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Of course, I've kept this place going strong for three years. To most kids, that makes me Mayor For Fucking Life. Fine by me, I say.

Robert Joseph "RJ" MacCready is the former mayor of Little Lamplight in 2277 and a mercenary operating in the Commonwealth in 2287. He is a potential companion of the Sole Survivor.


Capital Wasteland

Born in the Capital Wasteland[1] to parents he never knew,[2] MacCready became the head of the Little Lamplight children's colony in 2274, when he was only ten years old.[3] After Princess declared herself the new Mayor and renamed the position after herself, her rule lasted about five minutes, until MacCready punched her in the face and stated that Little Lamplight needed a leader, not a princess.[3] MacCready's coup resulted in him becoming mayor.[4][Non-canon 1]

According to MacCready, engaging targets at long range meant one did not take too many chances in the treacherous Capital Wasteland to stave off death for another day.[5]

When MacCready turned sixteen and left Little Lamplight, he took to wandering the wastelands as a gun for hire. In the course of his travels, he met a woman named Lucy, and the two fell in love. Lucy always had MacCready's back and helped him through the darkest of nights in the wasteland. With her at his side, he could press ahead no matter the horrors that faced him.[6][7] He told her that he was a soldier, out of fear that he might lose her if he revealed that he was a stone-cold killer. She never learned the truth.[8] She gave him a carved toy soldier in return, something he always kept on himself regardless of where he went.[9]

Lucy and MacCready had a son, Duncan, but Lucy was killed by feral ghouls.[10][11] He made a promise to Duncan to clean up his act and be a better person, starting with swearing off cursing.[12] He settled down and built a homestead. Everything was peaceful for a time as MacCready worked the land and Duncan grew. His almost idyllic life came to an end when his son was exposed to something in their fields and the next day developed a fever accompanied by blue boils all over his body. The disease sapped his strength, and by the time MacCready decided to hit the road and find a cure, Duncan was almost too weak to walk. He entrusted his child to the care of his friends and departed.[13] Every doctor he talked to had never heard of the disease and was at a loss as to how to help the child.[14]

The Commonwealth

MacCready moved to the Commonwealth searching for a cure. When he arrived, the Gunners were recruiting sharpshooters into their ranks and MacCready joined up to amass money for his ultimate goal. Though the caps were plentiful, the Gunners' lack of scruples and indiscriminate approach to collateral damage were at odds with MacCready's personal code and the promise he made to his son.[15] MacCready broke ties with them in summer of 2287 and resumed his career as a freelance contractor.[16]

Shortly after ditching the Gunners, MacCready met Sinclair, a fellow contractor who was looking for the same thing: A cure for the mysterious blue boils for his partner. He found information that indicated Med-Tek Laboratories was experimenting with a universal cure at its Medford facility and MacCready joined his exploration party. Equipped with security codes to breach pre-War security, they only made it a short way in before feral ghouls pushed them back. They never made a second attempt, as Sinclair's friend died before they regrouped.[17] MacCready clung to the codes in case he found someone he can trust and who would help him get through the facility's defenses and hordes of feral ghouls.[18][19][20]

He set up shop in Goodneighbor, unwilling to tangle with Diamond City's security force or wandering the wastes alone. Hancock let him set up shop, so MacCready started searching for clients. However, Winlock and Barnes were not willing to let a former Gunner operate in their territory. For three months, they hounded MacCready and drove off his customers. Nobody was willing to work with a former Gunner, no matter how talented or soft-spoken.[21] One of the few people willing to overlook his former affiliation was Daisy, the ghoul proprietor of the general store in Goodneighbor. MacCready helped her manage unfriendly customers on repeated occasions and the two became fast friends.[22]

However, the Gunners never let up. In the end, they confronted MacCready at the Third Rail, demanding that he cease doing business in their territory or suffer the consequences.[23] MacCready found himself in a bind. If he tried to pay them off, they would likely take the caps and kill him with the small army of Gunners they had at their disposal. If he ran, there was no guarantee they would relent. Alone, he took no chance at wiping them out to send a message to the Gunners to back away. It is at this point that the Sole Survivor can encounter MacCready and the Gunners.[24] With their help, MacCready could make enough of a dent in the Gunner bottom line to force them to back away.[25]


I know students thought school was torture, but this is taking it a little too far.— Walking through the set of torture rooms in the East Boston Preparatory School.

Though notoriously foul-mouthed and belligerent in his younger years, the 22-year-old MacCready is far more reserved and polite. Years of hard living turned him into a hardened warfighter, coping with adversity through liberal use of sarcasm and humor. However, he is not totally immune, as pre-War atrocities can inspire anger from him[26] and he is not a fan of people from before the Great War, on account of them bringing the nuclear holocaust down on Earth.[27]

MacCready isn't averse to violence but doesn't revel in it either. If possible, he will bluff his way through to minimize danger to himself and others.[28] The latter includes eating fish, which tends to make him less-than-pleasant company.[29]

On a more personal side, MacCready misses a lot of features of living in the Capital Wasteland, including Galaxy News Radio with Three Dog[30] and the monuments of downtown D.C.[31] He also collects old Grognak the Barbarian comic books, picking through the ruins in search of issues to complete his collection.[32] As of 2287, the collection is almost complete, only missing the issue where Mastadonald and Skullpocalypse teamed up to fight Grognak.[33]

Interactions with the player character

Fallout 3

Interactions overview

Perk nociception regulator color.png
This character is essential. Essential characters cannot be killed.
Icon quest starter.png
This character starts quests.
FO76 ui icon quest.png
This character is involved in quests.


  • Picking Up the Trail/Rescue from Paradise: When first met, MacCready will threaten to shoot unless leaving the Little Lamplight cavern entrance. The Lone Wanderer has to pass a difficult speech check, use the Child at Heart perk, or complete the Rescue from Paradise quest in order to gain entrance to Little Lamplight. After gaining entrance to Little Lamplight, the Lone Wanderer will have a new dialogue path with MacCready which reveals the entrance to Vault 87 through Murder Pass.
  • Fungus Deal: After speaking with either Eclair or Lucy, the Lone Wanderer can convince MacCready to enter a trade agreement: swapping either strange meat (to Eclair) or Buffout (to Lucy) for cave fungus.
  • Those!: The Lone Wanderer can convince MacCready (using the Child at Heart perk) to accept Bryan Wilks into Little Lamplight.

Effects of player's actions

  • Speaking to MacCready in quick succession too many times will raise his ire. Eventually, he'll refuse to talk and will tell the Lone Wanderer to leave Little Lamplight. Although one can still talk to him later on, they must wait twenty-four hours to end the silent treatment.

Fallout 4

Interactions overview

Perk nociception regulator color.png
This character is essential. Essential characters cannot be killed.
Paving the Way.png
This character is a permanent companion. They grant the Killshot perk.
Icon quest starter.png
This character starts quests.
Icon interactions romance.webp
This character is romanceable.

