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| This page lists all quests in Fallout 4. |
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Quest system overview[]
Fallout 4 features an expanded quest system, compared to that of previous Fallout games. In addition to the usual main quest line, side and miscellaneous quests have been added. The game also includes a "radiant quest system". These radiant quests use randomized characters, locations and other elements and often can be repeated infinitely. The add-ons include their own selection of main, side, miscellaneous and radiant quests which can be completed at almost any point during or after the main storyline, and which can even interact with the main quests in some ways.
The game does not end after the finale of act three. Instead, it continues with new post-story content, while the outcomes of the main quests have a visible impact on the world. This, combined with the endless number of radiant quests and the lack of any level cap, significantly extends the potential length of playing the game.
As listed below, there are 191 quests in the base game, with a total of 272 with all add-ons installed.
Main quests[]
Prologue[]
The main story begins on October 23, 2077 within the Sole Survivor's pre-War home in Sanctuary Hills, just minutes before the Great War.
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
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War Never Changes | Sanctuary Hills (pre-War) Vault 111 (pre-War) |
Vault 111 jumpsuit | 0001ED86 | MQ101 |
Act One[]
Act one begins when the Sole Survivor awakens in the year 2287, approximately 210 years after entering their cryo pod in Vault 111.
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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Out of Time | Vault 111 Sanctuary Hills Concord |
200+ XP Pip-Boy 3000 Mark IV Codsworth as a companion |
0001CC2A | MQ102 | ||
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Jewel of the Commonwealth | Diamond City | Mama Murphy, Irma, or Trashcan Carla | 150+ XP | 000229E5 | MQ103 | |
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Unlikely Valentine | Park Street station Vault 114 |
Ellie Perkins, or, you can go straight from Vault 111 to Park Street station, this is the farthest you can skip ahead in the main questline. | 200+ XP 100 bottlecaps Worn fedora Faded trench coat |
0001F25E | MQ104 | |
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Getting a Clue | Diamond City | Nick Valentine | 200+ XP Nick Valentine as a companion |
000229E6 | MQ105 | |
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Reunions | Fort Hagen | Nick Valentine | 250+ XP Kellogg's pistol Kellogg's outfit |
000229E7 | MQ106 |
Act Two[]
The beginning of act two is heralded by the arrival of the Prydwen, opening up the majority of the Brotherhood of Steel quests.
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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Dangerous Minds | Memory Den Kellogg's memories |
Nick Valentine | 300+ XP Piper as a companion (if not already recruited) |
000229E9 | MQ202 | |
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The Glowing Sea | Crater of Atom Edge of the Glowing Sea Rocky cave |
Doctor Amari | 350+ XP | 0006B500 | MQ204 | |
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Hunter/Hunted | C.I.T. ruins Greenetech Genetics Rocky cave |
Virgil | 350+ XP | 000229EB | MQ205 | |
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The Molecular Level | Place selected by the player to build The Teleporter Railroad HQ Rocky cave |
400+ XP | 000B1752 | MQ206 | ||
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Institutionalized | The Institute | Father | 400+ XP Synths throughout the Commonwealth become friendly (optional) |
000229EC | MQ207 |
Act Three[]
Act three begins when the Sole Survivor acquires the ability to fast-travel to and from the Institute at the end of Institutionalized. At this point, the main quest's structure splits into four different branches, one for each of the four main factions. Certain events in those factions' quests can make other factions hostile to the Sole Survivor, thus locking them from those branches and failing all of that faction's ongoing quests. In some situations, this can be delayed (or even accelerated) with certain actions or certain dialogue choices.
Should the player character decide to oppose the Institute by supporting any of the other three factions, the main quest ends with The Nuclear Option quest (there are actually three variants of the same quest, one for each faction opposing the Institute). However, should the Sole Survivor join and support the Institute, the main quest ends with the Nuclear Family quest.
The following quests become available after completing Institutionalized:
- Synth Retention (the Institute branch) - Starts automatically.
- From Within (Brotherhood of Steel branch) - Given by Elder Maxson if the player character completed Show No Mercy, or was already given if they used the Brotherhood of Steel to advance in the Molecular Level.
