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This talk page is only for discussing improvements to the page "Fallout 3 quests."
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Main quest sectionEdit

I think we should have a main quest section as well as a side quest section. The side quest section should be divided by region or location where you receive the quest.Raptor1770 19:25, 29 October 2008 (UTC)

Why not. If you want to divide them, be my guest. Ausir 19:26, 29 October 2008 (UTC)
Well I'm new to wiki's, but I will do my best :D Raptor1770 19:55, 29 October 2008 (UTC)

What do you think of using this template?

Only 35 damn questsEdit

I was expecting a bit more... And more places to actually explore too. I got to 20 (max level) and picked the Explorer perk as my last perk only to find that I'd already been everywhere. Half the damn locations are minor landmarks that are irrelevant to anything such as all the damn power stations, drive-in movie places and parks. The game world is twice as big as Oblivion's, but with a quarter of the content. There's a lot of data found within the game to suggest more quests then are actually available too, such as Rivet City having some cash and ammo stored away to hire someone (obviously the player) to clear out the Mirelurks in the fore undersection of the ship (this info can be found on Dr. Li's computer terminal in her room under the Meeting Minutes). While the game is fun and looks fantastic, I am now underwhelmed as I've only had it for a week now and I've already done everything there is to do aside from maybe tidying up all the clutter in the world. A shame, since I've STILL not completed every little side quest in Oblivion, and I've also owned it from it's launch date. Let's just hope Beth is smart and releases a FO3 construction set so we can start seeing some user mods soon.

75.6.147.159 08:20, 5 November 2008 (UTC)

Damn agreed. If we're to compare FO3 with Oblivion and Morrowind, all I can say is, Morrowind was the biggest in my opinion, Oblivion felt smaller, but this... Fallout 3 really feels small, small like that you can see many click away on the map, so that it feels like you're somehow playing in a small room.
If we're to compare FO3 with FO2 and FO1, again, it feels smaller. FO2 and FO1 felt bigger because you weren't able to travel everywhere, you had to use your map to travel, and it was isometric so you were able to see only a portion of a map, so that it felt bigger, a lot bigger than FO3. Though, when you check the maps, FO1, FO2 and FO3 I mean, and compare them, the FO1 and FO2 game maps are vast bigger than FO3.
I've visited every doomstone, discovered every map marker, dealt with anything else in Oblivion, and I still feel you cannot find everything. On Morrowind, oh, joy, there was no fast travel, that was what made that game felt bigger than anything. And I miss the details from FO1 and FO2.
Goekhan 16:39, 8 November 2008 (UTC)
"Why walk when you can ride?" - Selvil Sareloth, Silt Strider Caravaneer, Morrowind. Not to mention that the game was about 4 times the size of Oblivion, but don't try to act like the game had no fast travel just because you were too lazy to use anything but the Oblivion EZ-mode fast travel.
Yes, yes... (Yawn)... And Daggerfall was HUGE compared to Morrowind, with too much quests involving travels across the world, and boats, and horses and carts and factions to join... It is just not the same game. Here it is supposed to be limited to a town and some suburbs, and limited to level 20 because without the DLC there is no freeplay after main quest. Once finished it can be replayed differently without investing 400+ hours like Morrowind. Most morrowind quests are just travel the country to go somewhere, give or take something to someone and get back to the quest giver. Not really exciting. Here there are less quests but they are more interesting. A different game, that's all.Croquignol 13:54, 26 May 2009 (UTC)

All of you are wrong! Oblivion is actually bigger than Fallout 3 OR Morrowind (Morrowind= about 16 sq. miles, Oblivion = about 22 sq miles), Morrowind seems bigger because of the small view distance, lack of fast-travel (Not regular travel) and massive amount of obscure dungeons (same goes for Oblivion). While I wish Fallout 3 had more quests, I think its locations are much better. They are each unique and most have their own story to tell, instead of just being a bunch of generic locations that you have no reason to visit. Quests IMO: F3 < M < O. Size (fact): M < F3 < O. Uniqueness IMO: O = M < F. Freedom IMO: F < O < M. Overall IMO: M < F3 < O--TheREALBloodscar 09:18, 1 June 2009 (UTC)

PS: Morrowind wasn't that big - GET OVER IT!!! --TheREALBloodscar 09:18, 1 June 2009 (UTC)

