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The Sight

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The Sight is a Minutemen side quest in Fallout 4.

Quick walkthroughEdit

Minutemen side quest: The Sight
Talk to Mama Murphy about her visions.
Bring her jet.
Reward: a vision.
Build Mama Murphy's chair.
Bring her Mentats.
Reward: a vision.
Bring her Med-X.
Reward: a vision.
Bring her Buffout.
Reward: a vision.
Bring her Psycho.
Convince Mama Murphy to give up chems.
Reward: a vision.
Reward: Watch Mama Murphy overdose.
Reward: Keep Mama Murphy alive.

Detailed walkthroughEdit

Mama Murphy insists that she can see the future while under the influence of chems and asks the Sole Survivor to procure some for her. She will ask for Jet, Buffout, Mentats, Med-X and Psycho, as well as asking for an extra-padded chair called Mama Murphy's chair. The chair can be built via the settlement construction menu, but can only be built once, and only in Sanctuary.

After each dose of chems, Mama Murphy will have a vision about the Sole Survivor's future. There are 12 possible visions that she can have dependent on which stage of the main story is currently active and which factions the Sole Survivor has joined. Some of these visions offer alternative solutions to various quest objectives, such as where to find a key to Kellogg's house during the quest Getting a Clue. It is also possible for her to fail to have a vision, generally if the main story line has been completed. Mama Murphy will only reveal five visions before she overdoses on Psycho and dies, after which the Sanctuary settlers will gather around her in mourning.

Alternatively, the Sole Survivor may pass one of two hard Charisma checks to convince her to give up chems entirely, at which point she will lose the Sight and no longer offer this service.

VisionsEdit

Diamond City holds answers, but they're locked tight. You ask them what they know, but people's hearts are chained up with fear and suspicion. But you find it. You find that heart that's gonna lead you to your boy. Oh, it's... it's bright. So bright against the dark alleys it walks. That's... that's what you need to do, kid. Follow the signs to the bright heart.

— Used in Jewel of the Commonwealth, directs to Valentine Detective Agency.

You're looking for a man. He can help you, but he ain't gonna be the man you expect. He's somewhere... deep... and dark. Surrounded by folks with nothin' but cruel intentions. But there's... an echo... Something in the past that can help you. When you meet the fat man, and the angry woman, tell them to "remember the Quarry and Lilly June on the rocks", and they'll let you and your friend pass.

— Used in Unlikely Valentine, adds a dialogue option which avoids the fight with Skinny Malone.

You're on the trail of the man who took your boy. I see a house. Locked up tight. Chains put on by a smiling shark. But there's another way. I can see it. A key. Lost and forgotten. Fallen down below. Search the chairs beneath the house. They hold the secret.

— Used in Getting a Clue, where Kellogg's house keys can be found in a stands chair located under his house.

You walk into a house. The man who owns it has secrets. But he's no fool. He hides everything in a closet with no doors. But I see him, kid. He's sitting down. Brought out the red toolbox and the coffee. Then he reaches beneath where he's working, and the closet opens.

— Used in Getting a Clue, shows the location of the button for Kellogg's secret room.

I can only see that you're on the right path. If you had any doubts in your mind, you shouldn't. The man you're after. He's the one. He wears all the pain he's caused like a shield. Be strong, kid. The Sight's getting... foggy... but your energy is glowing brighter than you know. You can win this. He can't hurt you anymore.

— Used in Reunions, gives a 25% damage reduction to all attacks Kellogg does to the Sole Survivor.

You're walking into a sea, but it's not water you're afraid of drownin' in. It's something... invisible... but... radiant... It burns everything in it, but... no... I can feel them. There's people. Calling out to something. Chanting. They can show you the way... but... they're so hard to read... Be careful around them, kid.

— Used in The Glowing Sea, warning of the presence of the Children of Atom located at Crater of Atom.

I see you... the mighty hunter... only what you're hunting ain't an animal, or a man. It's something different. Maybe something more than human. But... what's this? I see a man in a white outfit. Standing over your prey. And he says something... it's hard to make out... But I'm tryin' kid... He says "Z2-47, initialize factory reset. Authorization code Zeta-5-3-Kilo"... Then he falls... And he's still...

— Used in Hunter/Hunted, adds a dialogue option to shut down Z2-47 and avoid the fight.

I see you surrounded by outstretched hands. Everyone needs your help, kid. Everyone wants you to see things their way... And whether you want it or not... You're gonna have to decide which ways of life keep going in the Commonwealth... and which end...

— Used after Hunter/Hunted, before the Sole Survivor chooses a faction to side with.

You're wearing a lab coat. You're standing with... men of science. Visionaries. Brilliant but misunderstood. I see a land marked up, like a great experiment. Each test a new beginning. Each sacrifice an acceptable loss. You will not be loved, but you will save humanity. However you choose to define it.

— Refers to The Institute

You're wearing a suit of steel and energy. You're standing with... your brothers. Your mission. Accomplished. I see a land secured, contained. Dangerous objects taken from those who don't understand. Those who can't be trusted. You are the uniform, and you wear it well. And your rank and chain of command protect you better than the thickest armor.

— Refers to the Brotherhood of Steel.

You're wearing a mask. You're standing with... outcasts. The underdogs. The lanterns in the dark. I see a world that will never know your sacrifice. You have led the enslaved to freedom, but they must still hide from those who don't understand. But you'll be there for them. You'll see their humanity when no one else will. You'll be their guardian in the shadows.

— Refers to The Railroad.

You're standing with... the people. Working together. United. I see a land filled with hope again. Fear falls away as the brave step forward to join the ranks. You're a hero. A symbol for a better world. Our world.

— Refers to the Commonwealth Minutemen; if the player sides with another faction, this vision can be gained after the vision of the chosen faction

Quest stagesEdit

StageStatusDescription
20 Bring Jet to Mama Murphy
40 Build Mama Murphy's Chair in Sanctuary
55 Bring Mentats to Mama Murphy
65 Bring Med-X to Mama Murphy
75 Bring Buffout to Mama Murphy
85 Bring Psycho to Mama Murphy
700 Mama Murphy dies
900 Mama Murphy goes clean
1000Quest finishedIcon checkQuest complete

NotesEdit

  • Some of her visions are simply vague directions to quest objectives, which other NPCs can provide with greater specificity and without the use of chems. After completing Hunter/Hunted but before The Nuclear Option/Nuclear Family, she simply warns the player ahead of time that they themselves will choose the fates of the various factions. After the main quest is completed, her visions will simply fail.
  • Once you have built Mama Murphy's chair, she will sit in it continually, until this quest is completed, either when she gets clean, or upon her death. This can make it awkward to move the chair, so it is advisable to choose a good place to build it. It is possible to force her to get out of the chair, by attacking her until she falls to the ground, but this might make other settlers hostile.
    • Occasionally, but not always, ringing a bell in the settlement will make her get up and walk to the assembly, after which she will promptly sit back down.

BugsEdit

pcIcon pc ps4Icon ps4 xboxoneIcon xboxone Once this quest advances beyond stage 20, it is no longer possible to assign a task to Mama Murphy via the workshop menu, even after she gets clean. [verified]

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