- Inside Job (the Minutemen branch) - Given by Sturges if the player character completed Old Guns, or was already given if they used the Minutemen to advance in the Molecular Level.
- Underground Undercover (the Railroad branch) - Given by Desdemona if the player character joined the Railroad by completing the Tradecraft quest, or was already given if they used the Railroad to advance in the Molecular Level.
Faction quests[]
The Minutemen[]
The Minutemen quest line begins when the Sole Survivor meets Preston Garvey in Concord, and interacts closely with the settlement building system throughout.
Main quests[]
Side quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
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Out of the Fire | Finch farm Saugus Ironworks |
Preston Garvey or Radio Freedom or Abraham Finch or Jake Finch or Jake's holotape |
300+ XP ~250 or ~350 caps Finch Farm as a settlement Shishkebab |
00026340 | DN121 | |
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Returning the Favor | Abernathy farm USAF Satellite Station Olivia |
Blake Abernathy | 300+ XP ~100 caps Abernathy farm as a settlement |
00106F05 | MinRecruit03 | |
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Sanctuary | Sanctuary Hills | Sturges | 150+ XP | 0005DEE4 | Min01 | |
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Troubled Waters | Graygarden Weston water treatment plant |
Preston Garvey or Radio Freedom or Supervisor White |
200+ XP ~100 caps Graygarden as a settlement Discount with Supervisor Greene |
000482CD | DN151 |
Miscellaneous quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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The Sight | Sanctuary Hills | Mama Murphy | Revelations on the Sole Survivor's future. | 000EBE71 | MQ00MamaMurphy |
Radiant quests[]
Brotherhood of Steel[]
The Brotherhood quest line begins when the Sole Survivor encounters Recon Squad Gladius at Cambridge Police Station, and opens up significantly in the second act with the arrival of the Prydwen.
Main quests[]
Side quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
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A Loose End | The Prydwen Rocky cave |
Lancer Captain Kells | 300+ XP Visionary's T-60c helmet |
000ADCE5 | BoSM04 | |
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Duty or Dishonor | The Prydwen Boston Airport Boston Airport ruins |
Lancer Captain Kells | Exemplar's T-60c torso & 300 XP OR 50 caps & 300 XP OR 100 caps |
0004402C | BoSM02 | |
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The Lost Patrol | West Everett Estates National Guard training yard Revere satellite array Recon bunker Theta |
Paladin Danse OR Lancer Captain Kells |
350+ XP Steadfast BOS combat armor chest piece Survivor's Special |
000B1D79 | BoSM01 |
Radiant quests[]
| Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|
| Cleansing the Commonwealth | Cambridge Police Station Radiant location |
Knight Rhys | 200+ XP ~100 caps |
00064EC7 | BoSR01 | |
| Feeding the Troops | The Prydwen Radiant location |
Proctor Teagan | 100+ XP | 000D1EB2 | BoSR05 | |
| Leading by Example | The Prydwen Boston Airport Radiant location |
Lancer Captain Kells | 300+ XP | 000C8675 | BoSR03 | |
| Learning Curve | The Prydwen Boston Airport Radiant location |
Proctor Quinlan | 300+ XP ~100 caps |
000CF3E2 | BoSR04 | |
| Quartermastery | Cambridge Police Station Radiant location |
Scribe Haylen | 200+ XP ~100 caps |
000C30DC | BosR02 |
Repeatable quests[]
| Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|
| Blood Bank | The Prydwen | Senior Scribe Neriah | 50+ caps per viable blood sample 6 X-111 compound every 20 samples |
001B2B08 | BoSFFMaster | |
| Getting Technical | The Prydwen | Proctor Quinlan | 25+ caps per Technical document found | 001B2B08 | BoSFFMaster | |
| Reactor Coolant | The Prydwen | Proctor Ingram | 100+ caps per Reactor coolant | 001B2B08 | BoSFFMaster |
The Railroad[]
The Railroad quest line begins with the Sole Survivor following the Freedom Trail to Railroad HQ.