First off, Morrowind was bigger then Oblivion. You have those numbers backwards, according to Bethesda or Microsoft (official from one of them, forgot which) Cyrodill was about 16 square miles. Morrowind is larger. That's not the point though. I think Fallout is pretty vast, given the graphics quality and intricate details, which really go beyond either Oblivion or Morrowind, like random information from computer terminals and the like. There are tons of unmarked quests too, most of which are rather entertaining, even if not as long as the main quest and side quests. Truly exploring any of the three games would take a while, but despite it's size I think Fallout would take the longest. As for uniqueness, while both worlds are unique in their own way, keep in mind that Fallout wasn't created by Bethesda (though they did add a lot), whereas TES and the world of Tamriel was. Oblivion has less freedom then Fallout: for starters, there aren't nearly as many stupid un-killable characters around.
Fallout is also a more challenging game in my opinion, since the safety of traveling from A to B is greatly reduced (more creature encounters, less ammo, no quick way to get there if you haven't discovered it yet, and no quicker forms of travel like horses to let you outrun most dangers), the destination is often just as dangerous if not more dangerous then the journey (whereas, assuming you were not a wanted criminal, all the cities were safe in Oblivion. And if you were a wanted criminal, you could just pay to walk away), and health management is way more difficult (restoration spells and potions vs limited food and stimpaks, food increasing your radiation level). Further: you don't have to use fast travel. Seriously, stop complaining about it and just don't use it. Regardless of fast travel you still at least have to find everything in Fallout before traveling there, whereas Oblivion just let you travel to any of the major cities.
Quest wise I was a bit sad that Fallout lacked the side faction quests that made Oblivion so great, like the Dark Brotherhood and the Fighter's Guild (not listing all four). I am glad for the variety that replaces that though, with some very interesting and unique quests (though some Oblivion quests were also unique, like Shadow over Hackdirt and Through a Nightmare Darkly. With technology and post-apocolyptic factions thrown into the mix, Bethesda could have had a lot more in the ways of interesting quests). If you really think about it, actions didn't have consequences in Oblivion. Assuming you did the Fighter's Guild first, before your infamy skyrocketed, you could finish all the quests in one playthrough and people would hardly look at you any differently. You could even do the Mage's Guild stuff without being a Mage, just using scrolls (you could cast spells as an Orc too, which always bothered me. Bethesda didn't create a concept of magical ability with the races and skills with a magical focus, they just made magic specialists more powerful and gave some races more magicka then others). On the other hand, I disliked the main quest and frankly most side quests were repetitive. Fallout 3 has a repetitive questing style too: most of the early main quests are simply go into metro, navigate metro, leave metro, with some fighting and dialogue along the way. Frankly I haven't been awed by a game's overall quests in a long time, and neither Fallout nor Oblivion changed that. Both had some real interesting and unique quests, but I'm left wanting more (maybe this is a way to sell DLC).
Overall, Oblivion had way too many problems with it for me to like it better then Fallout 3. I love Oblivion, don't get me wrong, but in my opinion, Fallout 3 was a huge improvement on Oblivion, and ultimately a more enjoyable experience. Though, I do notice that a lot of the Fallout bugs are the same as the Oblivion bugs. I know it's an engine issue for several (clipping errors causing characters to disappear), but I'd still like to see a later release date with less patches. Dylnuge 22:58, 7 June 2009 (UTC)
Eh, to each his own. Also, by the way Oblivion IS bigger, both lore-wise and gamespace-wise. See http://www.uesp.net/wiki/File:TamrielMap.jpg. Also keep in mind that Morrowind the game takes place on the island of Vvardenfell, not the entireity of Morrowind. --Bloodscar 23:01, 20 July 2009 (UTC)
Did some research, I was wrong, Oblivion IS 16 sq. miles, but my reasearch yielded no data on the gamespace of Morowind. --Bloodscar 23:12, 20 July 2009 (UTC)

Main Quest - project impurity still missing (2008-2017)Edit

  • Main Quest – Walkthrough for all parts of the game's main quest.