Requires romance


  • MacCready for Action: This unmarked quest consists of convincing MacCready to join the Sole Survivor.
  • Long Road Ahead: MacCready asks the Sole Survivor to help him take care of the Gunners who were harassing him and later, to help him find a cure for his son. Note: MacCready's affection gains will cap at 499 (stopping just short of "MacCready likes you") until the Gunners portion of this quest is completed.

Effects of player's actions

  • When the Sole Survivor meets MacCready in the Third Rail, he is in an argument with his old collegues, Winlock and Barnes. After they leave, he can be hired as a companion for 250 caps (can be persuaded down to 200 or 100). The amount paid will be given back to the Sole Survivor after completing one of the parts of his quest.
  • When he is the companion, he will occasionally give some random ammo, ranging from 10mm rounds to a fusion core.
  • If the player reaches highest Affinity with MacCready he will give the perk Killshot, which boosts hit percentage for heads in VATS by 20%.
  • Once idolized, MacCready gives the player character a wooden soldier toy, a gift from his wife, Lucy. Lucy made the toy soldier for him after he told her that he was a soldier when they first met.
  • He will steal when commanded to do so by the Sole Survivor. He is able to steal items undetected right in front of people.
  • If the player attempts to steal from the VIP room of the Third Rail and gets caught, MacCready will leave their company and become hostile, prompting an interface for one to send MacCready to a settlement, similar to Preston Garvey if the player character kills a settler. If the player character doesn't get caught, MacCready will like the theft.
  • If the player commands him to steal an item, or does anything to cause hostility while in Goodneighbor, MacCready will leave the Sole Survivor's company and become hostile, prompting an interface to send MacCready to a settlement.
  • MacCready likes when the Sole Survivor steals things.
  • MacCready likes it if the Sole Survivor picks a lock that is owned.
  • MacCready likes using most special dialogue options that require Charisma, only if one lies, threatens, or asks for more money though.
Robert MacCready's loyalty
Approvals Disapprovals
Location comments
Location/Requirement Comment
Diamond City, entrance "Haven't been to Diamond City in years, but I'll tell you... nothing's changed."
Goodneighbor, entrance "Ugh. Nothing says welcome like the stench of urine-soaked garbage."
Combat Zone, exterior "Damn Raiders. Ruined a perfectly good cage fighting arena. What's the world coming to anyway?"
Boston Airport, before the barricades "It's not the flying that would make me nervous, it's the crashing part."
Cabot House, exterior by the shrubbery "I've got a very bad feeling about this place."
Parsons State Insane Asylum, entrance foyer on the rug just past the front door; during the quest The Secret of Cabot House. "I heard that this place was an insane asylum. Maybe we should skip it."
Jamaica Plain, northwest road entrance, by the diner "Oh come on, we're here? Don't tell me you actually believe that buried treasure nonsense."
Vault 81, entrance walkway "I spent my childhood living right next to a Vault. Those are some seriously bad memories I wish I could forget."
"Nothing sounds safer to me than riding in a metal coffin with thousands of gallons of water above your head."
Libertalia "Libertalia, huh? Well, if you ever wanted to throw a party for a few dozen Raiders, this would be the place."
"Sigh. You're going to make us climb all the way to the top of this deathtrap, aren't you."
"I could tell you what's inside this building, but what would be the point? Ha ha... cause it's a pyramid... never mind."
"This must have been one heck of a circus when the Minutemen were in town."
"The only thing I'm looking for while we're here is one of those funny-looking hats. Always wanted one of them."
Covenant, gate exterior "If paranoia started to fall like rain, this place would need to build an ark."
Bunker Hill, base of stairs to the monument - before the gate "Pfff. The monument here is a joke compared to the one in downtown Washington D.C."
Parking garage, after entering the parking garage "Something isn't right here..."
"If the Institute was smart, they would have sealed this off a long time ago."
Sentinel site, bomb storage room entrance "There are enough bombs in this place to start another apocalypse."
Sentinel site, gantry "Holy sh... holy crap... are those... missiles?"
Sentinel site, exterior entrance "What the hell? Is that a... pyramid?"
"Reminder. Cars and bullets don't mix."
Ticonderoga, penthouse foyer "Railroad kind of painted themselves into a corner up here, didn't they?"
Old North Church, catacombs "Tunnel snakes rule! *Laugh* Sorry, heard that a long time ago."
Old North Church, nave "I wonder how many people came here seeking absolution when the bombs started falling."
"Commonwealth almost looks peaceful from up here."
"I can't believe this building hasn't toppled over by now."
Hubris Comics, shop floor "If I could only find the issue where Mastadonald and Skullpocalypse teamed up to fight Grognak, I'd have a complete set."
Hubris Comics, top floor studio "So this is where they used to film the old Silver Shroud shows. I wish I could have seen them."
Yangtze-31, walking into the engine room" "Unless you want to start glowing, you might want to hang back."
Yangtze-31, submarine engine turned on" "Damn, that's a lot louder than I thought it would be."
Yangtze-31, bridge "This is great... I've always wanted to ride on one of these."
Starlight Drive-In, in the projection room "This would be the perfect sniper's position if it wasn't for that stupid screen blocking the view."
Starlight Drive-In, at the screen "You think they'll kick us off the lot if we didn't buy a ticket?"
Wilson Atomatoys corporate HQ, Arlen Glass' office "Looks like the war bypassed this place."
Wilson Atomatoys corporate HQ, foyer display "Oh, it's one of those toy ponies. "Get Up Buttercake" or something like that."
Wildwood Cemetery "They say leaving a cap on the gravestone of a friend or relative can bring you good luck. I say it's just a waste of a cap."
"If I step on something brown and squishy, you're cleaning my boots."
West Everett Estates, backyard bunker "Well, this is cozy."
"More Super Mutants? Agh. I'm getting sick of these green lunatics."
Walden Pond, just in front of said cabin. "Make sure you search the entire cabin Thoreau-ly. *Laughs* No?"
Milton General Hospital, basement morgue "Welp, there goes my appetite."
Milton General Hospital, waiting foyer "This looks cozy. How about I hang out here while you explore the building? No?"
Vault 95, Overseer's office "What was this place for... storytime or something?"
"You'll let me know if your Geiger starts clicking, right?"
Museum of Witchcraft "Uh, you saw that, right?"
Museum of Witchcraft "That would be a deathclaw, which means we should get the hell out of here."
Vault 75, combat training room "The only thing missing from this playground is the radiation."
Vault 75, entrance "In the basement of a school? Vault-Tec was running out of ideas."
