This page lists all quests in Fallout 4. |
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- 2Base game
- 3DLC quests
General information[edit | edit source]
All quests are represented on the Pip-Boy 3000 Mk IV by a brief animation. Due to the Creation Engine, multiple quests can be marked active at the same time.
Base game[edit | edit source]
Act I[edit | edit source]
Act II[edit | edit source]
Act III[edit | edit source]
- Due to the structure of the game, progressing far enough into a faction quest line will result in turning other factions hostile.
The Institute quests[edit | edit source]
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Brotherhood of Steel quests[edit | edit source]
Main | Side | Repeatable |
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The Railroad quests[edit | edit source]
Main | Side | Repeatable |
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Minutemen quests[edit | edit source]
Main | Side | Repeatable |
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Side quests[edit | edit source]
These 32 quests have no affiliation with any faction, nor are companion quests.
DLC quests[edit | edit source]
All quests require their respective DLC to be installed. and active.
Automatron[edit | edit source]
- Mechanical Menace: The player answers a distress call, but arrives too late to save all but one member of the caravan: Ada. With robot workbench schematics in hand, the two confront the new threat.
- A New Threat: Tracking down the mechanist begins with a trip to the General Atomics factory, pursuing a rogue signal.
- Headhunting: The mystery can be cracked by retrieving Jezebel, one of the Mechanist's robobrains. The catch? She's held at the hangar beneath Fort Hagen satellite array, ripped apart by the Rust Devils.
- Restoring Order: The player confronts the Mechanist in their lair beneath the RobCo sales and service center. The rewards include the Mechanist's armor and helmet.
- Rogue Robot: Repeatable quest that involves cleaning up leftover Mechanist robots.
Far Harbor[edit | edit source]
- Main
- Far From Home
- Walk in the Park
- Where You Belong
- Best Left Forgotten
- The Way Life Should Be
- Cleansing the Land (Reformation)
- Far Harbor
- Blood Tide
- Safe Passage
- Hull Breach
- Rite of Passage
- The Hold Out
- Turn Back the Fog
- The Great Hunt
- Acadia
- Hunting the Hunter
- Data Recovery → The Price of Memory
- The Nucleus
- Visions in the Fog
- The Heretic
- The Trial of Brother Devin
- Witch Hunt
- Ablutions
Vault-Tec Workshop[edit | edit source]
- Vault-Tec Calling: A mysterious signal leads the Survivor to a hidden Vault in the Commonwealth.
- Better Living Underground: With the Vault uncovered, the challenge lies in gaining access inside.
- A Model Citizen: The Survivor meets a pre-War Overseer and agrees to reactivate the Vault
- Explore Vault 88: Many more surprises await in the depths of the caverns excavated for the purpose of expanding Vault 88.
- Power to the People: The Overseer would like to test various experimental designs in practice. The power cycle is the first.
- The Watering Hole: Then comes a fountain laced with mind-altering drugs.
- Vision of the Future: And manipulating dwellers using eyesight diagnostic machines.
- Lady Luck: And finally, the piece de resistance, a personal invention by Overseer Barstow, turning vice into something of use to the Vault.
Nuka-World[edit | edit source]
The following quests are tied to the main story, if the player accepts their position as Overboss
- All Aboard
- Taken for a Ride
- An Ambitious Plan
- The Grand Tour (Star Control · High Noon at the Gulch · Safari Adventure · A World of Refreshment · A Magical Kingdom)
- Home Sweet Home (Claiming the Commonwealth)
- Power Play (Cleaning House)
The following are repeatable quests available for the player as an Overboss
- A Goods Defense
- A Permanent Solution
- Amoral Combat
- Collaring Outside the Lines
- Taking Out the Trash
- Under the Collar
- Capture Settlement/Clear Out Settlement → Subdue Settlement/Shake Down Settlement
The following quest allows a player to wipe out the raiders and secure Nuka-World again for the traders
Finally, the following three quests are side quests
- Cappy in the Haystack
- Precious Medals
- Trip to the Stars
See also[edit | edit source]
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Here’s the main quest guide for Fallout: New Vegas. I’d have to say props to wikicheats for providing us gamers the needed help in this latest Fallout game, (seems that we really need it too lol).