Main quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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Road to Freedom | Boston Common Old North Church |
300+ XP | 000459D2 | RR101 | ||
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Tradecraft | The Switchboard Old North Church |
Desdemona | 300+ XP Membership in The Railroad Deliverer Deacon as a companion Railroad paint for T-51 power armor |
0006FA37 | RR102 | |
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Underground Undercover | The Institute Cambridge Polymer Labs |
Desdemona | 600+ XP 500 caps Railway rifle Railway spikes Unlock legendary variants of the railway rifle to be found randomly as loot on legendary enemies |
000B2D48 | RR201 | |
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Precipice of War | Railroad HQ | Desdemona | 500+ XP | 0002C8CB | RR302 | |
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Rockets' Red Glare | Cambridge Police Station The Prydwen |
Desdemona | 500+ XP | 00043275 | RR303 | |
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The Nuclear Option (Railroad) | The Institute | Desdemona | 1500+ XP | 0010C64C | MQ302RR |
Side quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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Boston After Dark | Railroad HQ Bunker Hill Ticonderoga |
Doctor Carrington | 300+ XP ~180 caps Ticonderoga as a safehouse Combat rifle |
0005FD90 | RRM01 | |
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Mercer Safehouse | Railroad HQ A chosen settlement |
P.A.M. | 300+ XP 200 caps |
000B26C2 | RRR04 | |
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Burning Cover | Railroad HQ | Failing Underground Undercover by becoming enemies with the Institute | 75+ XP | 0019E746 | RRAct3Lost | |
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Butcher's Bill | Railroad HQ Kendall Hospital |
Doctor Carrington | 300+ XP 150 caps |
000B1F1D | RRR01a | |
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Butcher's Bill 2 | Railroad HQ | Doctor Carrington | 300+ XP 175 caps A random armor or weapon |
000B1F1C | RRR01b | |
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Memory Interrupted | Railroad HQ Malden Center |
Desdemona | 300+ XP 200 caps Two Railroad Stealth Boys Railroad Stealth Boys for sale |
000A8BAF | RRM02 | |
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Operation Ticonderoga | Railroad HQ Ticonderoga |
Desdemona | 300+ XP 500 caps A random armor or weapon |
0007CC61 | RR301 | |
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To the Mattresses (Number) | Railroad HQ Variable location |
Desdemona | 400+ XP Chance of a random item 150-300 caps, 450 caps and two random items on completion of the final mission |
0013A33D | RRR08 | |
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Randolph Safehouse (Number) | Railroad HQ Variable location |
Drummer Boy | 300+ XP Caps Institute Killer weave |
001845F7 | RRR06 |
Radiant quests[]
| Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|
| A Clean Equation | Railroad HQ Random location |
P.A.M. | 75+ XP 130 caps |
0014A34A | RRR10 | |
| Concierge | Mercer Safehouse Random location |
Caretaker | 300+ XP Caps Stimpaks |
000B3E82 | RRR02a | |
| High Ground | Railroad HQ Random location |
P.A.M. | 75+ XP | 00150577 | RRR11 | |
| Jackpot: (Locationname) | Railroad HQ Hub 360 Medford Memorial Hospital Pinnacle Highrise |
P.A.M. | 250+ XP Ballistic weave Deliverer mods for sale |
000B926B | RRR03 | |
| Lost Soul: (Locationname) | Railroad HQ Variable location |
Doctor Carrington | 400+ XP 250 caps |
00145F1A | RRR09 | |
| Variable Removal: (Locationname) | Railroad HQ Variable location |
P.A.M. | 300+ XP 270 caps |
00186C79 | RRR07 | |
| Weathervane: (Locationname) | Railroad HQ Variable location |
Tinker Tom | 100+ XP | 000B926A | RRR05 |
The Institute[]
The Institute quest line begins as the Sole Survivor successfully infiltrates the Institute with the signal interceptor at the end of the second act.