Vault 114, entrance construction "Wow, they must have been building this vault all the way up to the last second."
Vault 111, cryonic stasis room "Hey, I'm really sorry. We don't have to be here if you don't want to... I... I'll leave you alone."
Vault 114, exterior tunnel construction "Never imagined we'd find a vault down here. Let's check it out."
Trinity Church, theatrical rigging "This reminds me of the time we tried to perform "Pyramus and Thisbe" in Little Lamplight. Yeah... that didn't really go over too well."
Trinity Church, nursery "*Sniff* It's nothing... just got something in my eye."
Thicket Excavations, near the waters edge; before the conclusion of the quest Pull the Plug. "I wonder how many years of rainfall it took to fill this quarry."
"Brewing robot, huh? Maybe we could just borrow it for a little while."
Gwinnett Brewery, brewing floor "Ugh, gross. This place smells horrible. This might put me off drinking beer for a while."
"Gwinnett... Gwinnett... why is that name so familiar? I heard it back in the Capital Wasteland, but I can't remember why."
"Tommy tried to get me to fight in the ring once. Almost took him up on it, too. Guess I missed my chance."
Combat Zone, front row "Oh man, I used to come here all time. I can't even tell you how many caps this dive sucked out of my pockets."
"Now all we do is wait a few decades for the rain to refill the quarry, come back and start the process all over again."
"Nice. Very nice. All you need is a few throw pillows and some drapes and it'll be as good as new."
"It'll be a miracle if this whole building don't collapse right on top of us."
"Mirelurks are like the mole rats of the sea. Look what they did to this place."
"Raiders check in, but they don't check out."
Boston Common, just in front of the APC "Wait, this the Common. We need to get the hell out of here... unless you like being killed."
"Oh great, the Brotherhood of Steel. As if the day couldn't get any better."
South Boston military checkpoint "I bet that thing's been broadcasting the same message for the last two hundred years."
Skylanes Flight 1981 "I can't believe this airliner was stupid enough to be flying during the war."
"Oh come on. We have to pick through all this scrap? It's going to take all day."
"Can someone crack a window? It's hot as hell in here."
"Hey look, it's the Brotherhood of Squeal! *Laughs*"
Sandy Coves Convalescent Home, captain's room "Wonder if these folks died of old age or baked when the rads hit."
Rocky Narrows Park, at the playground "I'd call the slide first, but my tetanus shots are way out of date."
"When the bombs starting falling, I bet the last thing on this ranger's mind was forest fires."
Robotics disposal ground, in front of the sentry bot "Careful. These military 'bots have a mean temper when you tamper with "government property." I have the scars to prove it."
"All I want to know is where I can find some saltwater taffy."
Revere Beach station, end tunnel raider encampment "Raiders sure know how to keep you on your toes, don't you think?"
"These guys were sure in a hurry to get out of this building."
Ranger cabin, inside, next to the skeleton "I... I can't look at this. Reminds me too much of the people I left behind."
Quincy ruins, Freeway stronghold bridge to roof catwalks "Great sniping position from up here."
Quincy ruins, southeast entrance "We're entering Gunners territory so we need to be careful. If I'm recognized they'll be going after me with a vengeance."
Boston Police rationing site, in front of the trailer kiosk "People still fight over food like this. I guess nothing's changed."
"You sure it's safe to walk around in this turbine?"
Poseidon Energy, generator room - the part past the raider defenses. "Just one of these generators could power a settlement. Too bad they're out of commission."
"You think any of these buttons gets us out of here and gives us a whole bunch of caps for our trouble? Yeah, me neither."
HalluciGen, Inc., "*Coughing* This can't be good. Hope this stuff isn't lethal."
Pickman Gallery "Oh, great. Thanks for the nightmare fuel."
"Maybe we should keep moving. Whatever rampaged through this campsite might come back."
Fiddler's Green Trailer Estates, entrance "Always wanted my own trailer... it'd be midnight blue with a leopard-skin interior. Hey... it beats living in a cave."
Neponset Park, "I'd love to see the ads for this place. Quiet, cozy cabins with a lakeside view and in-room mirelurk service."
Natick power station "I can still smell the ozone in the air. I wonder if that ever goes away."
"This might be a good time to invest in a boat."
Nahant Oceanological Society, second floor "*Yawn* Yup, this is really facinating. Can we stay longer?"
Nahant Oceanological Society, research laboratory "I wonder if someone smashed these tanks in, or did something smash its way out?"
"Whoever this belongs to needs to find themselves a new hobby."
Gorski Cabin, root cellar workshop "Welp... that's the last thing I expected to find down here. Maybe we shouldn't touch anything."
"Can't we ever stumble into somewhere nice? You know... with flowers... bright colors?"
"Let's look around carefully. There has to be something valuable in here."
"Damn Gunners had this place locked down pretty tight."
University Point, just inside the gate "Institute turned this place into a slaughterhouse. Didn't leave a soul alive."
"The guy had good position, but there's no way he could have held us off."
"Got your rad chems handy? We're going to need them."
Mass Fusion disposal site "Well, that's a unique water feature."
"I'd hate to fall from up there."
"Seen pictures of old stations like this, but never been in one before."
Mahkra Fishpacking, basement store room "Let's pass on the fish. It gives me gas. You don't want that to happen."
Longneck Lukowski's Cannery, after being locked in the basement "I can't believe we fell for that."
Longneck Lukowski's Cannery, cannery cutting room "Gross. People actually ate this stuff?"
Vault 81, observation room "Well that's pretty damn creepy. I bet they had no idea they were being watched."
Vault 81, "Vault-Tec built all sorts of secret sections into their vaults. I don't even want to know what this one was for."
"Had a contract in Libertalia once... Raiders were so stupid, I was able to bluff my way in."
Libertalia, at the top of the main structure ""Wholesale slaughter on the high-seas." Would make a great story, wouldn't you say?"
"I hope you're not thinking of swimming in that mess."
Kingsport Lighthouse, at the top beacon "I don't see the point. It's not like any ships are still sailing out there."
WRVR broadcast station, control room "I miss the Capital Wasteland's radio... Three Dog was a hell of a DJ."
Jamaica Plain, treasure room "So this is the treasure. *Laughs* Come on... it's almost too funny not to laugh about."
Jamaica Plain, security room "Maybe someone already found the treasure, and now they're hoarding it here."
Jalbert Brothers Disposal, at the barn with the barrels "I'm betting these were put here by those Children of Atom. They worship radiation like it was a god or something."
Super-Duper Mart, front counters "Oh, of course the cookie aisle had to be the one that got crushed."