To make things easire here’s the rundown of the quests:
There are many different ways to go through the main quest in Fallout: New Vegas. You won’t necessarily get these missions in the order they are presented here, depending on what actions you take during the game. You can align yourself with different factions, which will open up different quests. There are also multiple ways to achieve a quest, and some of those decisions will open or close quest lines.
Ain’t That a Kick in the Head
Your first real action of the game is to create a character. Your first choice will be your character’s name. The default name is “Courier” (that’s the name this guide will use), but you can select anything you like. You can then change your character’s gender and appearance. The Vit-o-matic Vigor tester will allow you to select your attributes. You have 40 points to spread among Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. Each attribute is set at 5, and you can adjust it up or down. You can have as little as one point in an attribute, or as many as 10.
You can improve these attributes as the game goes on, but now is a good time to think about the play style you want to use. If you’re undecided, spread the points out among all the attributes, and you can improve them later.
Next, you’ll sit down on the couch and answer some questions. This is a basic personality test. There are no wrong answers, the results are used to suggest what skills you should choose. You will then be shown a list, and you can pick your skills. You can improve skills over the course of the game. You can then select your traits. Trait selections are permanent.
You’ll then get some basic inventory items, including a Pip-Boy. You will also be asked if you want to enter Hardcore mode. Hardcore mode is recommend only for experienced Fallout players. Exit the Doc’s house to complete this level.
Back in the Saddle
Now head down what’s left of the main street of Goodsprings. Enter the Prospector Saloon and speak to Sunny Smiles. She will tell you to meet her outside. She will hand you an old Varmint Rifle and ask you to shoot some bottles on the fence. This gun isn’t all that accurate, and hitting targets requires not only careful aiming, but also a high Guns skill. If you have trouble hitting the bottles, try moving closer to them.
Once you shoot three bottles, Sunny will ask you to go with her to hunt some Geckos. This mission is entirely optional. Follow Sunny and she will take you to the well. She will tell you crouch down and sneak up on the Geckos. When you see them, you can enter VATS, the game’s targeting system. To use it enter VATS (R2 on the PS3, RB on the Xbox 360), then select the body part you want to hit with the fire button, then exit VATS to fire. Remember that VATS requires action points, so you may run out after a few shots. When that happens you can aim and fire without VATS. As soon as you fire or are spotted, the Geckos will charge. It only takes a few shots to put them down. Walk over to the bodies and you can loot some Gecko meat and maybe a Gecko hide.
Speak to Sunny again and she will ask you to go with her as she hunts more of them. Be sure to keep up with her, because she will attack on her own, and if she is killed you will fail the mission. If you do kill all the Geckos, she will give you 50 caps. She will then give you another quest: By a Campfire on the Trail
By a Campfire on the Trail
You must collect BrocFlower and a Xander Root. On the way you may encounter a Powder Gang member. He will shoot at you, and it may take a moment for you to figure out where the shots are coming from.
The Xander Root is closest, and it’s to your northwest. It is in front of a house, and near the house are some Giant Mantises. Shoot the insects, and gather the root, which is next to the tree stump.
![Fallout new vegas quests in novac Fallout new vegas quests in novac](https://vignette.wikia.nocookie.net/fallout/images/2/2b/AshHeap2-Fallout76.jpg/revision/latest?cb=20180617171909)
The BrocFlower is north of Goodsprings, on the hill with the water tower. On the side of the hill is a giant scorpion. Shoot it at long range, because it has a poison sting. On the top of the hill are some boat flies, which make great target practice. The BrocFlower is next to the Joshua Tree. While you are up here, look for an empty grave, and pick up the cigarette butts next to it. Hold on to these, because you’ll want them for a quest later on.
As you pass back through Goodsprings, you may want to stop by the store and sell some of the random items you have collected. You can also stop by Doc Mitchell’s house and get healed.
