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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.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
War Never Changes | Sanctuary Hills (pre-War) Vault 111 (pre-War) |
Vault 111 jumpsuit | 0001ED86 | MQ101 |
Act one[]
Act one begins when the Sole Survivor awakens in the year 2287, approximately 210 years after entering their cryo pod in Vault 111.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Out of Time | Vault 111 Sanctuary Hills Concord |
200+ XP Pip-Boy 3000 Mark IV Codsworth as a companion |
0001CC2A | MQ102 | ||
Jewel of the Commonwealth | Diamond City | Mama Murphy, Irma, or Trashcan Carla | 150+ XP | 000229E5 | MQ103 | |
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 | |
Getting a Clue | Diamond City | Nick Valentine | 200+ XP Nick Valentine as a companion |
000229E6 | MQ105 | |
Reunions | Fort Hagen | Nick Valentine | 250+ XP Kellogg's pistol Kellogg's outfit |
000229E7 | MQ106 |
Act two[]
The beginning of act two is heralded by the arrival of the Prydwen, opening up the majority of the Brotherhood of Steel quests.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Dangerous Minds | Memory Den Kellogg's memories |
Nick Valentine | 300+ XP Piper as a companion (if not already recruited) |
000229E9 | MQ202 | |
The Glowing Sea | Crater of Atom Edge of the Glowing Sea Rocky cave |
Doctor Amari | 350+ XP | 0006B500 | MQ204 | |
Hunter/Hunted | C.I.T. ruins Greenetech Genetics Rocky cave |
Virgil | 350+ XP | 000229EB | MQ205 | |
The Molecular Level | Place selected by the player to build The Teleporter Railroad HQ Rocky cave |
400+ XP | 000B1752 | MQ206 | ||
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.
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.
The Railroad[]
The Railroad quest line begins with the Sole Survivor following the Freedom Trail to Railroad HQ.
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.
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.
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.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Benign Intervention | Vault 95 | Cait | 200+ XP Cait cured from her addictions. New interests. |
001666C5 | COMCaitQuest | |
Emergent Behavior | Memory Den | Curie | 300+ XP Reputation with Curie Synth Curie |
0016454E | COMCurieQuest | |
Long Road Ahead | Mass Pike Interchange Med-Tek Research Goodneighbor |
Robert MacCready | 250+ XP | 00027411 | COMMacCreadyQuest | |
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.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
Mechanical Menace | Wattz Consumer Electronics | Caravan distress call | 250+ XP Robot workbench schematics |
xx000806 | DLC01MQ01 | |
A New Threat | General Atomics factory | Ada | 300+ XP | xx000801 | DLC01MQ02 | |
Headhunting | Fort Hagen satellite array Fort Hagen hangar Radiant location |
Ada | 400+ XP Jezebel |
xx002833 | DLC01MQ04 | |
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 | ||||||
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.
Vault-Tec Workshop[]
These quests are only available after Vault-Tec Workshop has been installed.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Quests | ||||||
Vault-Tec Calling | Quincy Quarries Vault 88 |
Vault 88 radio beacon | Location of Vault 88 300+ XP |
xx0043E5 | DLC06MQ01 | |
Better Living Underground | Vault 88 | Overseer Barstow | Vault 88 as a settlement 300+ XP |
xx00480B | DLC06MQ02 | |
A Model Citizen | Vault 88 | Overseer Barstow | 350+ XP | xx004840 | DLC06MQ03 | |
Explore Vault 88 | Vault 88 | Overseer Barstow | 300+ XP | xx004F65 | DLC06MQ04 | |
Power to the People | Vault 88 | Overseer Barstow | 350+ XP Power Cycle 1000 as a settlement object |
xx004A7E | DLC06E01 | |
