Fallout 4 quests project
This article is within the scope of the Fallout 4 quests project. This project is aimed at homogenizing the quality and formatting of the Fallout 4 quests articles. For participation, please check the project page.
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This page lists all quests in Fallout 4. |
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Main storyline
Prologue
The prologue is set in the year 2077, and consists of a single quest, which does not appear in the player character's quest log.
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 1
Act 1 begins when the Sole Survivor awakens in the year 2287, over 200 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 | 150 XP | 000229E5 | MQ103 | |
Unlikely Valentine | Park Street station Vault 114 |
Ellie Perkins | 200 XP 100 bottlecaps Worn fedora Faded trench coat |
0001F25E | MQ104 | |
Getting a Clue | Diamond City | Nick Valentine | 200 XP Nick Valentine as a companion |
000229E6 | MQ105 | |
Reunions | Fort Hagen | Nick Valentine | 250 XP Kellogg's pistol Kellogg's outfit |
000229E7 | MQ106 |
Act 2
The beginning of act 2 is heralded by the arrival of The Prydwen, and opens up the majority of the Brotherhood of Steel quests.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Dangerous Minds | Memory Den Kellogg's memories |
Nick Valentine | 300 XP | 000229E9 | MQ202 | |
The Glowing Sea | Edge of the Glowing Sea Crater of Atom Rocky cave |
Doctor Amari | 350 XP | 0006B500 | MQ204 | |
Hunter/Hunted | C.I.T. ruins Greenetech Genetics |
Virgil | 350 XP | 000229EB | MQ205 | |
The Molecular Level | Place elected by the player to build The Teleporter |
400 XP | 000B1752 | MQ206 | ||
Institutionalized | The Institute | Father | 400 XP | 000229EC | MQ207 |
Act 3
Act 3 begins when the Sole Survivor first sets foot in The Institute.
At this point, the main quest's structure becomes similar to the one from Fallout: New Vegas. There are four different branches, one for each faction, and certain events in those quests can make certain factions hostile to the Sole Survivor, thus locking them from those branches and failing all of that faction's on-going quests. In some situations, this can be delayed (or even accelerated) with certain actions or certain dialogue choices.
Should the player decide to oppose The Institute by supporting any of the other three factions, the main quest ends with The Nuclear Option quest (there are actually three variants of the same quest, one for each faction opposing The Institute). However, should the player join and support The Institute, the main quest ends with the Nuclear Family quest.
The following quests become available after completing The Molecular Level:
- Institutionalized (The Institute branch) - starts automatically
- From Within (Brotherhood of Steel branch) - given by Elder Maxson if the player completed Show No Mercy, or is given automatically if the player used the Brotherhood of Steel to advance in The Molecular Level
- Inside Job (The Minutemen branch) - given by Sturges if the player completed Old Guns, or is given automatically if the player used the Minutemen to advance in The Molecular Level
- Underground Undercover (The Railroad branch) - given by Desdemona if the player joined the Railroad by completing the Tradecraft quest, or is given automatically if the player used the Railroad to advance in The Molecular Level
Faction quests
The Minutemen
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Main quests | ||||||
When Freedom Calls | Concord Museum of Freedom Sanctuary Hills |
Preston Garvey | 300 XP 100 caps 50 fusion cells Power Armor |
001A001C | Min00 | |
Taking Independence | Sanctuary Hills The Castle |
Preston Garvey | 350 XP The Castle as a settlement |
0003A457 | Min02 | |
Old Guns | Sanctuary Hills The Castle |
Preston Garvey | 300 XP Artillery schematic Artillery smoke grenade |
000AA778 | Min03 | |
Inside Job | Sanctuary Hills The Prydwen The Institute |
Sturges | 300 XP | 00136329 | Min207 | |
Form Ranks | Preston Garvey | 350 XP | 000DDFDB | Min301 | ||
Defend the Castle | The Castle | Preston Garvey | 300 XP | 000BDB04 | MinDefendCastle | |
The Nuclear Option (Minutemen) | The Institute | Preston Garvey | 1500 XP | 0010C64A | MQ302Min | |
With Our Powers Combined | The Castle | Preston Garvey | 350 XP | 000DFB3C | MinDestBoS | |
Side quests | ||||||
Returning the Favor | Abernathy farm USAF Satellite Station Olivia |
Blake Abernathy or Preston Garvey | 300 XP Abernathy farm as a settlement |
00106F05 | MinRecruit03 | |
The Sight | Sanctuary Hills | Mama Murphy | Revelations on the Sole Survivor's future | 000EBE71 | MQ00MamaMurphy | |
Radiant quests | ||||||
The First Step | Radiant locations | Preston Garvey | 300 XP ~100 caps Preston Garvey as a companion Rank of General of the Minutemen Flare gun |