Head back to Sunny and she will tell you to use the campfire. Under the “chems” menu select “Healing Powder.” Once you make the powder, Sunny will head back to town.
Just to the east of the campfire you can see a person walking around. This is Barton Thorn, and if you speak to him he will ask you to rescue his girlfriend. If you head up the ridge, toward the broken tower, you will encounter some Geckos. Kill them all, and head up the path. You will find Barton again, and he will admit that he doesn’t have a girlfriend; he just wanted you to clear out the Geckos. He pulls a gun and starts firing at you. Take him out, and investigate the nearby stash. There is a camera, some food, and some ammo. Watch out for the bear traps, which will injure you if you step on them. |
Go over to Goodsprings and enter the saloon. Talk to Trudy. She will tell you all about the local area, the factions, and Victor the robot. Ask all the questions you can. You will also get an opportunity to repair her radio, if you ask her about it. The radio is behind the bar, and it requires a repair skill of 20 or higher.
They Went That-a-Way
The objective of this quest is simple: find the guys who tried to kill you, and get even with them. Really you’re just after their leader Benny. He’s the guy in the checkered suit who shot you.
You could head straight to New Vegas and confront Benny in the Tops Casino. It’s not recommend because you won’t be prepared to defeat him. |
The first optional part of this quest is to speak to Victor. He’s usually on the south side of Goodsprings (head south from Doc Mitchell’s house). After talking to him, gear up for a journey. Heal at the doctor’s house, and grab some food and ammo from the store. Use the workbench and the reloading bench on the side of the saloon.
Before you leave, you may want to start the Ghost Town Gunfight by speaking to Ringo in the gas station.
Head south on the road. When you get to the intersection go south, just off the road. This is Jean Skydiving. There’s nothing here for you yet, but by discovering this area you can fast travel here anytime you need to (using your Pip-Boy map). Just south of here is a Powder Ganger camp. You may come under fire from a Powder Ganger. If you choose to investigate the camp, watch out for land mines.
Head toward Prim. On the outskirts of the town, you’ll hear about Prim’s condition. It’s been taken over by Powder Gangers. You have the option of speaking to the NCR lieutenant in charge, but he doesn’t have much information for you. Head toward the town, but when you get to the bridge (overpass) watch out for mines on the bridge. In fact, walking in the front door isn’t the best idea anyway. There are Gangers on both sides of the main street, so if you try to shoot your way in, you’ll end up outgunned and in a crossfire.
Prim is surrounded by a wall, and you’re better off going to the southwest, around the wall. From here you have several options. You could sneak into town. You could use your rifle to take out the Gangers one at a time. Once you take one out, back up a bit and circle around in case that guy had friends. On the main street there are three buildings of interest. The Mojave Express building is on the south side of the street, on the corner. In front of the door to the building is a body, and it has an Express Delivery Order. Inside, on the counter is an old robot. Check it out, but you probably can’t do anything with it yet.
Now go to the Vikki and Vance Casino. It is the building across the street, and the door is on the east side. When you get in, you’ll speak to Nash who will give you the next stage of the quest. He will also give you the ED-E My Love quest (fixing the robot in the Mojave Express building).
My Kind of Town
For more details about this quest see My Kind of Town.
This quest is to rescue Deputy Beagle from the Bison Steve Hotel. It’s the big building with the roller coaster around it. Instead of charging in the front door, go behind the building and walk up the roller coaster. On the lower floor along with the random Gangers patrolling the halls, you’ll find a large room with the Gang Leader. He carries an Incinerator, so don’t let him get close enough to use it.
In the nearby kitchen is Deputy Beagle. You can speak to him if you holster you weapon. Speak to him, and if you have a high enough speech skill you can get him to follow you. If you get him to talk there, great. If not, you will have to meet him back in the Vikki and Vance Casino. You must now go to the town of Novak.
First head to Nipton. You can either follow the road, or cut cross country. There are few wild animals if you go cross country, and there is a radioactive area you must go around. In Nipton go to the general store, where you can talk to Boxcar. If you give him some Med-X you’ll get good karma. He will also give you the Booted side quest.