Main quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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Synth Retention | The Institute Libertalia |
Father | 200+ XP Quarters in The Institute |
000E2058 | Inst301 | |
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The Battle of Bunker Hill | The Institute Bunker Hill C.I.T. ruins |
Father | 500+ XP 500 caps Bunker Hill as a settlement (optional) |
000A8258 | Inst302 | |
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Mankind - Redefined | The Institute | Father | 400+ XP X6-88 as a companion |
0002B4E9 | Inst303 | |
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Mass Fusion | The Institute Mass Fusion building |
Father | 600+ XP | 0015BD39 | InstMassFusion | |
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Pinned | The Institute Graygarden homestead |
Father | 500+ XP | 00055BE4 | MinVsInst | |
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Powering Up | The Institute Diamond City |
Father | 500+ XP | 000A274B | Inst305 | |
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End of the Line | The Institute Railroad HQ |
Father | 500+ XP | 000AC7B3 | Inst306 | |
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Airship Down | The Institute Boston Airport |
Father | 600+ XP | 000BACFF | Inst307 | |
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Nuclear Family | The Institute | 1500+ XP Institute Paint Mod for X-01 power armor Father's lab coat |
000BAD00 | Inst308 |
Side quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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A House Divided | The Institute | Newton Oberly | 200+ XP * 5 jet * 5 Mentats * 5 RadAway |
000B2D47 | InstM03 | |
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Building a Better Crop | The Institute Warwick homestead Goodneighbor |
Isaac Karlin | 200+ XP 250 caps 20 stimpaks Warwick homestead as a settlement |
000986C7 | InstM01 | |
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Plugging a Leak | The Institute | Justin Ayo | 400+ XP 1000 caps or Liam's glasses |
000A8257 | InstM02 |
Radiant quests[]
| Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|
| Appropriation | The Institute Radiant location |
Evan Watson | 350+ XP * 4 fusion cells |
000EDCEF | InstR03NEW | |
| Hypothesis | The Institute Radiant location |
Clayton Holdren | 400+ XP * 4 stimpaks |
000EB268 | InstR02 | |
| Pest Control: (Locationname) | The Institute Radiant location |
Alan Binet | 400+ XP * 10 Pre-War money |
000F7933 | InstR01 | |
| Political Leanings | The Institute Diamond City |
Justin Ayo | 75+ XP * 100 caps |
000F0D8C | InstR05 | |
| Reclamation: (Locationname) | The Institute Radiant location |
Alana Secord | 400+ XP * 5 plasma grenades |
000EDE28 | InstR04 |
Side quests[]
Secondary quests[]
These quests are not affiliated with any main faction.
Miscellaneous quests[]
These quests are displayed under the "Miscellaneous" section of the Pip-Boy. This is not a complete list of all miscellaneous objectives that count toward the "Misc Objectives Completed" stat, but all of these quests include at least one objective that counts toward the stat.
Unmarked quests[]
These are small quests that do not appear in the Pip-Boy.
Companion quests[]
The following quests are given once the player character gains enough affinity with a particular companion.
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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Benign Intervention | Vault 95 | Cait | 200+ XP Cait cured from her addictions. New interests. |
001666C5 | COMCaitQuest | |
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Emergent Behavior | Memory Den | Curie | 300+ XP Reputation with Curie Synth Curie |
0016454E | COMCurieQuest | |
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Long Road Ahead | Mass Pike Interchange Med-Tek Research Goodneighbor |
Robert MacCready | 250+ XP | 00027411 | COMMacCreadyQuest | |
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Long Time Coming | Andrew station | Nick Valentine | 450+ XP Eddie's Peace gun Close to Metal perk |
000229FE | MS07c |
Add-on quests[]
Automatron[]
These quests are only available after Automatron has been installed.
Main quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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Mechanical Menace | Wattz Consumer Electronics | Caravan distress call | 250+ XP Robot workbench schematics |
xx000806 | DLC01MQ01 | |
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A New Threat | General Atomics factory | Ada | 300+ XP | xx000801 | DLC01MQ02 | |
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Headhunting | Fort Hagen satellite array Fort Hagen hangar Radiant location |
Ada | 400+ XP Jezebel |
xx002833 | DLC01MQ04 | |
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Restoring Order | RobCo Sales & Service Center The Mechanist's lair |
Ada | 300+ XP Mechanist's armor and helmet Protectron's Gaze (optional) Spotlight schematics Eyebot pod schematics The Mechanist's lair as a settlement All Automatron robot mods unlocked |
xx0010F5 | DLC01MQ05 |
Radiant quests[]
| Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|
| Rogue Robot | The Mechanist's lair Radiant location |
The Mechanist Ada |
300+ XP | xx003E8A xx00AF4D xx00AD50 xx00AF4C xx00AF51 xx003E8F xx00D5FC xx003E90 xx008508 |
DLC01MQPostQuestRadiantAssault01 DLC01MQPostQuestRadiantAssault02 DLC01MQPostQuestRadiantAssault03_Min DLC01MQPostQuestRadiantAssault03_Inst DLC01MQPostQuestRadiantAssault03_BOS DLC01MQPostQuestRadiantScene_01 DLC01MQPostQuestRadiantScene_02 DLC01MQPostQuestRadiantTravel_01 DLC01MQPostQuestRadiantTravel_02 |
Far Harbor[]
These quests are only available after Far Harbor has been installed.