Project Impurity needs to be added here. It looks like it used to be here on Wikia but was deleted for some reason. 4.248.32.91 03:19, 14 November 2008 (UTC)

I'm not sure if "Power Armor Training" is the proper reward for the "Picking Up the Trail" quest. Yes, you can get it, but it must be asked for rather than being automatically awarded. Perhaps a better reward description would be the location of Vault 87? Marstinson 00:53, 19 January 2009 (UTC)

Why not both! Adding Ash Nuke AshRandom (Talk) 04:02, 19 January 2009 (UTC)
I've moved Power Armor Training to The Waters of Life, because receiving the training is possible without doing anything during Picking Up the Trail. I agree that it might not really be a reward at all, since access to the Citadel and all Citadel services kind of covers it. Dylnuge 02:58, 13 June 2009 (UTC)

This section/discussion got sidetracked. Project impurity is a marked quest, it shows up on the pip boy. So it needs to be added. I've adjusted the title to draw more attention to op's suggestion. Hamming (talk) 22:20, May 1, 2017 (UTC)

I just had a look and I found Project Impurity no problem. Is there something specific we are missing? Sakaratte - Talk to the cat 22:26, May 1, 2017 (UTC)
I just added it to the quests table. Only the image file is missing now. If it even exists. Hamming (talk) 22:28, May 1, 2017 (UTC)

Side Quests by Region/AreaEdit

Quests are sorted by where they are assigned.

Each link would be populated with the appropriate information. I got the idea from http://www.uesp.net/wiki/Oblivion:Quests Let me know if this is a good idea to pursue. Raptor1770 20:51, 29 October 2008 (UTC)

Unlike UESP, in The Vault, we don't use the page prefixes for each game, especially that a lot of the stuff is common for all the games. And I think dividing the table into two - main plot quests and side quests is enough. Also, all quests related to a given location can be linked from the page about that location. Ausir 20:54, 29 October 2008 (UTC)
I did have difficulty finding the quest I needed. Quests should be grouped by the region where they are given. Perhaps give a subtitle for each locations and list the quests there. MStumm 2 November 2008.
The table does have a "location" field. I'll later make it sortable. Ausir 16:21, 2 November 2008 (UTC)
The problem is usually each location has only one or two marked quests. You can always check the actual location page, ie, Megaton for a list of quests, marked and unmarked alike, available there. Dylnuge 23:00, 7 June 2009 (UTC)

Additional Side QuestsEdit

I found another sidequest for megaton, im a little fuzzy in some of the details so I decided to talk about it instead of adding it. It first started by me entering the diner near the entrance of megaton the one owned by 3 people, there were logs that believed that one brother was stealing funds from the diner.

It also lead you to believe the doctor in the clinic might know something, when you visit the doctor there are two ways to get the information both of them are asking about people around town.

One way is to use your speech skill to get him to spill the beans the other is if you have a high medicine skill he will assume you as a fellow doctor so he spills the beans that the brother has a drug addiction to jet.

At night you can find the brother in the water tower back room, you can talk to him about the addiction and using your speech skill can convince him to quit. He then offers a choice of if he should tell his family or should the player. Upon finishing up he gives you a key to his stash which is a table that he sits by in the water tower back area, its filled with several drugs and useful items. dk3dknight 17:02, 31 October 2008 (UTC)

Maybe we should add another section for "minor quests" (smaller quests that don't appear in the Pip-Boy and are not connected with achievements)? 17:07, 31 October 2008 (UTC)
Thats a good idea, but im not sure you could really call it a quest if it doesnt appear in the quest section of your pip-boy. We could still call the section "minor quests" but i think we should include a disclaimer that no quest will appear in your pip-boy.Raptor1770 17:12, 31 October 2008 (UTC)
The part im not sure about did talking to the doctor start the quest or looking on the computer, the computer may not have been a required move, I also stole the 400 caps in the safe by the computer (the computer initiates the safe) im puzzled by this, the brother later seems relieved on his starting speech but he seems to still treat you poorly by his dialog boxes, which seems not to really match his new opinion of you. Unless im looking to far into this. dk3dknight 18:23, 31 October 2008 (UTC)

I was wrong this is part of the atom quest its listed as a optional part of the quest the concept was that the drugs would boost your skills.Dk3dknight 03:25, 5 November 2008 (UTC)


Over by the Ranger Compound there is a guy standing up on the second floor of an inaccessible building with a Wastelander cowering near the entrance to the alley. The guy up in the building is spouting all kinds of nonsense over a loudspeaker system and has the alley mined (3 Frag Mines and a couple of Mini-Nukes, unless I missed something). I've played it out three different ways:

  • Convince the Wastelander to go tell the guy to shut up. The guy detonates the explosives, killing both of them. I think there is a Karma loss with this.
  • Sneak up and collect the explosives. I've only managed to collect one Mini Nuke and two of the Frag Mines. Even with 100% Sneak, Recon Armor/Shady Hat and a Stealthboy, he always detonates the last two before I can collect them. Karma is kind of irrelevant when I'm dead.
  • Head-shot with a Sniper Rifle. Mines and Mini Nukes don't detonate, but the Wastelander still cowers at the alley entrance.