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Just east of Nipton you will come to a ruined tractor-trailer in the road. Watch out, because there are mines here. There’s also a Viper Gunslinger on the road waiting to ambush you. The good news is that in the trailer are some weapons (including a cowboy repeater rifle) and some food.
Just outside Range Station Charlie, you may hear gunshots. Look behind the billboard to the right of the road, and you might find some Viper Gunslinger corpses you can loot.
Once in Novac, head over to the Dino Dee-lite Motel. Be sure to speak to Victor, standing near the font door. Here you can rent (really, buy) a room for 100 caps. This makes a great place to store extra stuff like weapons, healing items and clothes. While you are at the front desk, speak to Jeannie May. She will direct you to Manny, the sniper in the dinosaur’s mouth. Also inside the dinosaur is Cliff, the town vendor. Mention Jeannie before you buy or sell anything with him, because he will give you a discount.
Manny is only there during the day. Speak to him and you will get the quest “Come Fly with Me.” He promises that if you do this quest, he will give you more information.
Come Fly With Me
If you don’t want to do the “Come Fly With Me” quest, you can break into Manny’s room at the motel. Check out his terminal and it will tell you where you need to go in the main quest. |
Take the road west, out of Novac. The front entrance to the facility has some Ghouls. There are two kinds here, Feral Ghouls and Glowing Ghouls. The glowing ones are far harder that the normal ones, so those should be the ones you target first.
Remember that if you get hurt you can always run back to the Novac to get healed by the doctor there.
Head inside the facility. When you enter a voice will tell you to go to the east side of the building. On the third floor is an administrator’s office. There is a wall safe (requires lockpicking skill of 50 or more) and the computer will tell you the pass code of the storage room (R3PCON). This code is used in conjunction with a high science skill to access some robots and terminals in the game.
On the east side is a large room with catwalks. Near the top of the room is a door, and inside is the headquarters of the Bright Brotherhood. Speak to Jason Bright. He will give you the basement key, and ask you to clear it out.
The Nightkin are really hard enemies. Not only are they tough melee attackers (and they are in a close-quarters environment) but they are also “invisible”. Your best bet is to sneak in, if you can. If you need to, you can usually get rid of an attacking Nightkin by leaving the basement.
If you’re itching to fight the Nightkin, they are not too hard to take out if you have a 10mm SMG or other quick-firing weapon. It helps to have a couple StealthBoys on hand. Look for the shimmer that tells you there’s a cloaked Nightkin around, and stalk him. VATS won’t help unless you have ED_E as a companion, and even then not much, so just put the aiming reticle center-mass on the shimmer when the big guy gets close and blaze away. Most of the Nightkin will go down in less than 20 rounds. Make sure you are reloaded! If you have any companions, it REALLY helps to tell them to wait back in the first room of the basement. If they come with you, they are almost 100% certain to get in the way somehow. |
Once in the basement, enter the first room (which is empty), exit and go left. Take the first right down the stairs, then go through the door. Put away your weapons, and speak to the Nightkin (named Davidson) behind the desk. He will ask you to find a shipment invoice. To do that, you’ll need to take out a very tough ghoul (or complete another mission).
Go out the room, make a right and go down the stairs. Use the key on the door and you can enter. Speak to Harland. He will ask you to find his ghoul girlfriend. You can sneak into the lowest level of the basement, but there you will have to deal with the Nightkin Jailer. He’s just as hard as the other Nightkin, but he’s armed with an Incinerator. If you can, try to sneak past him. You can hear his footsteps, so you can tell where he is along his patrol of the room. If you can’t sneak past him, try using mines, if you have them.
Harland is standing above you in the room he calls his “killzone”. The way up there is through a door in front of you and to the right. If you open that door and head upstairs before you find his “ghoulfriend”, he will freak out and become an implacable enemy. He’s just a ghoul, so he dies pretty easy, but so ends the chance for XP for finding his “ghoulfriend. |
There are three doors in this room. The one on the south side has a jail key, in the desk in the back. The Jailer also has a key, so you don’t need that one if you’re going to take him out.
