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 quests
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 one
Act one 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 two
The beginning of act two is heralded by the arrival of the Prydwen, opening up the majority of the Brotherhood of Steel quests.
Icon | Name | Location(s) | Given by | Reward | Form ID | Editor ID |
---|---|---|---|---|---|---|
Dangerous Minds | Memory Den Kellogg's memories |
Nick Valentine | 300+ XP | 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 selected by the player to build The Teleporter Rocky cave |
400+ XP | 000B1752 | MQ206 | ||
Institutionalized | The Institute | Father | 400+ XP | 000229EC | MQ207 |
Act three
Act three begins when the Sole Survivor acquires the ability to fast-travel to and from the Institute at the end of Institutionalized. At this point, the main quest's structure splits into four different branches, one for each of the four main factions. Certain events in those factions' quests can make other factions hostile to the Sole Survivor, thus locking them from those branches and failing all of that faction's 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 Institutionalized:
- Synth Retention (The Institute branch) - starts automatically.
- From Within (Brotherhood of Steel branch) - given by Elder Maxson if the player completed Show No Mercy, or was already given 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 was already given 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 was already given 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 | |
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 | |
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 | |
Out of the Fire | Finch farm Saugus Ironworks |
Preston Garvey Abraham Finch Jake Finch |
300+ XP Finch Farm as a settlement Shishkebab |
00026340 | DN121 | |
Troubled Waters | Graygarden Weston water treatment plant |
Supervisor White or Preston Garvey |
200+ XP ~100 caps Graygarden as a settlement |
000482CD | DN151 | |
Sanctuary | Sanctuary Hills | Sturges | 150+ XP | 0005DEE4 | Min01 | |
The Sight | Sanctuary Hills | Mama Murphy | Revelations on the Sole Survivor's future. | 000EBE71 | MQ00MamaMurphy | |
Radiant quests | ||||||
Clearing the Way for (Locationname) | Radiant locations | Preston Garvey A local settler |
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 | |
Kidnapped Trader at (Locationname) | Radiant locations | Preston Garvey Radio Freedom |
0003E0C1 | MinRadiantOwned03ChangeLocOnly | ||
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 | |
Suspected Synth at (Locationname) | An established settlement | 00109D73 | MinRadiantOwned10ChangeLocOnly | |||
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
Secondary quests
These are non-affiliated secondary 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.
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 quests can actually be triggered and, if so, added to the Minutemen radiant quests section)
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 miscellaneous quests associated with settlements.
Form ID | Editor ID | Comments |
---|---|---|
000A1412 | MinRadiantOwned01 | Raiders have been threatening <Alias=ActualLocation>. I should do what I can to build up their defenses before it's too late. |
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. |
Add-on quests
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 | |
Radiant quests | ||||||
Rogue Robot | The Mechanist's lair Radiant location |
The Mechanist Ada |
300+ XP | xx003E8A xx00AF4D xx00AD50 xx00AF4C xx00AF51 xx003E8F xx00D5FC xx003E90 xx008508 |
DLC01MQPostQuestRadiantAssault01 DLC01MQPostQuestRadiantAssault02 DLC01MQPostQuestRadiantAssault03_Min DLC01MQPostQuestRadiantAssault03_Inst DLC01MQPostQuestRadiantAssault03_BOS DLC01MQPostQuestRadiantScene_01 DLC01MQPostQuestRadiantScene_02 DLC01MQPostQuestRadiantTravel_01 DLC01MQPostQuestRadiantTravel_02 |
Far Harbor
These quests are only 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 88 300+ XP |
xx0043E5 | DLC06MQ01 | |
Better Living Underground | Vault 88 | Overseer Barstow | Vault 88 as a settlement 300+ XP |
xx00480B | DLC06MQ02 | |
A Model Citizen | Vault 88 | Overseer Barstow | 350+ XP | xx004840 | DLC06MQ03 | |
Explore Vault 88 | Vault 88 | Overseer Barstow | 300+ XP | xx004F65 | DLC06MQ04 | |
Power to the People | Vault 88 | Overseer Barstow | 350+ XP Power Cycle 1000 as a settlement object |
xx004A7E | DLC06E01 | |
The Watering Hole | Vault 88 HalluciGen, Inc. |
Overseer Barstow | 350+ XP Soda fountain as a settlement object |
xx004AD5 | DLC06E02 | |
Vision of the Future | Vault 88 | Overseer Barstow | 350+ XP Phoropter as a settlement object |