0011B36E | MinRecruit00 | |
Clearing the Way for (Locationname) | Radiant locations | Preston Garvey | 100 XP (Locationname) and target as new settlements |
0015F03F | MinRecruit05 | |
Ghoul Problem at (Locationname) | Radiant locations | Preston Garvey Radio Freedom A local settler |
200 XP ~100 caps or (Locationname) as a new settlement |
00186642 | MinRecruit07 | |
(Locationname): Greenskins | Radiant locations | Preston Garvey Radio Freedom A local settler |
300 XP ~100 caps or (Locationname) as a new settlement |
00157CA5 | MinRecruit04 | |
Kidnapping at (Locationname) | Radiant locations | Preston Garvey Radio Freedom A local settler |
200 XP ~100 caps or (Locationname) as a new settlement |
00099848 | MinRecruit02 | |
Raider Troubles at (Locationname) | Radiant locations | Preston Garvey Radio Freedom A local settler |
200 XP ~100 caps or (Locationname) as a new settlement |
00098136 | MinRecruit01 | |
Resettle Refugees at (Locationname) | Radiant locations | Preston Garvey Radio Freedom |
100 XP | 00164167 | MinRecruit09 | |
Rogue Courser at (Locationname) | Radiant locations | Preston Garvey | 300 XP ~100 caps |
00157577 | MinRecruit08 | |
Stop the Raiding at (Locationname) | Radiant locations | Preston Garvey or Radio Freedom | 200 XP ~100 caps |
0003DF95 | MinRadiantOwned02 | |
Taking Point: (Locationname) | Radiant locations | Preston Garvey | 100 XP (Locationname) as a new settlement |
0015F040 | MinRecruit06 | |
Help defend (Locationname) | Radiant locations | Pip-Boy | None | 00097CC7 000C97A8 000CFF72 002407D0 001125E2 001125E3 001125A6 00097CC6 0024918C 001357DA 001357DB |
WorkshopFeralGhoulAttack01 WorkshopGunnerAttack01 WorkshopGunnerAttack02 WorkshopMirelurkAttack_SI WorkshopRaiderAttack01 WorkshopRaiderAttack02 WorkshopRaiderAttack03 WorkshopSuperMutantAttack01 WorkshopSuperMutantAttack02 WorkshopSynthInfiltrator01 WorkshopSynthInfiltrator02 | |
Defend the artillery at (Locationname) | Radiant locations | Preston Garvey Radio Freedom |
None | 000E477F | MinRadiantOwned04_BOS |
Brotherhood of Steel
The Railroad
The Institute
Side quests
These are non-affiliated side quests.
Miscellaneous quests
These quests are displayed under the section "Miscellaneous" of the Pip-Boy.
Unmarked quests
These are quests that can be completed for certain rewards, but do not appear in your Pip-Boy.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
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A Pillar of the Community | Charles View Amphitheater | Brother Thomas | 000C5093 | DN019JoinCult | ||
Bill Sutton (quest) | Warwick Homestead | Bill Sutton | 2 caps per tato or mutfruit | 0003F242 | DialogueWarwickHomestead | |
Brother Against Brother | Diamond City | Riley Kyle |
0014BF48 | FFDiamondCity12 | ||
Familiar Faces | Goodneighbor | Vault-Tec rep | Vault-Tec rep as a settler | 00033582 | DialogueGoodneighbor | |
Fertilizer Woman | Vault 81 | Dr. Penske | 25 caps per bag of fertilizer | 0003F244 | DialogueVault81 | |
Holly (quest) | The Slog | Holly | 0003F241 | DialogueTheSlog | ||
Lucy Abernathy (quest) | Abernathy farm | Lucy Abernathy | 3/5 caps per Melon | 0006B4CF | DialogueAbernathyFarm | |
Maintenance Man | Vault 81 | Calvin Whitaker | 15 caps per tool | 0003F244 | DialogueVault81 | |
Quality Assurance | General Atomics factory | 00045770 | DN050 | |||
Supervisor Brown (quest) | Graygarden | Supervisor Brown | 2 caps per mutfruit | 0003F23F | DialogueGraygarden | |
Supervisor Greene (quest) | Graygarden | Supervisor Greene | 100/300 caps | 0003F23F | DialogueGraygarden | |
Suspected Synth | An established settlement | 00109D73 | MinRadiantOwned10ChangeLocOnly | |||
Wedding Day | Diamond City | Miss Edna Zwicky |
00145676 | FFDiamondCity09 | ||
Out in Left Field | Diamond City | Moe Cronin | 200 to 400 caps | 00003648 | DialogueDiamondCity |
Companion quests
The following quests are given once the player gains enough affinity with a particular companion.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
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Benign Intervention | Vault 95 | Cait | 200 XP Cait cured from her addictions. New interests. |
001666C5 | COMCaitQuest | |
Emergent Behavior | Memory Den | Curie | 300 XP Reputation with Curie Synth Curie |
0016454E | COMCurieQuest | |
Long Road Ahead | Mass Pike Interchange Med-Tek Research Goodneighbor |
Robert Joseph MacCready | 250 XP | 00027411 | COMMacCreadyQuest | |
Long Time Coming | Andrew station | Nick Valentine | 450 XP Eddie's Peace gun Close to Metal perk |
000229FE | MS07c |
Settlement quests
Cleanup (Issue: Need to determine if these are quests, or just scripted events)
To meet Nukapedia's quality standards, this article or section may require cleanup. Please help by improving the article.