Inside the jail room there are several rooms. Inside one of them is a dead ghoul. Inspect it and you will learn that this is Harland’s girlfriend. Return to Harland. When you speak to him, he will leave. Go up the stairs and check out his old sniping position to find some .308 ammo and some Jet. Go to the computer in the back of the room and read the emails to discover the Stealth Boys you were looking for were sent back.
Before you leave this room there are three shotgun traps you can dissemble if you have a skill of 45 or more.
Go back to Davidson and tell him about the Stealth Boys. He and the Nightkin will leave. On your way out keep an eye out for bodies; Harland may get in a fight with a Nightkin on his way out and get killed. If he does, be sure to grab his .308 Hunting Rifle. Before you leave the basement, be sure to stop by the kitchen. There is a Food Sanitizer on the table. There is a second one in the supply closet nearby, along with some other valuable items.
Head back to Jason Bright and tell him you cleared out the demons. Now go back to the basement, where you spoke to Davidson. In the room behind where you spoke to him you will find some stairs. Follow the tunnel all the way to end. Speak to Bright one more time. He will unlock some side quests with Chris. Speak to Chris before you leave. Accept the quest to find the rocket fuel and components. There is also a space suit in this room that not only looks cool, but is also worth over 800 caps.
Just outside this room is a ladder that will take you back outside the facility. Head back to Novac. Talk to Cliff and ask about the toy rockets. Buy the key to the storeroom from him, and go inside (it is behind the counter). Pick up five rockets. Also in this room is a special weapon called “That Gun” but you must steal it if you want it.
Next you’ll need a control thruster. Go to Gibson Scrapyard, just north of Novac. Old Lady Gibson will sell you the thrusters for 500 caps (less if you have good barter or negotiate skills). She can also repair weapons, but this service is pricey.
Head back to the launch site. You can go back down the hatch you came in. Give both items to Chris. Now you must go to the viewing platform, which is inside the Bright Brotherhood headquarters. If you have a science skill of 55 or higher you can use the guidance module. If not, just launch the rockets. This will complete the quest. Head back to Novac. Talk to Manny and he will direct you to the next step of your quest: go to Boulder City.
To Boulder City
You can take the highway north to Boulder City. Watch for a group of bandits that may or may not be hiding behind the first billboard you come across (near El Dorado Gas & Serve). Be sure to enter the gas station to grab some ammo and other items. From the gas station, you can cut cross country to the north directly to the town. If you go this way, you will have to deal with some Cazadors. These flying bugs are melee attackers that can do some damage if you sneak up on you. If you want to play it safe, you can take the road. On the way you’ll see a drifter sitting next to a campfire in front of a billboard. He won’t attack, he’s a musician looking for a job.
When you get to the town, go the northeast corner of town there is a ruined building, and on the second floor you will find a service rifle. Next find Lieutenant Monroe. He will tell you where the Khans are, and give you the quest Boulder City Showdown. The ruins Monore is talking about are right behind him, it’s the ruined building. There is a door directly behind Monore.
There are several ways to complete this quest. You can negotiate a truce, if you have a high enough speech skill. You can sneak in and rescue the hostages, or you can go in guns blazing and kill the Khans.
Enter the ruins and you will see some (friendly) NCR troops. They are all facing the building where the hostages are being held. If you sneak around to the south side of the building there is a door you can unlock and enter. The hostages are right behind this door. So are the Khans.
This is one situation where you may want to go in the front door. If you attack the Khans, and they come out the front door, the NCR troops will help you gun them down.
Once you free the hostages you still have to enter the building next to where they were being held; the hideout. There are three guys in here, and one of them is carrying a note called “Chairman Job Offer.” Be sure to pick up and hold on to the cigarette lighter you find. Now you’ll need to go to the Topps Casino, in New Vegas.