xx004F72 | DLC06E03 | |
Lady Luck | Vault 88 | Overseer Barstow | 400+ XP Slot machine as a settlement object Legend of Vault 88 |
xx005117 | DLC06E04 | |
Overseer's Most Wanted | Any settlement | Vault-Tec Population Management System | Location of companions | xx003DE1 | DLC06CompanionTracker |
Nuka-World
These quests are only 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 | 200+ XP Access to Nuka-World |
xx000800 | DLC04MQ00 | |
Taken for a Ride | Nuka-station, Nuka-World access tunnels, Cola-cars arena | RedEye | 500+ XP Full set of Overboss power armor Title of Overboss of Nuka-World |
xx000801 | DLC04MQ01 | |
An Ambitious Plan | Fizztop Grille Bradberton Amphitheater Fizztop Mountain The Parlor |
Porter Gage | 400+ XP Porter Gage as a companion (Optional) The Problem Solver |
xx000802 | DLC04MQ02 | |
The Grand Tour | Kiddie Kingdom World of Refreshment Dry Rock Gulch Safari Adventure Galactic Zone |
Porter Gage | 400+XP | xx000803 | DLC04MQ03 | |
A Magical Kingdom | Kiddie Kingdom | Oswald the Outrageous | 400+ XP Oswald's tophat Sword of Wonders Control of Kiddie Kingdom (Optional) Magician's tuxedo |
xx03684F | DLC04_KiddieKingdomMain | |
A World of Refreshment | The World of Refreshment | Discovering the World of Refreshment | 350+ XP Control of the Nuka-Cola bottling plant |
xx03684E | DLC04_BottlingPlantMAIN | |
High Noon at the Gulch | Dry Rock Gulch | Discovering Dry Rock Gulch | 400+ XP 200 caps Cowboy hat Western outfit Western revolver Control of Dry Rock Gulch |
xx0431AB | DLC04DryRockGulch | |
Safari Adventure | Safari Adventure | Cito | 400+ XP Control of Safari Adventure (Optional) Cito's Shiny Slugger |
xx0260E2 | DLC04SafariAdventureQuest | |
Star Control | Galactic Zone | Discovering the Galactic Zone | 400+ XP Control of the Galactic Zone |
xx01E34A | DLC04GZMainQuest | |
Home Sweet Home | Nuka-World | Porter Gage | 500+ XP Wasteland Warlord perk Rank 2 |
xx000804 | DLC04MQ04 | |
Power Play | The World of Refreshment, Fizztop Mountain, The Parlor, Bradberton Amphitheater | Shank | 400+ XP 2 of the following gang perks Ace Operator perk,Chosen Disciple perk, or Pack Alpha perk Electricity to Nuka-World |
xx000805 | DLC04MQ05 | |
Side quests | ||||||
Amoral Combat | Nuka-Town USA, Cola-cars arena | Fritsch | 75+ XP Loot from challenger's corpse Aeternus (Rogue knight) |
xx039262 | DLC04SettlementFF01 | |
Cappy in a Haystack | Nuka-Town USA Fizztop Grille Dry Rock Gulch Galactic Zone Kiddie Kingdom Safari Adventure World of Refreshment |
Sierra Petrovita | 400+ XP Nuka-nuke launcher or Nuka-World jumpsuit |
xx000806 | DLC04MS01 | |
Open Season | Bradberton Amphitheater Fizztop Mountain The Parlor Nuka-Town market Nuka-World power plant |
Preston Garvey or Mackenzie Bridgeman | 600+ XP | xx027704 | DLC04RaiderKickout | |
Precious Medals | Nuka-Town USA Dry Rock Gulch Galactic Zone Kiddie Kingdom Safari Adventure World of Refreshment |
N.I.R.A. | 75+ XP Nuka Cola Dark Nuka Orange Nuka Cola Quantum |
xx03AC61 | DLC04SettlementFF02 | |
Trip to the Stars | Hubologist's camp Vault-Tec Among the Stars Nuka-World junkyard |
Dara Hubbell | 450+ XP 200/250/300/350 caps Hub's Alien Blaster 10 alien blaster rounds (Optional) 100 alien blaster rounds |
xx000807 | DLC04MS02 | |
Radiant quests | ||||||
A Goods Defense | Random questgiver | 75+ XP ~250 caps |
xx02191C | DLC04_RQ_DefendCache | ||
A Permanent Solution | Random location | Random questgiver | 75+ XP ~250 caps |
xx017F46 | DLC04_RQ_KillRivalBoss | |
Cache-ing In | Random location | Fritsch Mason Nisha Mags Black |
75+ XP ~250 caps |
xx00B170 | DLC04_RQ_StealCache | |
Capture | Random location | Shank | 75+ XP | xx00DB37 | DLC04RaidWipeOut | |
Claiming the Commonwealth | Random location | Triggered following Home Sweet Home | xx032A4A | DLC04MQ04_RaiderOutpostTracker | ||
Cleaning House | Random location | Triggered following Power Play | xx04990A | DLC04MQ05Cleanup | ||
Clear Out | Random location | Shank | xx014352 | DLC04RaidChaseOff | ||
Collaring Outside the Lines | Random location | Nisha Mags Black Mason |
75+ XP ~250 caps |
xx032A66 | DLC04_RQ_CollarTroubleMaker | |
Park Population Handler | 5 Nuka-World attractions | Five tribute stashes | xx0447E8 | DLC04ParkPopulationHandler | ||
Shake Down | Random location | Shank | 75+ XP | xx019088 | DLC04RaidCoerce | |
Subdue | Random location | Shank | xx016E18 | DLC04RaidSubdue | ||
Taking out the Trash | Random location | Random questgiver | 75+ XP ~250 caps |
xx0322DA | DLC04_RQ_KillTroubleMaker | |
Under the Collar | Random location | Mags Black Nisha Mason |
75+ XP ~250 caps |
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.