Irish Pride Industries shipyard, at the corpse of Rory Rigwell "This idiot was trying to pal around with a bunch of mirelurks?"
"What the hell is was wrong with these doctors? How could they just switch off their morality?!"
Cambridge crater, edge "Oh great... a new source of ferals. It's just what the Commonwealth needed."
"I can see my house from here. Sorry... I always wanted to say that."
"All these books, and not even a single issue of Grognak?"
Hub City Auto Wreckers, while on the crane "Now how did a gang as stupid as the Gunners figure out something so clever?"
Hester's Consumer Robotics, entrance: showroom floor "I don't suppose they have a spare sentinel 'bot we could pick up while we're here."
"Yum... looks like the ferals had themselves a little Raider feast."
"I know a few guys who could build anything out of these parts."
"I don't like this... not one bit."
Fort Hagen, command center – outside the gated main room, next to the door "All this high-tech equipment, and they still couldn't figure out how stupid it was to push the button."
Greater Mass blood clinic, basement storage "It's going to be tough finding anyone who trusts these blood packs. Who knows how long they've been sitting here?"
The Slog, "Would've been nicer if this was still a swimming pool."
Bugged Atom Cats garage, unable to determine due to bugged content. Bugged "This is just about the coolest thing I've ever seen."
Gunners plaza, cafeteria – before the staircase "This must have been a great place to relax before everything went to hell."
Gunners plaza, main entrance of the atrium writer's room "I wonder how many of these people stayed to report the news when the bombs started falling."
When walking on a mirelurk infested beach, between Reeb Marina and Gibson Point Pier. "Suddenly I just lost my appetite for seafood."
General Atomics factory, quality assurance test chamber "Looks like some kind of robot training camp or something."
Back Alley Bowling, at the lanes "I've heard of this sport. You're supposed to roll a ball down these lanes and knock over those pins. Weird."
General Atomics Galleria, at the gate "This must have been built by the company that made those annoying robots."
"Take everything you can carry."
Fort Strong, sublevel in the room before the main mini nuke storage room. "Oooo. MacCready like big boom."
West Roxbury station, platform "I wonder where this train is headed? I doubt there's much track left for it to run on."
"I hope all these people had flood insurance."
Federal Surveillance Center K-21B, gantry overlook "Well, well. Looks like we stumbled into an old government dirty little secret."
Faneuil Hall, the hall "This place used to be a market before the Great War. Now I wouldn't eat in here if you paid me."
Concord civic access, main pipe room "If Concord's above us, what the hell are we doing down here?"
"Never caught a Deathclaw sleeping before."
Fairline Hill Estates, at the fortified house "I think the answers we're looking for are inside that house."
Fairline Hill Estates, at the entrance to the cul-de-sac "Perfectly nice houses, and no one living in them. That's not a good sign."
"This city was in love with the water. There are boats and docks all over the Commonwealth."
"I wonder what would happen if we tinkered with some of these things."
Easy City Downs, northern corner fence hole to the racetrack, next to the stands "This is the best use of robots I've ever seen. Who knew they could be so much fun?"
East Boston Preparatory School, third floor torture chamber "I know students thought school was torture, but this is taking it a little too far."
"Something tells me that hole shouldn't be there."
"Don't tell me we're going all the way down there."
Parsons State Insane Asylum, gardens "A creepy garden, splendid. Now the nightmare motiff is complete."
Parsons State Insane Asylum, tech lab "I don't like this one bit. What the hell's all this science junk doing here?"
Parsons State Insane Asylum, entrance "Hey, this place doesn't look so bad. Some paint, a few throw rugs and it'll be as good as new."
"Well, this is a quaint little mess."
USS Constitution, after quest the completion of the quest Last Voyage of the U.S.S. Constitution "Oh yeah... that ship looks way better over there."
Weatherby Savings & Loan, before the completion of the quest Last Voyage of the U.S.S. Constitution "Welp... any landing you can walk away from..."
D.B. Technical High School, basement – after killing Bosco or at the throne "Next thing you know, we're going to see Super Mutants wearing sailor's hats on their heads."
"Well, this is one way to avoid paying at the turnstiles."
Croup Manor, basement "Hope you guys saved room for dessert!"
Crater House, edge of crater "I would love to read the real estate brochure for this place."
"I wonder why those clowns are guarding the tunnel?"
Corvega assembly plant, entrance of the assembly line room "No fuchsia with a lime green interior? Damn, they never have them in the color you want."
Bugged Coast Guard Pier, either at the corner of the pier by the tower, or the center of the building. The super mutants were supposed to be wearing Coast Guard hats. Bugged "Isn't that cute... the mutants think they're in the navy."
"Whoever hit that tugboat with the bridge needs to learn how to drive."
Chestnut Hillock Reservoir "I'm going to guess that we don't want to know what's under that rowboat."
"Oh... god... I think I'm going to be sick."
Shaw High School, cafeteria "Hey, look! It's today's special. Yum."
Charles View Amphitheater "Let's check out the t-shirt stand before we leave."
"Something in here went kaboom. Maybe we shouldn't touch anything..."
Cabot House, laboratory "What the heck's with all this science junk? Something isn't right here."
Cabot House, living room "Whoever lives here must have made a deal with the devil."
Bunker Hill, base of the monument "You think that's impressive, you should see the one in downtown Washington D.C."
Breakheart Banks, at the building "This place really got worked over. I wonder if anyone managed to escape."
Boston Public Library, hall where defenses are "Let's be careful. No human being would possibly pile books this way."
Boston Public Library, main entrance "Lion statues, huh? Great way to scare the kids."
Boston mayoral shelter, at the basketball court "We used to have a hoop setup in Little Lamplight until Eclair broke the darn thing."
"Let's not stand out in the open too long. I kind of feel like a moving target."
"Looks like this one took the easy way out."
Beantown Brewery, bottling room floor "I bet we don't even find a drop in the whole place. Damn shame."
Fallon's Department Store (West Roxbury township), by the fountain "Should I throw a cap in and make a wish?"
Fallon's Department Store (West Roxbury township), by the escalators "Hurry, I heard they had a two-for-one sale in the men's department!"
Joe's Spuckies sandwich shop, speakeasy stairway "I've been to a few dive bars in my day, but this one's got them all beat."
The Switchboard, the foyer of the agency ""Defense Intelligence Agency." Heck of a lot of good they did."
BADTFL regional office, evidence lockup "Woah... looks like it's party time."
Museum of Witchcraft, underground "Yeah... we should get the heck out of here... Now would be good."