Does anyone know a different way to play this out? I haven't been able to talk to the guy myself because he sees me and detonates the explosives.Marstinson 19:30, 23 November 2008 (UTC)

Free Roaming Edit

Hey, does anyone know how far i can go into the main quest whilst still being able to free roam and take side quests? I heard once reaching a certain point you couldn't turn back? thanks a lot NukeSpammer 13:24, 2 November 2008 (UTC)

The last quest before you cant play anymore is "Taking it Back!". You can just tell Lyons you need more time and then go do as you please. But if you tell her your ready then there's no going back. You can't do anything at the citadel after that.
P.S. You can save before you start the quest, and then just play it out so you can see the end and then you can reload it. (i would make an extra backup save just in case.) --BrantZTerrorist

Main quest Edit

number of quests listed under main quests can be skipped, for example I totally skipped Rescue from Paradise with a speech check. I have heard other people have skipped GNR by finding Rivet City directly. I think those should be moved to side quests --Voidvector 15:36, 12 November 2008 (UTC)

I can confirm that GNR is optional. If you can go directly to Rivet City, all of the scientists have the "Have you seen my father?" dialog option regardless of where you are with the Main Quest. Taking that option with Dr. Li advances the "Following in His Footsteps" quest to the appropriate point, essentially closing the Moriarty and GNR questlines. I'm not sure if GNR can be followed after that by discovering Lyons and crew on your own or going to Moriarty directly, but taking the appropriate dialog option with Li will remove both from your Quests log. Since the game is pretty free-form and there are multiple ways to complete quests, I wouldn't call it a bug, but it's certainly annoying.Marstinson 19:47, 23 November 2008 (UTC)

Could someone please correct the Quest ID for GNR quest, it should be 00014e88 Anon 11:30, 20 May 2009

Several of the quests can be skipped using prior knowledge of the next quest (you can bypass Following in His Footsteps and GNR altogether and travel to Rivet City, or even glitch over the Citadel Gate and update the terminals about Vault 87). The only quests that the developers seem to have intended to be optional are GNR and Rescue from Paradise, as both can be skipped with a speech check (Rescue from Paradise can also be skipped with the Child at Heart perk). I'm a bit confused by the way quests are placed on the page, since GNR is listed as a Main Quest, whereas Rescue isn't. Since these are both essentially main quests that one might be able to skip, I think they should both be listed, as they are both encountered as part of the main storyline. However, it could be sensible to not list either, or place them in a separate "Possibly Optional Main Quests" category. Having them in different categories makes little sense, and having Rescue from Paradise in "Side Quests" makes basically no sense, as unlike GNR, this quest isn't even optional when skipped, just unavailable. 67.184.115.202 22:28, 7 June 2009 (UTC)

Linking QuestsEdit

Going off by what other gaming wiki's do, I believe each page for at least the main quests should have links to the previous quest, next quest, and a link to return to the Quests page at either the top, bottom, or the info box. Ill be glad to add them. Matt3d 10:49, 14 November 2008 (UTC)

Quest NamesEdit

Should quests be listed by their name or by the achievement you get for completing them? I'm rather in favor of listing them by name since PS3 players don't get achievements, nor do PC players if they aren't logged in to Live. In general, I look on achievements as being a platform-dependent thing rather than a game thing. Marstinson 05:41, 7 December 2008 (UTC)

Missing quest on list: "Continuing the search"Edit

I haven't checked this later, but my recollection is that when I killed Three Dog without being told where Dad was, I failed the GNR quest and was given a new quest with a name like "Continuing the search". (OK, I tried to use the Mesmetron on him. My followers actually killed him.)

