mansion; has a 21% chance of appearing. |
Factions[]
Disciples[]
Image & ID | Text | Notes |
---|---|---|
DLC04RaiderDisciples01 xx04D7F6 |
The Disciples prefer the use of knives in combat, but will resort to firearms when they're clearly outgunned. |
Only available while in Nuka-Town USA after completing Taken for a Ride; has a 21% chance of appearing. |
![]() DLC04RaiderDisciples02 |
In the past, the Disciples never left a victim alive. After the alliance of gangs at Nuka-World, they've learned to curb their appetite for blood. |
Only available while in Nuka-Town USA after completing Taken for a Ride; has a 21% chance of appearing. |
Operators[]
Image & ID | Text | Notes |
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![]() xx04D7EC |
Skill. Discretion. Caps. The Raider gang known as the "Operators" hold all three in highest regard. |
Only available while in Nuka-Town USA after meeting Mags and William Black; has a 21% chance of appearing. |
![]() DLC04RaiderOperators02 |
Mags and William Black run the Operators from The Parlor, their sanctuary in Nuka-World's former theater. |
Only available while in Nuka-Town USA after starting An Ambitious Plan; has a 21% chance of appearing. |
![]() DLC04RaiderOperators03 |
The Operators like to get their way... by any means necessary. Utilizing their tools can make intimidating settlements significantly easier. |
Only available while in Nuka-Town USA after conducting a settlement raid during Home Sweet Home; has a 21% chance of appearing. |
The Pack[]
Image & ID | Text | Notes |
---|---|---|
![]() xx04D7F8 |
Over the years, the Pack has embraced the social structure of the animal kingdom. They see strength in the pack and great power in its cruel, brutal efficiency. |
Only available while in Nuka-Town USA after completing Taken for a Ride; has a 21% chance of appearing. |
DLC04RaiderPack02 xx04D7F9 |
The use of elaborate pranks and public humiliation is the primary source of establishing dominance within the Pack. |
Only available while in Nuka-Town USA after completing Taken for a Ride; has a 21% chance of appearing. |
![]() DLC04RaiderPack03 |
Mason is currently the Pack's "alpha," but small power struggles constantly flare up as old and new members attempt to assert their dominance and take his place. |
Only available while in Nuka-Town USA after talking to Mason during An Ambitious Plan; has a 21% chance of appearing. |
Settlement raid system[]
Image & ID | Text | Notes |
---|---|---|
![]() DLC04RaidSystem01 |
The more Raider Outposts you have within range of a settlement, the easier it'll be to intimidate. |
Only available while in the Nuka-World worldspace after capturing and fully establishing the first raider outpost during Home Sweet Home; has a 21% chance of appearing. |
![]() DLC04RaidSystem02 |
When attacking a settlement during a raid, you can change out your gang's gear by speaking to them. |
Only available while in the Nuka-World worldspace after starting the first settlement raid during Home Sweet Home; has a 21% chance of appearing. |
![]() DLC04RaidSystem03 |
When choosing a raid, you'll have more options available if you choose to attack your target rather than speak to them. |
Only available while in the Nuka-World worldspace after starting the first settlement raid during Home Sweet Home; has a 21% chance of appearing. |
![]() DLC04RaidSystem04 |
Building a Nuka-World Radio Transmitter at an outpost will make intimidating any settlements within its range easier. |
Only available while in the Nuka-World worldspace after completing the first settlement raid during Home Sweet Home; has a 21% chance of appearing. |
![]() DLC04RaidSystem05 |
All Raider Outposts have a range of influence. Visit the Map tab in your Pip-Boy to see which settlements are within your outpost's range. |
Only available while in the Nuka-World worldspace after completing the first settlement raid during Home Sweet Home; has a 21% chance of appearing. |
![]() DLC04RaidSystem06 |
Forcing Raiders at your outposts to farm is a quick way to reduce their happiness. |
Only available while in the Nuka-World worldspace after dealing with Sinner during Home Sweet Home; has a 21% chance of appearing. |
DLC04RaidSystem07 xx04D7F5 |
Caps acquired by your Raider Outposts and intimidated settlements will be deposited in your quarters in Nuka-World. |
Only available while in the Nuka-World worldspace after completing the first settlement raid during Home Sweet Home; has a 21% chance of appearing. |
![]() | The following is based on Creation Club content. |
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Creation Club[]
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Items[]