Fallout: The Board Game

MacCready can be acquired at the shop by any player character that has Charisma. When shopping with him as the active companion, the player character can exhaust him in order to buy any items from the asset deck's discard pile.

When the player character performs the camp action, he will be relieved of exhaustion; however, if the player character does not have eight or more bottle caps at this time, he must be discarded.


Fallout 3
* Unlike the other Little Lamplight characters, there's no interaction possible with his inventory when trying to pickpocket him.
Fallout 4


  • Every time he enters power armor, he will unequip its helmet and place it into his inventory. One can force him to equip the helmet again through trading, after which he won't try to unequip the headpiece until he enters a new set of power armor.
  • Although MacCready likes when the Sole Survivor picks owned locks, he has no reaction for picking regular locks.
  • As an adult, MacCready makes attempts to curb the cursing habit he had as a child. Occasionally, he will stop himself mid-sentence to correct his vulgar language. He does this because he made a promise to his son, Duncan, that he would clean up his behavior and "be a better person."
  • If the player character causes MacCready to leave out of low affinity, and the player tells him "Good riddance" when taken aside, MacCready will swear, yelling 'Fuck you' and will say that, "I promised someone that I'd never talk like that again... but I think in this case they'd make an exception."
  • During Duty or Dishonor, MacCready hates it when agreeing not to kill the ghouls and/or to let Initiate Clarke go free.
  • MacCready dislikes traveling at night, claiming "we could be walking into an ambush and never see it coming."
  • MacCready is a smoker. He mentions needing a cigarette in one of his ambient dialogue options. He will also light one when idle.
  • If taken to an abandoned nursery area in Trinity Church, he'll tear up, but pretend he has something in his eye.
  • In the gym area/basketball court of the Boston mayoral shelter, MacCready will comment, "We used to have a hoop set up in Little Lamplight until Eclair broke the darn thing."
  • Upon death, his last words will be "No... please... no."
  • When underground, MacCready randomly will shout "Tunnel Snakes Rule!" which is a reference to the Tunnel Snakes in Fallout 3.
  • When visiting Diamond City, MacCready will comment, "Haven't been to Diamond City in years but I'll tell you... nothing's changed." When brought to the Dugout Inn, Vadim Bobrov will greet him enthusiastically and say, "MacCready! Is good to see you, tovarisch (friend, comrade). How is Lucy? She still as beautiful as I remember?" MacCready will correct him by saying: "No... she didn’t make it, Vadim." This all suggests that MacCready and Lucy traveled to the Commonwealth together and had been to Diamond City sometime before she died.
  • When entering Vault 81, MacCready comments on how he lived near a vault (Vault 87) and that it was dangerous.
  • If MacCready is a companion in Special Delivery, when speaking to Jack Cabot he will imply that he believes in the extraterrestrial and that it freaks him out. This may also hint that he is fascinated with space and/or science fiction, considering in Nuka-World's quest Trip to the Stars, he likes riding in the UFO ride.
  • When interacting with magazines, MacCready might comment on how he loves comic books.
  • When exploring the Super Duper Mart, MacCready might lament, "Of course it had to be the cookie aisle that got crushed."
  • When taken to WRVR broadcast station, MacCready mentions the Capital Wasteland's radio GNR and Three Dog, saying "I miss the Capital Wasteland Radio... Three Dog was a hell of a DJ."
  • If taken to the Boston Public Library, he will state that lions scare children in a horrified voice.
  • If MacCready is the player character's companion during the first conversation with Magnolia in the Third Rail, he states that he is a fan of rock and roll.
  • Upon reaching Mahkra Fishpacking, MacCready will mention that fish gives him terrible flatulence.
  • In concept art, MacCready is misspelled as McReady.
  • In idle dialogue or when selecting "Thoughts?" when speaking to him, he might say "I gotta be honest with you, I'd feel more comfortable with a rocky ceiling above my head," a reference to Little Lamplight.
  • The fact that MacCready likes it when the Sole Survivor keeps the cure for themselves instead of giving it to Austin Engill in Hole in the Wall is inconsistent with his character, as he likes it when the Sole Survivor helps children and parents.
  • Maccready loves it when the Sole Survivor agrees to keep the truth of the meat a secret during the quest Mystery Meat.
  • If Dogmeat is present alongside MacCready as a companion through use of mods, while he will not like or dislike the player character healing him while he's around, he will comment, "Take care of him, and he'll take care of you."
  • Tommy of the Combat Zone once asked MacCready to fight in the ring, MacCready declined.
  • Companions such as Strong and Hancock will comment on MacCready's combat prowess. Strong states that he is a good fighter, almost as good as himself.[34][35]
  • When passing the Gwinnett Brewery MacCready will comment that he's heard that name before in the Capital Wasteland but cannot recall where.
  • MacCready will flirt with Cait and Piper when changing companions.

Notable quotes

Fallout 3

Fallout 4

  • "If they cared about it, they wouldn't have left it lying around."
  • "It's quiet. Too quiet. *laughs* Oh man, I always wanted to say that."
  • "Tunnel snakes rule! *laughs* Sorry, I heard that a long time ago."
  • "Yeah... we should get the hell out of here. Right now would be good."
  • "Anytime you want me to carry some of that valuable gear you're lugging... you just, let me know" – Asked about thoughts
  • "Nice day today. Perfect for traveling." – Asked about thoughts
  • "I'd kill for a drink. Come to think of it, I have."
  • "Nothing says welcome more than urine soaked garbage"
  • "I had one of those after I ate a bad batch of Cram. Spent eight hours in the can."
  • "Took everything I had to escape with Duncan in my arms. Maybe it would have been better if we'd died there with her"
  • "What about your husband/wife? I know he/she's gone, but you still love him/her, don't you?" – When the Sole Survivor romances him
  • "Commonwealth Savings Bank of MacCready, open for business."
  • "Always wanted my own trailer... it'd be midnight blue with a leopard-skin interior. Hey... it beats living in a cave." – At Fiddler's Green Trailer Estates.
  • "Perfectly good housing and no one's living in it. Not a good sign" – At Fairline Hill Estates
  • "Wonder if these old folks died of old age or the radiation cooked 'em to death when the bombs dropped?" – At Sandy Coves Convalescent Home.
  • "I bet that thing's been broadcasting the same message for the last two hundred years." – At South Boston military checkpoint
  • When the Brotherhood of Steel arrives in the Commonwealth:
    • "Son-of-a... it's the goddamn Brotherhood of Steel. What the hell are they doing here?" – When witnessing the Prydwen's arrival.
    • "Did you see the size of that airship? Now that's how you make an entrance." – When commenting on the Brotherhood of Steel.
  • After committing to a close relationship:
    • "Having you this close to me has made me happier than I've ever been before."
    • "The day you told me that you loved me was the greatest day of my life."
    • "I'll never forget what you've done. You saved me...from myself."
    • "Don't get too far ahead of me...I like being close."
    • "Well... hello handsome!" – Male Sole Survivor
    • "Well... hello beautiful!" – Female Sole Survivor
  • When "Lover's Embrace" is activated:
    • "I never knew you could do that with mutfruit"
    • "That... was amazing"
    • "Wake up sleepy head"
    • "Ready to face the day?"
    • "Ugh is it time to go already?"
  • When being radiated:
    • "Ummm, should that thing on your wrist be clicking that much?"
    • "Maybe it'd be better if we moved out of the radiation?"
    • "We're not going to last long in all this radiation."
    • "Rads are making me sick to my stomach."
    • "Want to start glowing or something?"
  • When dying:
    • "No... please... no..."
  • When at the top of the buildings in Hyde Park
    • "Hehe, I can see my house from here. Sorry always wanted to say that"
  • When arriving at a creepy location
    • "Is it normal for the hairs on the back of my neck to be standing straight up like this?"
    • "Yeah... we should get the heck out of here. Now would be good."
    • "I'm getting bad vibes from this place. We shouldn't be here."
  • If taken to Nate/Nora's corpse in Vault 111
    • "Hey, I'm really sorry. We don't have to be here if you don't want to... I... I'll leave you alone."
  • When swapping MacCready with
    • Piper: "So when are we going to have that one-on-one interview, Piper?" to which Piper replies: "Oh, MacCready. Never in a million years."
    • Hancock: "Hancock! How’s the coolest Ghoul in the Commonwealth?" to which Hancock replies: "Hey, MacCready. Don’t wait up."
    • Deacon: "All right, Deacon… I guess it’s your turn. Stay safe." to which Deacon replies: "Appreciate that, MacCready. You do the same."
    • Nick Valentine: "Damn, I forgot to pick up that motor oil for you, Valentine." to which Nick replies: "Cute, MacCready. You come up with that all on your own?"
    • Curie: "Well Curie, I guess you’re up. Have fun out there." to which Curie replies: "Mon dieu! Always so polite. Au revoir to you, MacCready."
    • Strong: "All right, Strong… Looks like it’s your turn, my massive, mutated friend." to which Strong replies: "Goodbye, Mack Ree Dee."