Main quests[]
General side quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
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Brain Dead | Vault 118 | Pearl or Maxwell |
400+ XP (part 1) 300+ XP (part 2) 200 to 1270 pre-War money |
xx036763 | DLC03_V118_Quest | |
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Shipbreaker | The Island | Shipbreaker's radio frequency | 275+ XP Skipper's Last Stand |
xx040A87 | DLC03WorkshopRadiantOwned05 |
Acadia side quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
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Acadian Ideals | Acadia | 300+ XP | xx0456D3 | DLC03AcadiaQuestPointers | ||
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Data Recovery | The Island Acadia |
Faraday | 250+ XP | xx04B1F6 | DLC03AcadiaM03 | |
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The Arrival | The Island Acadia |
Chase | 400+ XP 200/250/300/400 caps Hitman's Institute laser |
xx01536F | DLC03AcadiaM01 | |
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The Price of Memory | Acadia | Cog | 350+ XP Crippling sledgehammer or Unyielding synth chest piece |
xx04B95A | DLC03AcadiaM04 | |
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Hunting the Hunter | The Island Acadia |
Dejen | 475+ XP 420-610 caps |
xx04049B | DLC03AcadiaM02 |
Children of Atom side quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
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Ablutions | The Nucleus | Mai | 350+ XP Radical Conversion |
xx02B500 | DLC03DLC03CoA_FFNucleus03 | |
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The Heretic | The Nucleus Ruined church |
Grand Zealot Brian Richter | 400+ XP Atom's Judgement |
xx01B0AF | DLC03AtomM02 | |
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Visions in the Fog | The Nucleus Atom's Spring |
Grand Zealot Brian Richter | 400+ XP Member of the Church of the Children of Atom Access to the Nucleus |
xx00AFB1 | DLC03AtomM01 | |
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What Atom Requires | The Nucleus | High Confessor Tektus | 300+ XP | xx0500E4 | DLC03CoA_QuestPointers | |
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The Trial of Brother Devin | The Nucleus | Zealot Ware | 350+ XP Ware's brew recipe 4 Ware's brew |
xx01055C | DLC03CoA_FFNucleus01 | |
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Witch Hunt | The Nucleus | High Confessor Tektus | 350+ XP Inquisitor's cowl |
xx02C8B3 | DLC03CoA_FFNucleus02 |
Far Harbor side quests[]
Commonwealth Factions quests[]
| Completed? | Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|---|
|
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Forbidden Knowledge | The Institute | William Moseley | 500+ XP | xx013F3A | DLC03Acadia_Institute | |
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Search and Destroy | The Prydwen | Lancer Captain Kells | xx013F39 | DLC03Acadia_BoS |
Radiant quests[]
| Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|
| Condensers Down | A settlement on the Island A radiant location |
A settler | ~100 XP ~100 caps |
xx00EB4C | DLC03WorkshopRadiantOwned01 | |
| Deadliest Catch | A settlement on the Island A radiant location |
A settler | xx040A86 | DLC03WorkshopRadiantOwned04 | ||
| Super Mutants in the Fog | A settlement on the Island A radiant location |
A settler | ~100 XP ~100 caps |
xx00EB51 | DLC03WorkshopRadiantOwned02 | |
| Trapper Attack | A settlement on the Island A radiant location |
A settler | ~100 XP ~100 caps |
xx039953 | DLC03WorkshopRadiantOwned03 |
Vault-Tec Workshop[]
These quests are only available after Vault-Tec Workshop has been installed.