Keller Family TranscriptEdit

I added the Keller Transcrript search. I kinda felt it missing on the list--89.59.116.216 17:38, 9 February 2009 (UTC)

What Makes a Quest? Edit

I was looking at all the "unmarked quests" and thought, "How many of these are actually quests and not just events?" Honestly. I think the ones that have XP rewards are the only ones that should be considered quests. Think about the word quest. It implies some sort of journey or search for something doesn't it? Especially the "Preacher" quest. Most people stumble upon him and deal with him then and there. It's a cool little extra in the game, but does that really make it a quest? If killing something or disarming a trap is worthy of XP, then shouldn't EVERY quest give XP? All the marked ones do. Anyways, I'd like to get a few opinions before I start taking quests off the list, but if it takes too long I'll just assume no one cares and do it anyways. I'm sure they'll just undo the edit if they have a problem ;). So yeah, what do you guys think? What really makes a quest a quest? --TheREALBloodscar 09:28, 1 June 2009 (UTC)

I agree that cleanup is needed. Porter21 indicated on my talk page that they referenced the Official Guide and added the unmarked quests that the wiki was missing. This is how I think we should proceed:
  • Bittercup Runneth Over - move to the "Repeatable quests" section (it keeps going forever afaik)
  • Biwwy's Wazer Wifle - Remove from the page entirely
  • High Plains Drifter - Remove from the page, add to a Unique Hostile Encounter page (see below)
  • The Preacher - Remove from the page, add to a Unique Hostile Encounter page (see below)
  • Add the Shalebridge Ants to Unmarked Quests (and think of a clever name for it and make it a page)
The Unique Hostile Encounter page would be exactly that. Enemies in a fixed location that are not part of a quest. Examples would be: The Preacher, High Plains Drifter, and The Roach King.
-- JazzX Talk 01:12, 13 July 2009 (UTC)
Well, the main issue is that the guide calls everything which is a bit unusual a freeform quest when a lot of it really is not.
In my opinion, the articles in question should be merged, not simply removed from this overview page (there's really no sense in that if the articles remain present). To answer Bloodscar's original question, I disagree that an XP reward should be the deciding factor whether something should be considered a quest; XP are just one sort of reward and something which results in another reward like good karma, money or items is a quest just as well. Besides, if that were the criterion, we could pretty much delete the whole list, there are only about 3 unmarked quests which give an XP reward (not counting repeatable ones).
I'm open for a set of criteria but I find it hard to come up with some. Personally I think a quest should involve more than simply talking to one person and choosing the right dialogue options and there should be a reward.
Anyway, some of the stuff is really too minor to have its own article in either case. Necessary merges from my point of view:
Quest I'm undecided about:
Finally, Shalebridge Ants. Not really a quest either imo, you don't get anything for injecting the eggs and otherwise it's a dungeon crawl like any other with a rare enemy (Ant Queen) involved. -- Porter21 (talk) 23:28, 20 July 2009 (UTC)
Yeah, that looks like a pretty good list to me. We should probably get a couple more opinions before we make drastic changes to the article. After that I just need to get together the will to merge the articles... *sigh* --Bloodscar 15:26, 21 July 2009 (UTC)
Wow, that's obviously way more aggressive than I was thinking, but looking at what that leaves I really like it. And I completely agree that Shalebridge Ants don't belong given the direction we're discussing here. I think we could also merge the following:
I also second the idea of merging The Runaways. But I don't know how to feel about A Nice Day for a Right Wedding. It's not that involved, but it is a fricking buggy mess and a pain to see all the way through, its kind of nice having a seperate page detailing how the stupid thing is supposed to work.
The two I'm unsure of:
I conceded that both of these are more involved than the other quests we've indentified so far, so I'm unsure. And in case anyone else finds it helpful to see things spatially, I made User:JazzX/UnmarkedQ -- JazzX Talk 00:31, 22 July 2009 (UTC)
Well, based on the general unsureness (myself included) on Nice Day For a Right Wedding, I think we should leave it alone until we can have a good, firm sense of where it belongs. --Bloodscar 00:52, 22 July 2009 (UTC)
  • 300 Pieces of Silver I'd agree with, seeing as you can only do the quest as long as you haven't finished "Following in his Footsteps".
  • Not sure about Gallows Humor, the reward is pretty substantial; I'd leave that as is.
  • Leo's Drug Habit is probably borderline but personally I'd leave it - it has some sort of quest progression (find out that he's addicted, find out where to find him etc) and different outcomes.
  • Slave Hunt - possibly, would like to hear other opinions.
  • Election Day - I'd leave it simply because of the number of NPCs involved; if we don't have it as an own article, we'll just have the repeating and/or conflicting info on various NPC pages.
  • Cherry's Freedom - I think you can do this completely independent from You Gotta Shoot 'Em in the Head (I'd need someone to confirm though). Obviously, it's one way to get at the key but you can also do it without getting the key or having the quest at all. I'd merge it with Cherry rather than the quest article. -- Porter21 (talk) 17:30, 22 July 2009 (UTC)
Well everyone, I decided I'm not going to make the edits because I just don't have the time and patcience, and I'm becoming less frequent on the wiki, so it's probably never going to get done by me. I think it should be done, and needs to be done, so to whoever does do it (if anyone does), hats off to you. --Bloodscar 06:47, 23 August 2009 (UTC)
Took a while, but got finally round to doing it :-) -- Porter21 (talk) 17:25, February 20, 2010 (UTC)

Missing Quest? Edit

By the way you missed out a repeatable quest. It is given by Winthrop in The Underworld and required 5 pieces of srcap metal for a health related award- wither a Stimpack, Rad Xor Rad Away.