Robert MacCready appears in Fallout 3, Fallout 4, Fallout: The Board Game and Fallout Shelter Online.

Behind the scenes

MacCready's line inside the Boston Public Library, "Let's be careful. No human being would possibly pile books this way," is a quote from the movie Ghostbusters.


Fallout 3

  • PCPC Mayor MacCready is prone to disappearing. He tends to wander into obscure and dark corners. He may appear near the front gate if going outside and fast travel back to town, or standing on the platform where he first stood when he let the Lone Wanderer into town. One can move to his current position with the console command player.moveto 0000313b.
  • PCPC Sometimes MacCready will not give the option to open the gate, even if one is at that point and have followed the advice outlined in this wiki. One way to make sure that this does not befall the player is to click all of the grayed out speech options when speaking to MacCready. The dialogue option to open the gate comes after a line that is often grayed/dimmed. [verified]
  • PCPC It's possible for MacCready to not open the gate after being instructed to do so. He will run to it, and climb up to the catwalk but will not activate the switch to raise the gate. This is because the scripted sequence requires Princess to be on the other end, and she may not run with MacCready to perform this function. Short of using the console to activate the gate/toggle clipping, the solutions are to use the other entrance, reload from a previous save, or attempt to move Princess in range of the event with the console command prid 000185d5 followed by moveto player. [verified]
  • PCPC Doing DLC quests before opening the path will end "Picking Up the Trail" resulting in MacCready's and Joseph's dialogue options to vanish and making entry into Vault 87 impossible. The only solution is to resort to a save that still has "Picking Up the Trail" as an active quest, and redo whatever progress has been lost or to use the console command ResetQuest 00014e8c and go to the Citadel to start the quest again. [verified]

Fallout 4

  • PCPC Sometimes you may not be able to talk to MacCready or open up his inventory. He also fails to follow the player during fast travel. Entering the console command prid 0002a8a7 followed by moveto player will bring MacCready to the player, but does not correct the issue. [verified]
  • PCPC After dismissing MacCready, hiring him again will prompt up the dialogue when you meet him for the first time, needing to be paid before being hired. Reloading a previous save fixes this. [verified]