Ring-A-Ding-Ding
Make the trek to New Vegas. From Boulder, on the road into New Vegas there are several places you will want to stop by. At 188, a trading post along the road, speak to Veronica and she will join your group. Farther down the road is Grub n’ Gulp rest stop. From there leave the road and travel north to Gun Runners. At this gun shop you can buy a wide variety of quality guns and ammo. Next to Gun Runners is the east gate into East Freeside. You will need to pass through here. In the center of the area is an old fort, and just to the west of it is a door to the other half of Freeside. This door is in a barricade in the street: it’s the door to an old blue train car. From here go to the gate to the Strip.
At the gate there is a security checkpoint. There are several ways to enter the strip:
- The security bot wants a 2000-credit “credit check” to enter. You don’t have to part with this money, you just have to have 2000 credits in your inventory.
- You can get in if you have a science skill of 80 or higher. Just talk to the bot and use the science options.
- You can complete the quest G.I. Blues, the reward for which is a passport into the Strip.
- Head back to East Freeside, near the gate you used to enter East Freeside. There is a store called Mick & Ralphs. Talk to Ralph about special services. If you have a speech skill of 50 or higher he will sell you a passport for 500 caps.
- Get Boone to join you as a follower, or get an NCR uniform. Go to Camp McCarran and take the Monorail to the strip.
When you enter the strip, you’ll get a new quest called “The House Always Wins, I”. You may as well start this quest, because it introduces you to one of the factions and unlocks a new apartment. It begins when you speak to the security guard in front of the Lucky 38 Casino. He will direct you into the casino, to speak with Mr. House. On the ground floor of the casino, look in the cashier’s area and you’ll find piles of pre-war money (it weighs nothing and isn’t stealing). Talk to Victor next to the elevator to go to the penthouse. Mr. House wants you to bring him the Platinum Chip. Ask him all the questions you can, and you’ll get some advice on how to get to Benny, and how to get the chip. You’ll also get access to the presidential suite, a home in New Vegas.
Now head over to the south strip, and the Tops casino. There are three basic ways to go about this mission:
Option 1
Benny is heavily guarded when he’s on the casino floor. Your best bet is to get him when he is unguarded in his penthouse on the 13th floor of the Tops Casino. At the front desk of the Tops Casino is a man named Swank. If you have Distinctive Cigarette Butts (found in the graveyard near Goodsprings), Engraved Cigarette Lighter (from Jessup in the Boulder City Shootout quest) and the Chairmen Job Offer (also from Jessup) then you show them to Swank. These items will convince him to let you into Benny’s suite. (Note: sometimes you don’t get an option to show Swank the Chairmen Offer, even when you have it. It may be a bug in the game.) The elevator to the suite is on the ground floor, in the southwest corner. You can also convince him if you have a speech skill of 45 or more. Once there you can kill Benny and get the Platinum Chip.
Option 2
The other way to do it is to go to the Tops Casino and talk to Benny. He will give you a key to the presidential suite. When you go to the suite he will set up an ambush you (you can avoid the ambush by talking to him on the intercom if you have a speech skill of 75 or more). Four guards will show up. Fight through the ambush. If you showed two of the three pieces of evidence you have to Swank he will have let you keep your weapons, which is a great help. If not, you’ll have a hard time fighting them. The bad news is that even if you do beat them all, Benny will escape with the chip. When you leave the casino you will get the “Render Unto Caesar” mission. Do that mission next, because it will lead you to Benny.
Option 3
The third way is to go into the Tops Casino, find Benny, and attack him. This is only a good idea if you managed to get some weapons into the Casino (speak to Swank at the front desk and he’ll let you bring weapons into the casino if you give him some evidence that Benny is corrupt). Still, it’s not an easy fight because Benny is well protected by guards.
The Next Move
Once you have the Platinum Chip, you may as well speak to Mr. House. Giving him the chip will complete the quest “The House Always Wins.” In fact, you can start off on any of the faction’s quests. Now is also a good time to find and complete side quests.
But know that you have a big decision coming up. There’s a war brewing between the three major factions in New Vegas: Mr. House, the NCR, and Caesar’s Legion. You will need to either side with one of these factions, or work toward an independent New Vegas. None of the factions are truly good or evil, and your faction choice does not effect your character’s Karma.