It's listed as "This Old House" under repeatable quests.-- JazzX Talk 00:17, 13 July 2009 (UTC)

About the names... Edit

Which source identifies the names of the unmarked quest, as Fallout 3 doesn't do it? Should it be mentioned in the article?--Kreivi Wolter 13:31, November 11, 2009 (UTC)

I don't think it's terribly necessary to mention it. The names for the main game's unmarked quests come from the Fallout 3 Official Game Guide, the names for the add-on quests are our own inventions. -- Porter21 (talk) 13:13, November 13, 2009 (UTC)

New unmarked quest ?Edit

I have some issue to describe the quest for 2 reasons :

1/ I'm french and i have the french version of the game. So i cannot transcript information, as they will be different in the english version.

2/ I found the original message a looooooong time ago, so I don't remeber where.


Anyway, I got a message from « john » to « billie » who are brothers. He says that he regrets what he have done and he tells about some stuff that you can find near Bethesda, in an old bus. He deals also with « loreen » saying he loves her.


You can actually find a box in a bus in the « car graveyard » (sorry, I don't know the name in englush :/) in the nord west of it names « Johnny's box » or something similar (malle au trésor de Johny in french) with three books in it. —Preceding unsigned comment added by 62.107.65.211 (talkcontribs). Please sign your posts with ~~~~!

That's the random encounter "More Than Just Scrap". It's listed on Fallout 3 random encounters. -- Porter21 (talk) 08:53, March 19, 2010 (UTC)

missing side quest Edit

the side quest Rescue From Paradise is missing from this page just thought i let y'all know —Preceding unsigned comment added by GuestForeverX (talkcontribs). Please sign your posts with ~~~~!

The game considers it to be a main quest; it's listed in that section. -- Porter21 (talk) 08:53, March 19, 2010 (UTC)

Minor Changes and Slight Tidy Up Edit

Hi there, first time posting on a Wikia and was just wondering if anyone would mind me making a few minor changes to the page to make it more clear what you need for quests / receive as rewards?

Current I find some of the information is quite vague. A couple examples:

  • Strictly Profitable : Bring; slaves. Receive; caps.
  • This Old House : Bring; scrap metal. Receive; trade 5 pieces of scrap metal for a stimpack, Rad-X, or Rad Away.

Change to:

  • Strictly Profitable : Bring; 1 Slave. Receive; 250 Caps
  • This Old House : Bring; 5 Scrap Metal. Receive; 1 Stimpack / Rad-X / Rad Away.

I'd also like to specifically note how much of an item you need to bring, even it is only 1. For example on 'I Want to Drink Your Blood' we have 'Blood Pack' = '15 Caps'. I know just saying Blood Pack has defined it as 1 but to make it more clear; '1 Blood Pack' = '15 Caps'.

And lastly I'd like to change the commas (,) to plus (+) or slash (/) signs. Once again to make it clearer exactly what you get getting or need.

What do people think of these purposed changes? If you are happy with the way it is now I'll leave it, just thought doing this would tidy up the lists a bit more.


cnutard (93.97.99.166 14:36, April 7, 2010 (UTC))

Unmarked quests Edit

Why do we call them "unmarked quests"? In the Fallout 3 Official Game Guide they are never called that, they are known as "Freeform quests". I suggest changing all references to "unmarked quests" to "freeform quests". Telos 10:09, April 22, 2010 (UTC)

While I find no fault with your logic, I'm afraid social inertia is working against you. Everyone who uses this wiki already knows them as "freeform quests" and refers to them as such, so "freeform quests" they will stay.205.188.116.136 04:18, June 30, 2010 (UTC)

Add note to Unmarked Quests Edit

I think a note should be added after it says that unmarked quests don't give achivements that Mill Worker is an exception. i'd do it myself but apparently the page is edit protected. Fontainefisheries 11:38, July 6, 2010 (UTC)