  1. The Sole Survivor "What were you doing in the Capital Wasteland?"
    Robert MacCready: "I was born there. Lived underground in a place called Little Lamplight with a bunch of other kids. Left there when I was around sixteen. We kind of had a policy there... no adults. When you were sixteen, you packed up and left. I know it sounds crazy, but having adults around was something we couldn't trust."
    (Robert MacCready's dialogue)
  2. The Sole Survivor: "I'm sure your parents were thrilled about your hobby."
    Robert MacCready: "Never knew my parents. Lived underground in a place called Little Lamplight with a bunch of other kids. Left there when I was around sixteen. We kind of had a policy there... no adults. When you were sixteen, you packed up and left. I know it sounds crazy, but having adults around was something we couldn't trust."
    (Robert MacCready's dialogue)
  3. 3.0 3.1 The Lone Wanderer: "How did you get to be in charge of this place?"
    Robert MacCready: "It's not that complex. Any kid can say they want to be mayor here. It's just that most don't want to bother with the responsibility of leading. Most of the time, they last until the kids get tired of them, then they get kicked out on their ass by the new mayor. One only lasted 5 minutes. Of course, I've kept this place going strong for three years. To most of these kids, that makes me Mayor For Fucking Life. Fine by me, I say."
    (Mayor MacCready's dialogue)
  4. The Lone Wanderer: "Can you tell me why Princess gets angry about her nickname?"
    Sammy: "So, a long time ago, Princess convinced everyone that she should be mayor. The first thing she did as mayor was try to insist that the title be changed to "Princess". It was 5 minutes before MacCready punched her in the nose and got picked as the new mayor. It was awesome!"
    The Lone Wanderer: "She was only mayor for five minutes?"
    Sammy: "Yeah! MacCready said we needed someone to watch out for us, not to lord over us. Then he popped her one! She hasn't even tried since then. That's why he stays mayor, too. I hope I can be that cool, someday."
    (Sammy's dialogue)
  5. Robert MacCready: "So, you impressed yet? I told you I was a damn good shot."
    The Sole Survivor: "Actually, I'm quite impressed."
    Robert MacCready: "Yeah... I thought you might be. I'm completely self-taught, you know. Picked up a sniper rifle when I was ten and I never looked back. Always thought it was smarter to hit my targets at long range. I mean, why take chances, right? Besides, I had to come up with every trick in the book to survive the Capital Wasteland."
    (Robert MacCready's dialogue)
  6. The Sole Survivor: "Why would you say something like that?"
    Robert MacCready: "I guess I needed to tell someone how I felt about it. Damn, I miss Lucy. No matter how bad things got, she was always there with a shoulder to lean on. It gave me... well, it gave me the courage I needed to press ahead... to never give up. When she died, I thought that feeling was gone forever... Then I met you. You have the world's problems on your back and here you are helping me with mine... lending me your shoulder like Lucy did. I just want you to know how much your friendship means to me."
    (Robert MacCready's dialogue)
  7. The Sole Survivor: "Hey, only best friends can share feelings like that with each other."
    Robert MacCready: "And I aim to keep it that way. Anyway, thanks for hearing me out. Taking all that weight off of my shoulders makes the journey a little easier, if you know what I mean. Speaking of which, it's about time we got back on the road, don't you think?"
    (Robert MacCready's dialogue)
  8. The Sole Survivor: "If it's special to you, then it's a thoughtful gift. Thank you."
    Robert MacCready: "You're welcome. Just be sure you don't lose it. My wife Lucy gave this to me right after we met. I... I uh, told her I was a soldier and she made it for me. Never could bring myself to tell her the truth... that I was just a hired killer. The soldier story was the best thing I could come up with. I didn't want to lose her because of what I was."
    (Robert MacCready's dialogue)
  9. Robert MacCready: "Hold up... I think we need to talk."
    The Sole Survivor: "What's on your mind?"
    Robert MacCready: "This has been nagging at me for a while. I've been waiting for the right moment to talk to you, and I suppose this is as good of a time as any. After helping me get Duncan's cure from Med-Tek, I figure I owe you something... and I always pay my debts. Here... I wanted you to have this. I know a carved toy soldier is a strange reward for risking your life, but this one's special... it means a lot to me."
    (Robert MacCready's dialogue)
  10. The Sole Survivor: "I'm sure you had good intentions."
    Robert MacCready: "I had a feeling you'd get where I was coming from. We made the mistake of holing up in a metro station one night. We didn't know that the place was infested with ferals. They were on her before I could even fire a shot. Ripped her apart right in front of me. There was nothing I could do. Took everything I had to escape with Duncan in my arms. Maybe it would have been better if we'd died there with her."
    (Robert MacCready's dialogue)
  11. The Sole Survivor: "She ever find out the truth?"
    Robert MacCready: "No. We made the mistake of holing up in a metro station one night. We didn't know that the place was infested with ferals. They were on her before I could even fire a shot. Ripped her apart right in front of me. There was nothing I could do. Took everything I had to escape with Duncan in my arms. Maybe it would have been better if we'd died there with her."
    (Robert MacCready's dialogue)
  12. The Sole Survivor: "Stopping yourself from cursing again? Why do you keep doing that?"
    Robert MacCready: "Yeah, I figured you'd ask me about this sooner or later. It's not about you, it's about a promise I made. When I left the Capital Wasteland, I didn't just leave Little Lamplight behind... I left my family behind. Had a beautiful wife named Lucy... and a son we named Duncan. He's the one that I made my promise to... a promise to clean up my act and to be a better person. I guess that sounds pretty stupid coming from a guy who shoots people for a living."
    (Robert MacCready's dialogue)
  13. The Sole Survivor: "You must have had a good reason to leave them behind."
    Robert MacCready: "That's what I keep telling myself. My son... he's sick. I don't know what's wrong with him. One day, he's playing out in the fields behind our farm... the next he took a fever and these blue boils popped up all over his body. Last I saw he was almost to weak to walk. I didn't dare ask him to come with me. Honestly, I don't know how much longer he's going to last."
    (Robert MacCready's dialogue)
  14. The Sole Survivor: "Maybe you should find a doctor."
    Robert MacCready: "Every doctor I've talked to was worthless. They never even heard of the disease. I don't need them... I need someone like you. You've already done so much for me, I feel horrible asking for more. But if you're willing to risk it, I might have a way we could save him."
    (Robert MacCready's dialogue)
  15. The Sole Survivor: "Pretty brave, a bunch of kids living alone like that."
    Robert MacCready: "I don't know. Looking back on the whole thing, I think we were just lucky. Anyway, when I hit sixteen, I ended up wandering the Capital Wasteland for a while. I took the odd job here and there, but things were pretty hot with the Brotherhood of Steel running the show. So I hitched a ride with a caravan and made my way north until I ended up here. Made a pretty decent name for myself before I heard that the Gunners needed some sharpshooters. Biggest mistake of my life. They were animals. Killed anything that moved if it got in their way. I went with it for a while, because the caps were good. But, I dunno, I guess it started to catch up with me... so I quit. Which pretty much brings us to now. So there you have it, my whole life in a nutshell."
    (Robert MacCready's dialogue)
  16. The Sole Survivor: "Never heard of the Gunners. Who are they?"
    Robert MacCready: "They're one of biggest gangs in the Commonwealth. Got a rep for being crazy... you know, so tightly wound, you'd think they were a cult or something. Stuck with them for a while cause the money was good, but I never fit in. That's why I made a clean break and started flying solo. Now, what about you? How do I know I won't end up with a bullet in my back?"
    (Robert MacCready's dialogue)
  17. The Sole Survivor: "Of course I'll help. Count me in."
    Robert MacCready: "I was hoping you'd say that. A few months before we met, I bumped into a guy named Sinclair who claimed his buddy caught some kind of a disease. I thought he was wasting my time until he said his partner broke out in blue boils. They dug up information about a cure at a place called Med-Tek Research. They even managed to grab the building's lockdown security codes. Unfortunately, Sinclair's buddy died before they were able to break into the facility. I mean, there's no way that's a coincidence, right? Med-Tek has to be the place."
    (Robert MacCready's dialogue)
  18. The Sole Survivor: "Can you trust this "Sinclair" guy?"
    Robert MacCready: "To be honest, I don't know him from Adam. But he brought up the blue boils and the sickness his partner suffered from. There's no way that's a coincidence... or a trap. Wouldn't make any sense. If Sinclair says Med-Tek Research is the place, that's where we need to go... otherwise I got nothing else."
    (Robert MacCready's dialogue)
  19. The Sole Survivor: "Don't give up hope. If there's a cure, we'll find it."