- Wild Card Quest – Instead of working for one of the factions, you’re on your own. In many ways, this quest line is similar to the House Always Wins quests.
- The House Always Wins Quest – Mr. House is the mysterious owner of the Lucky 38 casino. He wants an independent New Vegas, controlled by him.
- NCR Quest – The NCR is the New California Republic. Although they bring law, order, and civilization to the areas they control, they also have problems with corruption and their president is more like a king.
- Caesar’s Legion Quest – Caesar’s Legion is an army patterned after Ancient Rome. They want to seize New Vegas and conquer the NCR. Caesar believes his strict nationalistic rule is the only way to keep civilization in Vegas and the NCR territory from once again crumbling.
You don’t have to decide now. You can do quests for each of the factions and wait until later to make your move. But know that the further into the main quest you are, the more likely you are to be forced into a decision.
Know that there is a lot of overlap among the four quest lines. Each will ask you to visit factions and recruit them, each will lead you to some of the same places, and each will end up at the same final battle.
Until now I've only triggered Veronica's companion quest. I'd like to see the other now, so I'm curious about the exact trigger for initiating the companion quests.
Do I only have to have them with me for a while or is there something else to do?
Wipqozn♦31.4k6262 gold badges199199 silver badges336336 bronze badges
Mad ScientistMad Scientist47.5k162162 gold badges380380 silver badges567567 bronze badges
2 Answers
So, this varies wildly by companion, but I'll try to run down all of them.
Ed-E
Quest: Ed-E My Love
Trigger: Recruit Ed-E, then speak to Johnson Nash in Primm, either in his shop (after installing a new Sheriff), or at the Vicki and Vance (when you first arrive in town).
Reward: If you send Ed-E to the Brotherhood of Steel, he'll receive an upgrade to his armor (+8DT), if you send him to the Followers, they'll a-charge up his lazors (~+50% damage, exact amount unconfirmed).
Notes: Ed-E's companion quest require that the robot 'overhear' conversations with certain key NPCs about topics such as the Enclave, Pre-War Technology, etc. There is also an inherent time delay between the triggers - you can not trigger Log 2 until 9 days after Log 1, and you will not hear from Lorenzo or Martimer for 2 days after that.
Rex
Quest: Nothin' But a Hound Dog
Trigger: This quest is acquired as you recruit Rex. Just speak to The King about Rex, then Julie Farkas over at the Old Mormon Fort, and then return to The King with the news that Rex can be healed. Rex is now recruited as a companion, and you'll have this quest, to take him to Jacobstown, in your log.
Reward: If you give Rex Violetta's Brain, he'll receive a speed increase. Rey's Brain increases his attack. Lupa's brain increases his max health.
Notes: You can also use an NCR Guard Dogs brain for this quest, but Rex will gain no additional perk if you do so. Lupas brain is currently bugged - it increases Rexes current health by 100, but not his maximum - once he takes 100 damage, the benefit is gone forever.
Cass
Quest: Heartache By the Numbers
Trigger: Talk to Cass at the Mojave Outpost. That's it. She won't join you, and you won't be able to begin working on this quest in earnest however, until you've completed the first few objectives of You Can Depend On Me, bought out Cassidy Caravans, and actually recruited Cass as a companion.
Reward: If you turn McLafferty and the Van Graffs in to the authorities with evidence, Cass will gain the Calm Heart perk (+50 HP). If you instead kill both, she'll gain the Hand of Vengeance perk (+15% damage with Guns).
Notes: Calm Heart appears to have the same bug as Lupas brain does for Rex - it increases current, rather than maximum health.
Raul
Quests: Crazy, Crazy, Crazy(to Recruit), Old School Ghoul(Unmarked quest to 'upgrade' Raul)
Trigger: To trigger Crazy, Crazy, Crazy, simply go to Black Mountain. Neil will introduce himself and the quest will be added to your log. Once Best Friend Tabitha is dealt with, Raul will be free to join you. Old School Ghoul will never appear in your log. To complete it, you simply need to introduce Raul to Ranger Andy, Corporal Sterling, and Loyal, and talk to Raul about each.