Armor[]
Image & ID | Text | Notes |
---|---|---|
![]() ccBGSFO4038_LSArmorPowerArmor_Horse |
The Horse Power Armor is a unique set, created by a demented Raider obsessed with the Giddyup Buttercup. Featuring increased movement speed and jump height, it's off to the races! |
Added by the "Horse Power Armor" content pack. |
![]() ccBGSFO4044_LSArmorPowerArmor_Hellfire |
The Hellfire Power Armor was created by the Enclave after the Great War, at Adams Air Force Base in Maryland. Typically paired with a Flamer, it offers high energy resistance, and can be modified to surpass nearly all other models in damage resistance. |
Added by the "Hellfire Power Armor" content pack. |
ccBGSFO4115_Armor03PowerArmor8X02 FEXXX96E |
The X-02 series of Power Armor was specially engineered for the Enclave's Department of the Army, one of the most technological advanced paramilitary forces in the world. The lightweight composites used in its construction give the X-02 a speed and agility advantage over its predecessor, the X-01. |
Added by the "X-02 Power Armor" content pack. |
![]() ccSWKFO4001_CC1_PowerArmorLoadScreen |
The USAA-developed CC-1 Power Armor was used by Hubris Studios on the set of Captain Cosmos as part of a promotional stunt, hoping to kindle support for the failing Mars Shot Project. |
Added by the "Captain Cosmos" content pack. |
ccBGSFO4019ArmorChineseStealthArmor FEXXX806 |
Used by both the Crimson Dragoon troops and Black Ghost counterinsurgency squads during the Great War, Chinese Stealth Armor relies on light modulation technology to render its wearer virtually invisible. In fact, this technology was the basis for the U.S. military's portable "Stealth Boy" units. |
Added by ther "Chinese Stealth Armor" content pack. |
Weapons[]
Image & ID | Text | Notes |
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![]() ccBGSFO4018WeaponsGaussRiflePrototype |
The Gauss Rifle Prototype uses magnetic induction to propel a projectile at incredible, and devastating speed. Each crank of its handle loads an additional 2mm Electromagnetic Cartridge, and the weapon can be cranked multiple times to increase the damage of a single shot. |
Added by the "Prototype Gauss Rifle" content pack. |
ccRZRFO4001_WeaponsCCRZR001Classic10mm FEXXX861 |
As a predecessor to the 10mm, the model 6520 pistol is durable, efficient, and easy to maintain - perfect for a wasteland survivalist. |
Added by the "Tunnel Snakes Rule!" content pack. |
![]() ccSBJFO4001_Weapons29SolarFlare |
The Solar Cannon was a government contracted weapon developed by Poseidon Energy, as a sister project to the Tesla Cannon. Primarily intended to be a crowd control device, the weapon's instability and high radiation emittance resulted in the project being abandoned. |
Added by the "Solar Cannon" content pack. |
ccSBJFO4001_Weapons30SolarFlare FEXXX859 |
The Solar Cannon saw some use by the Enclave sometime after the Great War before being replaced by the Plasma Rifle. The weapon was then stripped and its technology put towards Tesla Armor research, making the Solar Cannon a rarity in the Wasteland. |
Added by the "Solar Cannon" content pack. |
![]() ccRZRFO4002_WeaponsAlienDisintegrator |
If the conspiracy theorists are to be believed, Earth has been visited by an alien species on several occasions. These "Zetans" are said to be armed with powerful energy beam weapons that can completely disintegrate enemies. |
Added by the "Zetan Arsenal" content pack. |
ccRZRFO4002_WeaponsAlienAtomizer FEXXX89C |
If the conspiracy theorists are to be believed, Earth has been visited by an alien species on several occasions. These "Zetans" are said to be armed with powerful energy beam weapons that can completely disintegrate enemies. |
Added by the "Zetan Arsenal" content pack. |
![]() ccRZRFO4002_WeaponsAlienShockBaton |
If the conspiracy theorists are to be believed, Earth has been visited by an alien species on several occasions. These "Zetans" are said to be armed with powerful energy beam weapons that can completely disintegrate enemies. |
Added by the "Zetan Arsenal" content pack. |
ccFRSFO4003_LSCR74L_LoadScreen FEXXX8B2 |
The CR-74L is a prototype assault weapon developed by wastelanders in the Commonwealth. Its long history and collaborative creation gives it a unique feel and design that makes it unlike any other weapon in the Wasteland. |
Added by the "CR-74L Combat Rifle" content pack. |
ccSBJFO4003_WeaponsPipeGrenadeLauncher FEXXX0E7 |
The Pipe Grenade Launcher is a crude yet destructive weapon, commonly used by settlers to defend their homes from larger creatures and Super Mutant raids. The weapon allows for a wide variety of customization to fit any situation. |