Nuka-World[]
These quests are only available after Nuka-World has been installed.
Main quests[]
Side quests[]
Radiant quests[]
| Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
|---|---|---|---|---|---|---|
| A Goods Defense | Random location | Mags Black Mason Nisha |
75+ XP ~250 caps |
xx02191C | DLC04_RQ_DefendCache | |
| A Permanent Solution | Random location | Mags Black Mason Nisha |
75+ XP ~250 caps |
xx017F46 | DLC04_RQ_KillRivalBoss | |
| Cache-ing In | Random location | Fritsch Mags Black Mason Nisha |
75+ XP ~250 caps |
xx01B170 | DLC04_RQ_StealCache | |
| Capture (Location Name) | Chosen location | Shank | 75+ XP | xx00DB37 | DLC04RaidWipeOut | |
| Claiming the Commonwealth | Random location | Triggered following Home Sweet Home | xx032A4A | DLC04MQ04_RaiderOutpostTracker | ||
| Cleaning House | Random location | Triggered following Power Play | xx04990A | DLC04MQ05Cleanup | ||
| Clear Out (Location Name) | Chosen location | Shank | xx014352 | DLC04RaidChaseOff | ||
| Collaring Outside the Lines | Random location | Mags Black Mason Nisha |
75+ XP ~250 caps |
xx032A66 | DLC04_RQ_CollarTroubleMaker | |
| Park Population Handler | 5 Nuka-World attractions | Five tribute stashes | xx0447E8 | DLC04ParkPopulationHandler | ||
| Shake Down | Random location | Shank | 75+ XP | xx019088 | DLC04RaidCoerce | |
| Subdue | Random location | Shank | xx016E18 | DLC04RaidSubdue | ||
| Taking out the Trash | Random location | Mags Black Mason Nisha |
75+ XP ~250 caps |
xx0322DA | DLC04_RQ_KillTroubleMaker | |
| Under the Collar | Random location | Mags Black Mason Nisha |
75+ XP ~250 caps |
xx04BD3C | DLC04_RQ_CollarRivalBoss |
Creation Club[]
Notes[]
- To keep all three non-Institute factions intact and generally at peace with each other at the end of the game while maximizing quest rewards received from all factions, first, follow each of the four factions' main questlines until their respective earliest "points of no return" (listed below) which will alienate one or more opposing factions; also avoid getting banished from the Institute at this stage. Then, obtain and complete all available side and miscellaneous quests for each faction. Finally, proceed with the quest Defend the Castle and complete the Minutemen main questline by destroying the Institute through that faction's version of The Nuclear Option.
- Minutemen: do not start the quest Defend the Castle, as that would cause the Brotherhood's main questline through Tactical Thinking to fail.
- Brotherhood: do not progress in the quest Tactical Thinking, as that would alienate the Railroad.
- Railroad: do not progress in the quest Underground Undercover, as that would alienate the Institute, as well as the Brotherhood soon after.
- Institute: do not progress in the quest Mass Fusion, as that would alienate the Brotherhood.
- The Brotherhood of Steel, the Institute, and the Railroad are mutually hostile. As detailed in the note above, progressing through one's questline will eventually make the other factions hostile to the Sole Survivor.
- Siding with the Institute might make the Minutemen hostile, but this can easily be avoided by selecting the appropriate dialogue and passing several dialogue checks.
- The Minutemen route only becomes available if the Sole Survivor becomes hostile with the Institute, either by attacking them or by getting into a heated argument with Father. If the Sole Survivor wishes to end the main quest by siding with the Minutemen, the Institute is the only faction that needs to be destroyed or even made hostile.
- The Minutemen can become hostile with the Railroad if they don't sound the evacuation signal during The Nuclear Option.
- The Minutemen can destroy the Brotherhood of Steel if the Sole Survivor becomes hostile with them, even if the Sole Survivor sided with the Brotherhood to complete the main quest.












































