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In addition to the Help defend (settlement name) quests, there are a number of unmarked quests associated with settlements.
Form ID | Editor ID | Comments |
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0024907F | WorkshopDeathclawAttack01 | This is a scripted event with no objectives. |
00249081 | WorkshopDeathclawAttack02 | This is a scripted event with no objectives. |
00176327 | WorkshopRadioBeaconRecruit | This is a scripted event with no objectives. |
0024907E | WorkshopRadscorpionAttack01 | This is a scripted event with no objectives. |
000C4436 | WorkshopSummonedByAlarm | This is a scripted event with no objectives. |
000C4435 | WorkshopSummonedByBell | This is a scripted event with no objectives. |
001A5096 | WorkshopTutorial | This is a scripted event with no objectives. |
00249080 | WorkshopYaoGuaiAttack01 | This is a scripted event with no objectives. |
000A1412 | MinRadiantOwned01 | Raiders have been threatening <Alias=ActualLocation>. I should do what I can to build up their defenses before it's too late. |
0003DF95 | MinRadiantOwned02 | A gang of Raiders has been terrorizing <Alias=ActualLocation>. I need to find them, and make sure they'll never be a threat to anyone else again. |
0003E0C1 | MinRadiantOwned03ChangeLocOnly | Kidnapped Trader at <Alias=ActualLocation> |
00160409 | MinRadiantOwned05 | I should help build up the defenses at <Alias=ActualLocation> before the Super Mutants attack again. |
00161D1D | MinRadiantOwned06ChangeLocOnly | The people at <Alias=ActualLocation> are short of <Alias=TroubleName>. I've agreed to help. |
00162F44 | MinRadiantOwned07ChangeLocOnly | The people at <Alias=ActualLocation> need help repairing their generator. They suggested I might find the parts to fix it at <Alias=Dungeon>. |
00186A08 | MinRadiantOwned08 | Preston Garvey had word that a friendly settlement is requesting help from the Minutemen to defend themselves from the Gunners. |
0005E51F | MinRadiantOwned09ChangeLocOnly | The settlers of <Alias=ActualLocation> are afraid they're about to be attacked by a pack of roving feral ghouls. I should do what I can to build up their defenses before it's too late. |
001533A9 | MinRadiantOwned11 | The people of <Alias=ActualLocation> are worried that Institute synths are preparing to attack. I should do what I can to build up their defenses before it's too late. |
xx00EB4C | DLC03WorkshopRadiantOwned01 | |
xx00EB51 | DLC03WorkshopRadiantOwned02 | Super Mutants in the Fog |
xx039953 | DLC03WorkshopRadiantOwned03 | |
xx040A86 | DLC03WorkshopRadiantOwned04 | The Deadliest Catch |
Automatron
These quests are only playable after Automatron has been installed.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
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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 |
xx0010F5 | DLC01MQ05 | |
Side 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 playable after Far Harbor has been installed.
