


The Brotherhood of Steel, the Institute, and the Railroad are mutually hostile.Nuka-nuke launcher or Nuka-World jumpsuit World of Refreshment, Fizztop Mountain, The Parlor, Bradberton AmphitheaterĢ of the following gang perks Ace Operator perk, Chosen Disciple perk, or Pack Alpha perk The Minutemen quest line begins when the Sole Survivor meets Preston Garvey in Concord, and interacts closely with the settlement building system throughout. Underground Undercover ( the Railroad branch) - Given by Desdemona if the player character joined the Railroad by completing the Tradecraft quest, or was already given if they used the Railroad to advance in the Molecular Level.Inside Job ( the Minutemen branch) - Given by Sturges if the player character completed Old Guns, or was already given if they used the Minutemen to advance in the Molecular Level.From Within ( Brotherhood of Steel branch) - Given by Elder Maxson if the player character completed Show No Mercy, or was already given if they used the Brotherhood of Steel to advance in the Molecular Level.Synth Retention ( the Institute branch) - Starts automatically.The following quests become available after completing Institutionalized: However, should the Sole Survivor join and support the Institute, the main quest ends with the Nuclear Family quest. Should the player character 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). In some situations, this can be delayed (or even accelerated) with certain actions or certain dialogue choices.

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. At this point, the main quest's structure splits into four different branches, one for each of the four main factions. Synths throughout the Commonwealth become friendly (optional)Īct three begins when the Sole Survivor acquires the ability to fast-travel to and from the Institute at the end of Institutionalized. The main story begins on Octowithin the Sole Survivor's pre-War home in Sanctuary Hills, just minutes before the Great War.Īct one begins when the Sole Survivor awakens in the year 2287, approximately 210 years after entering their cryo pod in Vault 111. This, combined with the endless number of radiant quests and the lack of any level cap, significantly extends the potential length of playing the game.Īs listed below, there are 191 quests in the base game, with a total of 272 with all add-ons installed. Instead, it continues with new post-story content, while the outcomes of the main quests have a visible impact on the world. The game does not end after the finale of act three. The add-ons include their own selection of main, side, miscellaneous and radiant quests which can be completed at almost any point during or after the main storyline, and which can even interact with the main quests in some ways. These radiant quests use randomized characters, locations and other elements and often can be repeated infinitely. The game also includes a "radiant quest system". In addition to the usual main quest line, side and miscellaneous quests have been added. We'll ease you in nicely with some nice gentle Vault action, but be prepared for things to take a turn for the worse very rapidly as we descend into the screwed up world of Vault-Tec and their Vault experiments.Fallout 4 features an expanded quest system, compared to that of previous Fallout games. As you get further down the list, the stories get darker and darker, and it's amazing to think you might miss some of these incredible stories if you didn't read all the logs available in the Vaults. You'll be utterly amazed at what the intended purposes were for these Vaults. Several others have been alluded to, but there's too little information on them yet to formulate what happened there. Many of these stories end badly (we are in the post-apocalyptic Wastelands, after all) but when you look into the history of Fallout's iconic Vaults, they have some of the most disturbing stories in the entire franchise.Īs of writing, there have been 29 confirmed Vaults which have appeared in some form in the Fallout universe. Pretty much everywhere you go there are stories to uncover which might span a huge epic quest or be as simple as a body clutching something in its hand.