Added by the Fallout 4 next-gen update as part of the "Makeshift Weapon Pack" content pack. |
ccSBJFO4003_WeaponsChineseGrenadeLauncher FEXXX0E9 |
The Chinese Grenade Launcher saw extensive use by the Chinese military during the invasion of Anchorage. The weapon proved to be quite devastating against the Power Armor units deployed by the United States. |
Added by the Fallout 4 next-gen update as part of the "Makeshift Weapon Pack" content pack. |
ccSBJFO4003_WeaponsBaseballLauncher FEXXX1A2 |
The baseball launcher began as a modified H&H Tools Blowjet CC-500E, a fusion powered leaf blower design to jettison pesky leaves off your yard and into the stratosphere. In modern times, wastelanders were able to modify the blower to fire baseballs with increased velocity and lethal results. |
Added by the Fallout 4 next-gen update as part of the "Makeshift Weapon Pack" content pack. |
![]() ccSBJFO4004_WeaponsNailgun |
Despite being designed for construction, the Nail Gun is an effective weapon at close range due to its high velocity projectiles and higher rate of fire, all while remaining relatively silent. |
Added by the Fallout 4 next-gen update as part of the "Makeshift Weapon Pack" content pack. |
Other[]
Image & ID | Text | Notes |
---|---|---|
ccEEJFO4002_LS_Cafes FEXXXCB6 |
Nuka-Cola was invented in 2044 by John-Caleb Bradburton, and quickly became America's leading soft drink. Nuka-World, an enormous soda-themed amusement park, opened its doors in 2050, and by 2067 Nuka-Cola vending machines could be found on every street in the country. Now that's refreshing! |
Added by the "Nuka-Cola Collector Workshop" content pack. |
ccFSVFO4003_LSCR_CoffeeStation01 FEXXX8D5 |
The Slocum's Joe Coffee Station can be used to craft a wide variety of caffeinated drinks, including infusions that remove the negative effects of alcohol. Stay on the look out for tins of Coffee and Espresso! |
Added by the "Coffee and Donuts Workshop Pack" content pack. |
![]() ccFSVFO4003_LSCR_DonutFryer01 |
The Slocum's Joe Donut Fryer can be used to craft a wide variety of prewar donut flavors. Stay on the look out for Donut Mix! |
Added by the "Coffee and Donuts Workshop Pack" content pack. |
ccKGJFO4001_LS_EndlessRaid01 FEXXX966 |
Be sure to dispatch enemies quickly during an Endless Raid, or your settlers might become discouraged and shut off the device. |
Added by the "Settlement Ambush Kit" content pack; only available if the player owns at least one settlement, and has an 0.22% chance of appearing. |
ccKGJFO4001_LS_EndlessRaid02 FEXXX8A9 |
If settlers go down during an Endless Raid they lose morale. You can use a Stimpak on them to boost morale and get them back into the fight. If morale falls too low, they might shut off the device. |
Added by the "Settlement Ambush Kit" content pack; only available if the player owns at least one settlement, and has an 0.22% chance of appearing. |
ccKGJFO4001_LS_EndlessRaid03 FEXXXB39 |
If your provisioner is incapacitated, you'll lose access to the supplies at other workshops until they recover. Having multiple supply lines to your settlement reduces your risk of being cut off in the middle of a fight. |
Added by the "Settlement Ambush Kit" content pack; only available if the player owns at least one settlement, and has an 0.22% chance of appearing. |
ccKGJFO4001_LS_EndlessRaid04 FEXXXB38 |
During an Endless Raid, your turrets can overheat and break down, requiring repairs. Keep an eye out for downed turrets, or check your defense rating in Workshop mode. |
Added by the "Settlement Ambush Kit" content pack; only available if the player owns at least one settlement, and has an 0.22% chance of appearing. |
ccKGJFO4001_LS_EndlessRaid05 FEXXXB37 |
During an Endless Raid, enable Endless War in your quest log and markers will appear on the heads of any opponents if a wave goes long. |
Added by the "Settlement Ambush Kit" content pack; only available if the player owns at least one settlement, and has an 0.22% chance of appearing. |
ccKGJFO4001_LS_SecurityCameras01 FEXXX8B6 |
You can view the Security Cameras in any settlement from Security Camera Monitors. If you do so during an attack, you can watch your settlers dispatch the raiders! |
Added by the "Settlement Ambush Kit" content pack; only available if the player owns at least one settlement, and has an 0.22% chance of appearing. |
![]() | End of information based on Creation Club content |
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Behind the scenes[]
The "Free your mind" loading screen is a reference to The Matrix, in which the character Morpheus says this exact quote.