Vault-Tec Workshop
These quests are only playable after Vault-Tec Workshop has been installed.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
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Quests | ||||||
Vault-Tec Calling | Quincy Quarries Vault 88 |
Vault 88 radio beacon | Location of Vault 88 | xx0043E5 | DLC06MQ01 | |
Better Living Underground | Vault 88 | Overseer Barstow | Build at Vault 88 | xx00480B | DLC06MQ02 | |
A Model Citizen | Vault 88 | Overseer Barstow | xx004840 | DLC06MQ03 | ||
Explore Vault 88 | Vault 88 | xx004F65 | DLC06MQ04 | |||
Power to the People | Vault 88 | Overseer Barstow | Power Cycle 1000 as a settlement object | xx004A7E | DLC06E01 | |
The Watering Hole | Vault 88 HalluciGen, Inc. |
Overseer Barstow | Soda fountain as a settlement object | xx004AD5 | DLC06E02 | |
Vision of the Future | Vault 88 | Overseer Barstow | Phoropter as a settlement object | xx004F72 | DLC06E03 | |
Lady Luck | Vault 88 | Overseer Barstow | 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 playable after Nuka-World has been installed.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
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Main quests | ||||||
All Aboard | Nuka-World transit center | Nuka-Cola Family radio | Access to Nuka-World | xx000800 | DLC04MQ00 | |
Taken for a Ride | Nuka-station, Nuka-World access tunnels, Cola-cars arena | RedEye | Overboss power armor (Colter) | xx000801 | DLC04MQ01 | |
An Ambitious Plan | Faction boss locations | Porter Gage | The Problem Solver (speech check) | xx000802 | DLC04MQ02 | |
The Grand Tour | Attractions at Nuka-World | Self | xx000803 | DLC04MQ03 | ||
Home Sweet Home | Nuka-World | Porter Gage | xx000804 | DLC04MQ04 | ||
Power Play | The World of Refreshment, Fizztop Mountain, The Parlor, Bradberton Amphitheater | Shank | xx000805 | DLC04MQ05 | ||
Side quests | ||||||
A Magical Kingdom | Kiddie Kingdom | Oswald the Outrageous | xx03684F | DLC04_KiddieKingdomMain | ||
A World of Refreshment | The World of Refreshment | Enter World of Refreshment | xx03684E | DLC04_BottlingPlantMAIN | ||
Amoral Combat | Nuka-Town USA, Cola-cars bumper car ride | Fritsch | Aeternus (Rogue knight) | xx039262 | DLC04SettlementFF01 | |
Cappy in a Haystack | Attractions at Nuka-World | Sierra Petrovita | Nuka-nuke launcher or Nuka-World jumpsuit | xx000806 | DLC04MS01 | |
High Noon at the Gulch | Dry Rock Gulch | Entering Dry Rock Gulch | Western revolver (One-Eyed Ike) | xx0431AB | DLC04DryRockGulch | |
Open Season | Preston Garvey / Mackenzie Bridgeman | Raider locations in Nuka-World | xx027704 | DLC04RaiderKickout | ||
Precious Medals | Attractions at Nuka-World | N.I.R.A. | Nuka Cola Dark Nuka Orange Nuka Cola Quantum | xx03AC61 | DLC04SettlementFF02 | |
Safari Adventure | Locations at Safari Adventure | Cito | Cito's Shiny Slugger | xx026E02 | DLC04SafariAdventureQuest | |
Star Control | Locations at Galactic Zone | Entering Galactic Zone | xx01E34A | DLC04GZMainQuest | ||
Trip to the Stars | Hubologist's camp Vault-Tec Among the Stars Nuka-World junkyard |
Dara Hubbell | Hubologist outfit Hub's Alien Blaster |
xx000807 | DLC04MS02 | |
Radiant quests | ||||||
A Goods Defense | Random questgiver | xx02191C | DLC04_RQ_DefendCache | |||
A Permanent Solution | Random location | Random questgiver | xx017F46 | DLC04_RQ_KillRivalBoss | ||
Cache-ing In | Random location | Random questgiver | xx00B170 | DLC04_RQ_StealCache | ||
Capture | Random location | Shank | 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 | Random location | Shank | xx014352 | DLC04RaidChaseOff | ||
Collaring Outside the Lines | Random location | Random questgiver | xx032A66 | DLC04_RQ_CollarTroubleMaker | ||
Shake Down | Random location | Shank | xx019088 | DLC04RaidCoerce | ||
Subdue | Random location | Shank | xx016E18 | DLC04RaidSubdue | ||
Taking Out the Trash | Random location | Random questgiver | xx0322DA | DLC04_RQ_KillTroubleMaker | ||
Under the Collar | Random location | Random questgiver | xx04BD3C | DLC04_RQ_CollarRivalBoss |
Notes
- The Brotherhood of Steel, the Institute, and the Railroad are mutually hostile. Progressing through one's questline will eventually make the player hostile to the other factions.
- Siding with the Institute might make the Minutemen hostile, but this can easily be avoided with Charisma checks and selecting the correct dialogue choices.
- The Minutemen route only becomes available if the player character is hostile with the Institute, either by attacking them or by getting into a heated argument with Father. If the player character wishes to end the main quest by siding with the Minutemen, the Institute is the only faction that needs to be destroyed.
- The Minutemen can also become hostile with The Railroad if they don't sound the evacuation signal during the Nuclear Option quest.
- The Minutemen can also destroy the Brotherhood of Steel if they later get into a hostile relationship with the player character, even if the player character sided with the Brotherhood in order to finish the main quest.