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Born in the Capital Wasteland to parents he never knew, MacCready became the head of the Little Lamplight children's colony in 2274, when he was only ten years old. 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. MacCready's coup resulted in him becoming mayor.[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.
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. 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. She gave him a carved toy soldier in return, something he always kept on himself regardless of where he went.
Lucy and MacCready had a son, Duncan, but Lucy was killed by feral ghouls. He made a promise to Duncan to clean up his act and be a better person, starting with swearing off cursing. 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. Every doctor he talked to had never heard of the disease and was at a loss as to how to help the child.
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. MacCready broke ties with them in summer of 2287 and resumed his career as a freelance contractor.
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. 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.
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. 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.
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. 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. With their help, MacCready could make enough of a dent in the Gunner bottom line to force them to back away.
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 and he is not a fan of people from before the Great War, on account of them bringing the nuclear holocaust down on Earth.
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. The latter includes eating fish, which tends to make him less-than-pleasant company.
On a more personal side, MacCready misses a lot of features of living in the Capital Wasteland, including Galaxy News Radio with Three Dog and the monuments of downtown D.C. He also collects old Grognak the Barbarian comic books, picking through the ruins in search of issues to complete his collection. As of 2287, the collection is almost complete, only missing the issue where Mastadonald and Skullpocalypse teamed up to fight Grognak.
Interactions with the player character
|This character is essential. Essential characters cannot be killed.|
|This character starts quests.|
|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.
|This character is essential. Essential characters cannot be killed.|
|This character is a permanent companion. They grant the Killshot perk.|
|This character starts quests.|
|This character is romanceable.||
- 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|
|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||""|
|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||""|
|Libertalia||"Libertalia, huh? Well, if you ever wanted to throw a party for a few dozen Raiders, this would be the place."|
|"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||""|
|Sentinel site, bomb storage room entrance||""|
|Sentinel site, gantry||""|
|Sentinel site, exterior entrance||""|
|Ticonderoga, penthouse foyer||""|
|Old North Church, catacombs||""|
|Old North Church, nave||""|
|Hubris Comics, shop floor||""|
|Hubris Comics, top floor studio||""|
|Yangtze-31, walking into the engine room"||""|
|Yangtze-31, submarine engine turned on"||""|
|Starlight Drive-In, in the projection room||""|
|Starlight Drive-In, at the screen||""|
|Wilson Atomatoys corporate HQ, Arlen Glass' office||""|
|Wilson Atomatoys corporate HQ, foyer display||""|
|West Everett Estates, backyard bunker||""|
|Walden Pond, just in front of said cabin.||""|
|Milton General Hospital, basement morgue||""|
|Milton General Hospital, waiting foyer||""|
|Vault 95, Overseer's office||""|
|Museum of Witchcraft||""|
|Museum of Witchcraft||""|
|Vault 75, combat training room||""|
|Vault 75, entrance||""|
|Vault 114, entrance construction||""|
|Vault 111, cryonic stasis room||""|
|Vault 114, exterior tunnel construction||""|
|Trinity Church, theatrical rigging||""|
|Trinity Church, nursery||""|
|Thicket Excavations, near the waters edge; before the conclusion of the quest Pull the Plug.||""|
|Gwinnett Brewery, brewing floor||""|
|Combat Zone, front row||""|
|Boston Common, just in front of the APC||""|
|South Boston military checkpoint||""|
|Skylanes Flight 1981||""|
|Sandy Coves Convalescent Home, captain's room||""|
|Rocky Narrows Park, at the playground||""|
|Robotics disposal ground, in front of the sentry bot||""|
|Revere Beach station, end tunnel raider encampment||""|
|Ranger cabin, inside, next to the skeleton||""|
|Quincy ruins, Freeway stronghold bridge to roof catwalks||""|
|Quincy ruins, southeast entrance||""|
|Boston Police rationing site, in front of the trailer kiosk||""|
|Poseidon Energy, generator room - the part past the raider defenses.||""|
|Fiddler's Green Trailer Estates, entrance||""|
|Natick power station||""|
|Nahant Oceanological Society, second floor||""|
|Nahant Oceanological Society, research laboratory||""|
|Gorski Cabin, root cellar workshop||""|
|University Point, just inside the gate||""|
|Mass Fusion disposal site||""|