The Watering Hole | Vault 88 HalluciGen, Inc. |
Overseer Barstow | 350+ XP Soda fountain as a settlement object |
xx004AD5 | DLC06E02 | |
Vision of the Future | Vault 88 | Overseer Barstow | 350+ XP Phoropter as a settlement object |
xx004F72 | DLC06E03 | |
Lady Luck | Vault 88 | Overseer Barstow | 400+ XP Slot machine as a settlement object Legend of Vault 88 |
xx005117 | DLC06E04 | |
Overseer's Most Wanted | Any settlement | Vault-Tec Population Management System | Location of companions | xx003DE1 | DLC06CompanionTracker |
Nuka-World[]
These quests are only available after Nuka-World has been installed.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
All Aboard | Nuka-World transit center | Nuka-Cola Family radio or entering the Nuka-World transit center | 200+ XP Access to Nuka-World |
xx000800 | DLC04MQ00 | |
Taken for a Ride | Nuka-station, Nuka-World access tunnels, Cola-cars arena | RedEye | 500+ XP Full set of Overboss power armor Title of Overboss of Nuka-World |
xx000801 | DLC04MQ01 | |
An Ambitious Plan | Fizztop Grille Bradberton Amphitheater Fizztop Mountain The Parlor |
Porter Gage | 400+ XP Porter Gage as a companion (Optional) The Problem Solver |
xx000802 | DLC04MQ02 | |
The Grand Tour | Kiddie Kingdom World of Refreshment Dry Rock Gulch Safari Adventure Galactic Zone |
Porter Gage | 400+XP | xx000803 | DLC04MQ03 | |
Home Sweet Home | Nuka-World | Porter Gage | 500+ XP Wasteland Warlord perk Rank 2 |
xx000804 | DLC04MQ04 | |
Power Play | World of Refreshment, Fizztop Mountain, The Parlor, Bradberton Amphitheater | Shank | 400+ XP 2 of the following gang perks Ace Operator perk, Chosen Disciple perk, or Pack Alpha perk Electricity to Nuka-World |
xx000805 | DLC04MQ05 | |
Side quests | ||||||
Amoral Combat | Nuka-Town USA, Cola-cars arena | Fritsch | 75+ XP Loot from challenger's corpse Aeternus (Rogue knight) |
xx039262 | DLC04SettlementFF01 | |
Cappy in a Haystack | Nuka-Town USA Fizztop Grille Dry Rock Gulch Galactic Zone Kiddie Kingdom Safari Adventure World of Refreshment |
Sierra Petrovita | 400+ XP Nuka-nuke launcher or Nuka-World jumpsuit |
xx000806 | DLC04MS01 | |
High Noon at the Gulch | Dry Rock Gulch | Discovering Dry Rock Gulch | 400+ XP 200 caps Cowboy hat Western outfit Western revolver Control of Dry Rock Gulch |
xx0431AB | DLC04DryRockGulch | |
A Magical Kingdom | Kiddie Kingdom | Oswald the Outrageous | 400+ XP Oswald's tophat Sword of Wonders Control of Kiddie Kingdom (Optional) Magician's tuxedo |
xx03684F | DLC04_KiddieKingdomMain | |
Open Season | Bradberton Amphitheater Fizztop Mountain The Parlor Nuka-Town market Nuka-World power plant |
Preston Garvey or Mackenzie Bridgeman | 600+ XP | xx027704 | DLC04RaiderKickout | |
Precious Medals | Nuka-Town USA Dry Rock Gulch Galactic Zone Kiddie Kingdom Safari Adventure World of Refreshment |
N.I.R.A. | 75+ XP Nuka-Cola Dark Nuka-Cola Quantum Nuka-Grape |
xx03AC61 | DLC04SettlementFF02 | |
Safari Adventure | Safari Adventure | Cito | 400+ XP Control of Safari Adventure (Optional) Cito's Shiny Slugger |
xx0260E2 | DLC04SafariAdventureQuest | |
Galactic Zone | Discovering the Galactic Zone | 400+ XP Control of the Galactic Zone All nuka-world robot mods unlocked |
xx01E34A | DLC04GZMainQuest | ||
Trip to the Stars | Hubologist's camp Vault-Tec: Among the Stars Nuka-World junkyard |
Dara Hubbell | 450+ XP 200/250/300/350 caps Hub's Alien Blaster 10 Alien blaster rounds (Optional) 100 alien blaster rounds |
xx000807 | DLC04MS02 | |
A World of Refreshment | World of Refreshment | Discovering the World of Refreshment | 350+ XP Control of the Nuka-Cola bottling plant |
xx03684E | DLC04_BottlingPlantMAIN | |
Radiant quests | ||||||
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.