    Robert MacCready: "Thanks, partner. I'll put Med-Tek Research on your map. When you're ready, just take us out there... I have all of the codes we need to get through their security. What you're doing... no one's ever cared that much about me before. Even if it takes me the rest of my life... I'll repay this debt to you, I swear it."
    (Robert MacCready's dialogue)
  20. The Sole Survivor: "Don't get your hopes up. This could be a dead end."
    Robert MacCready: "I've been disappointed so many times in the past, nothing gets my hopes up anymore. I'll put Med-Tek Research on your map. When you're ready, just take us out there... I have all of the codes we need to get through their security. What you're doing... no one's ever cared that much about me before. Even if it takes me the rest of my life... I'll repay this debt to you, I swear it."
    (Robert MacCready's dialogue)
  21. Robert MacCready: "Nice to be on the open road. Goodneighbor was starting to wear out its welcome."
    The Sole Survivor: "What makes you say that?"
    Robert MacCready: "Goodneighbor was a good place to look for work, but a crappy place to hang your hat. Let's put it this way. Can't get much rest when you're sleeping with one eye open. Still, it was the best place for me to set up shop. Diamond City's goons would have run me out of town and wandering the Commonwealth alone isn't the brightest plan when you're hard up for caps."
    The Sole Survivor: "Setting up shop? What do you mean?"
    Robert MacCready: "I needed somewhere to hang out so that people could find me when they required my services. The folks in Goodneighbor tended not to ask too many questions which suited my needs. So, I made a deal with Hancock and started waiting for the caps to roll in."
    The Sole Survivor: "Caps aren't worth risking your life."
    Robert MacCready: "Easy for you to say. But right now, I need every cap I can get."
    The Sole Survivor: "Are caps really that important to you?"
    Robert MacCready: "I don't have much of a choice. I don't usually go around sharing stuff like this, but you've been pretty straight with me, so I'm going to be straight with you. It's those two assh... those two idiots you saw me talking to at the Third Rail, Winlock and Barnes. They've been hounding me for months and it's been driving off clients. No one wants to touch me once they learn I used to run with the Gunners. And I figured if I could get enough caps together, maybe I could buy them out."
    (Robert MacCready's dialogue)
  22. Daisy: "MacCready! I haven't seen you in a while. You haven't been avoiding me, have you?"
    Robert MacCready: "Now how could I stay away from someone as cute as you, Daisy?"
    Daisy: "You're a lousy liar, but I'll just play stupid and pretend I don't know that. So, what did you need?"
    Robert MacCready: "I got it, Daisy. I found the cure to Duncan's disease."
    Daisy: "Oh my god! That's wonderful news. How did you do it? Last time you tried, the ferals almost chewed you to bits."
    Robert MacCready: "I didn't do it alone. My friend here got me through Med-Tek. Now all I need to do is get the cure into Duncan's hands. Can you help me?"
    Daisy: "Of course, MacCready. You've saved my behind more than once, it's the least I can do. It's okay, you can trust me. I swear I'll get the cure to Duncan."
    The Sole Survivor: "What did MacCready do to help you out?"
    "Running a business in a town like Goodneighbor is a challenge. Let's just say I've had my share of unfriendly customers and MacCready's been there to help me handle the situation."
    The Sole Survivor: "If MacCready trusts you, that's good enough for me."
    Daisy: "I appreciate that. He's actually not so bad, once you get to know him. I'll get the sample on the first caravan leaving the Commonwealth. The driver owes me a few favors and he's reliable. It will arrive at your homestead in no time, MacCready."
    Robert MacCready: "Thanks, you're a doll."
    Daisy: "Hey, do me a favor. Take care of MacCready for me. He's one of the good ones."
    (Robert MacCready's and Daisy's dialogue)
  23. Winlock: "Can't say I'm surprised to find you in a dump like this, MacCready."
    Robert MacCready: "I was wondering how long it would take your bloodhounds to track me down, Winlock. It's been almost three months... don't tell me you're getting rusty. Should we take this outside?"
    Winlock: "It ain't like that. I'm just here to deliver a message."
    Robert MacCready: "In case you forgot, I left the Gunners for good."
    Winlock: "Yeah, I heard. But you're still taking jobs in the Commonwealth. That isn't going to work for us."
    Robert MacCready: "I don't take orders from you... not anymore. So why don't you take your girlfriend and walk out of here while you still can."
    Barnes: "What?! Winlock, tell me we don't have to listen to this shit..."
    Winlock: "Listen up, MacCready. The only reason we haven't filled your body full of bullets is that we don't want a war with Goodneighbor. See, we respect other people's boundaries... we know how to play the game. It's something you never learned."
    Robert MacCready: "Glad to have disappointed you."
    Winlock: "You can play the tough guy all you want. But if we hear you're still operating inside Gunner territory, all bets are off. You got that?"
    Robert MacCready: "You finished?"
    Winlock: "Yeah... we're finished. Come on, Barnes."
    (Barnes, Winlock's, and Robert MacCready's dialogue)
  24. The Sole Survivor: "Is there any other way to handle this?"
    Robert MacCready: "If there was, I would have done it already. To be honest, even if they took the money, there's no guarantee that they wouldn't change their minds later. Then I'd be completely broke and on the run."
    The Sole Survivor: "How many caps do you need?"
    Robert MacCready: "I'm not sure. Honestly, that's not even what concerns me the most. I'm wondering how I'm going to pull it off. Winlock and Barnes have a small army of Gunners with them at all times. They might decide to just keep the caps and put a bullet in my head for good measure. If I set up a place to meet them, I'm sure they'd roll in with everyone they've got. Unless... Maybe you and I could pay them a little visit and put an end to them before they realize what's going on. And before you get that look on your face, let me just say that I wouldn't even be asking if I didn't trust you."
    (Robert MacCready's dialogue)
  25. Robert MacCready: "This should send a message to the Gunners to stay off my back."
    The Sole Survivor: "You aren't afraid the Gunners will retaliate?"
    Robert MacCready: "The way these lunatics act, you'd think they would... but I know better. For the Gunners, it's always about the bottom line. They just lost this entire waystation and that cost them big. Besides, they have no way of knowing I was involved. Anyway, I guess I owe you a favor now. After all, you hired me but I'm the one that dragged you out here."
    The Sole Survivor: "A favor, huh. Can I decide later?"
    Robert MacCready: "Well, I don't like these things hanging over my head. Tell you what. I'm going to give you back the caps you paid me in Goodneighbor. I'll still stick with you because that was part of the original deal, but now we're even. There you go. I guess we're done here. Lead on, boss."
    (Robert MacCready's dialogue)
  26. Robert MacCready: "What the hell is was wrong with these doctors? How could they just switch off their morality?!"
    (Robert MacCready's dialogue)
  27. Robert MacCready: "All this high-tech equipment, and they still couldn't figure out how stupid it was to push the button."
    (Robert MacCready's dialogue) Note: This line is spoken when in Fort Hagen, specifically the command center, outside the gated main room next to the door.
  28. Robert MacCready: "Had a contract in Libertalia once... Raiders were so stupid, I was able to bluff my way in."
    (Robert MacCready's dialogue)
  29. Robert MacCready: "Let's pass on the fish. It gives me gas. You don't want that to happen."
    (Robert MacCready's dialogue) Note: This line is spoken when in the Mahkra Fishpacking basement store room.
  30. Robert MacCready: "I miss the Capital Wasteland's radio... Three Dog was a hell of a DJ."
    (Robert MacCready's dialogue) Note: This line is spoken when in the WRVR broadcast station control room.
  31. Robert MacCready: "You think that's impressive, you should see the one in downtown Washington D.C."
    (Robert MacCready's dialogue) Note: This line is spoken when at the base of the Bunker Hill monument.
  32. Robert MacCready: "All these books, and not even a single issue of Grognak?"
    (Robert MacCready's dialogue)
  33. Robert MacCready: "If I could only find the issue where Mastadonald and Skullpocalypse teamed up to fight Grognak, I'd have a complete set."
    (Robert MacCready's dialogue) Note: This line is spoken when at the shop floor of Hubris Comics.
  34. Strong: "This human good fighter. Almost as good as Strong."
    (Strong's dialogue)
  35. John Hancock: "MacCready, huh? That's a hell of a gun to have at your back."
    (Hancock's dialogue)


  1. 1.0 1.1 Fallout 3 Official Game Guide Game of the Year Edition p. 84: "Mayor Robert Joseph MacCready
    He has served as the mayor of Little Lamplight for twoIn-game spelling years (since he was 10), when he was chosen by the other residents due to his smarts, toughness, and the fact that he doesn't take guff from anyone. He has no fear of adults and is a perfect representative. He is belligerent, small (even for his age), very distrustful of adults, and willing to blow someone's head off to defend his young charges, but MacCready is also very loyal to those he considers friends."
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)