|Mahkra Fishpacking, basement store room||""|
|Longneck Lukowski's Cannery, after being locked in the basement||""|
|Longneck Lukowski's Cannery, cannery cutting room||""|
|Vault 81, observation room||""|
|Libertalia, at the top of the main structure||""|
|Kingsport Lighthouse, at the top beacon||""|
|WRVR broadcast station, control room||""|
|Jamaica Plain, treasure room||""|
|Jamaica Plain, security room||""|
|Jalbert Brothers Disposal, at the barn with the barrels||""|
|Super-Duper Mart, front counters||""|
|Irish Pride Industries shipyard, at the corpse of Rory Rigwell||""|
|Cambridge crater, edge||""|
|Hub City Auto Wreckers, while on the crane||""|
|Hester's Consumer Robotics, entrance: showroom floor||""|
|Fort Hagen, command center – outside the gated main room, next to the door||""|
|Greater Mass blood clinic, basement storage||""|
|Atom Cats garage, unable to determine due to bugged content.||""|
|Gunners plaza, cafeteria – before the staircase||""|
|Gunners plaza, main entrance of the atrium writer's room||""|
|When walking on a mirelurk infested beach, between Reeb Marina and Gibson Point Pier.||""|
|General Atomics factory, quality assurance test chamber||""|
|Back Alley Bowling, at the lanes||""|
|General Atomics Galleria, at the gate||""|
|Fort Strong, sublevel in the room before the main mini nuke storage room.||""|
|West Roxbury station, platform||""|
|Federal Surveillance Center K-21B, gantry overlook||""|
|Faneuil Hall, the hall||""|
|Concord civic access, main pipe room||""|
|Fairline Hill Estates, at the fortified house||""|
|Fairline Hill Estates, at the entrance to the cul-de-sac||""|
|Easy City Downs, northern corner fence hole to the racetrack, next to the stands||""|
|East Boston Preparatory School, third floor torture chamber||""|
|Parsons State Insane Asylum, gardens||""|
|Parsons State Insane Asylum, tech lab||""|
|Parsons State Insane Asylum, entrance||""|
|USS Constitution, after quest the completion of the quest Last Voyage of the U.S.S. Constitution||""|
|Weatherby Savings & Loan, before the completion of the quest Last Voyage of the U.S.S. Constitution||""|
|D.B. Technical High School, basement – after killing Bosco or at the throne||""|
|Croup Manor, basement||""|
|Crater House, edge of crater||""|
|Corvega assembly plant, entrance of the assembly line room||""|
|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.||""|
|Chestnut Hillock Reservoir||""|
|Shaw High School, cafeteria||""|
|Charles View Amphitheater||""|
|Cabot House, laboratory||"What the heck's with all this science junk? Something isn't right here."|
|Cabot House, living room||""|
|Bunker Hill, base of the monument||""|
|Breakheart Banks, at the building||""|
|Boston Public Library, hall where defenses are||""|
|Boston Public Library, main entrance||""|
|Boston mayoral shelter, at the basketball court||""|
|Beantown Brewery, bottling room floor||""|
|Fallon's Department Store (West Roxbury township), by the fountain||""|
|Fallon's Department Store (West Roxbury township), by the escalators||""|
|Joe's Spuckies sandwich shop, speakeasy stairway||""|
|The Switchboard, the foyer of the agency||""|
|BADTFL regional office, evidence lockup||""|
|Museum of Witchcraft, underground||""|
Fallout: The Board Game
|The following is based on information from 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.
|End of information based on information from Fallout: The Board Game|
- Fallout 3
- * Unlike the other Little Lamplight characters, there's no interaction possible with his inventory when trying to pickpocket him.
- Fallout 4
- "Just give it a shot, mungo. You'll see plenty of my adult-sized stones when I'm pissing on your grave."
- "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."
- "Don't take another step, or we'll blow your fucking head off!"
- "Stay in line and everything'll be a-oh-fucking-kay."
- "Stay away, mungo, I don't wanna catch old from you!"
- "And what about you? How do I know I won't end up with a bullet in my back?"
- "Walk a hundred miles if I knew there were a pile of caps waiting for me at the end."
- "Look pal. If you're preaching about the Atom, or looking for a friend, you've got the wrong guy. If you need a hired gun... then maybe we can talk."
- "Let's be careful. No human being would possibly pile books this way."
- "Never been in a plane before. Highest I ever got was taking a hit of Psycho."
- "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."
Behind the scenes
- player.moveto 0000313b. 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
- 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]
- prid 000185d5 followed by moveto player. [verified] 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
- ResetQuest 00014e8c and go to the Citadel to start the quest again. [verified] 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
- prid 0002a8a7 followed by moveto player will bring MacCready to the player, but does not correct the issue. [verified] 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
- 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]
- 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 two 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)