Reward: After completing Old School Ghoul, you can have a conversation with Raul about his role in the world, and his wild 'youth'. If you convince him to return to his gunslinging days, he'll gain the Old Vaquero perk, increasing his attack speed with Revolvers and Lever-Action firearms by 33%. He'll also put on his old Cowboy outfit. If you instead convince him that his mechanical skills are more useful, his Regular Maintenance perk will be upgraded to Full Maintenance - reducing the rate at which equipment decays by 75%. He'll also incorporate some armored padding into his Petro-Chico jumpsuit.
Notes: The triggers for Old School Ghoul can be inconsistent - particularly, if you've ever spoken to Ranger Andy before meeting Raul, the dialog will sometimes not trigger. As of now, the only way known to get around this is to use the console on the PC. See the wiki for full details.
Boone
Quest: I Forgot to Remember to Forget
Trigger: Boone probably has the toughest Companion Quest to trigger. In order to get him to open up to you about what happened at Bitter Springs and begin this quest, you need to gain 5 'trust points' with Boone. The easiest way to gain these points is killing Legion with Boone as a companion. Lots and lots of Legion. Specifically, you can gain:
- 3 points at Camp McCarran. 1 point if, when interrogating the Legion prisoner, he 'accidentally' dies, and another 2 during I Put a Spell on You - 1 for killing the spy, and 1 for defusing the bomb.
- 2 points for rescuing the Powder Ganger hostages to complete the quest Booted
- 2 points for killing everyone at Cottonwood Cove to complete Eye for an Eye
- 1 point for mercy killing the crucified soldiers in Nelson during Back in Your Own Backyard - 2 points for saving them instead.
- 1 point for killing Vulpes Inculta
- 2 points for killing Caesar
As you gain points, speak to Boone regularly (read: every time you gain a point) to have him open up and discuss more of his past. Be sure to speak to either Manny Vargas in Novac or Sergeant Bitter-Root at McCarran about Bitter Springs. Eventually Boone will tell you about Bitter Springs and this quest will go into your log.
Reward: Boones default armor upgrades to 1st Recon Survival or 1st Recon Assault Armor (depending on conversation choices). The difference is purely cosmetic - both offer a DT of 15.
Veronica
Quest:I Could Make You Care
Trigger: As with Boone, Veronicas quest is triggered by the accumulation of 'trust points'. In Veronicas case, these are gained by taking her to a variety of locations in the Wasteland and talking to certain NPCs. You need to have 3 of these conversations to trigger Veronica's Quest:
- At Camp McCarran, you can trigger two of these conversations. One simply by walking into the base for the first time, and another by discussing OSI and it's goals with Dr. Hildern.
- Vault 3 - just before entering for the first time.
- Casa Madrid Apartments - after talking to Anderson about his water operation and beginning the quest The White Wash
- Freeside - speak with Julie Farkas at the Old Mormon Fort, or take her by the Silver Rush to see the Van Graff's stockpile of energy weapons.
- Nellis Air Force Base - at the Boomer Museum, after Pete's 'tour' has concluded.
- REPCONN test site - if Veronica is with you when Jason Bright explains his ghoulie Heaven's Gate mission to fly in to space.
- Nipton and Nelson - just take Veronica to these two towns.
Reward: If you convince Veronica to stay with the Brotherhood, she'll gain the Bonds of Steel perk (+4 DT). If you instead convince her that she's better off leaving to join the Followers, she'll gain the Causeless Rebel perk, which increases her unarmed attack speed by 30%.
Notes: There is also an unmarked 'side quest' for Veronica. She wants a dress. More than anything in the world, she just wants a really pretty dress. Give her some Formal Wear (easiest to find at the Ultra-Luxe), and she will be overwhelmed with gratitude - she'll teach you the Scribe Counter, a special attack usable with Unarmed weapons.
Lily
Quests:Guess Who I Saw Today, Unnamed additional 'quest'.
Fallout Who Vegas Quests Map
Trigger: For Guess Who I Saw Today, just talk to Doctor Henry about the Nightkin Schizophrenia and his search for a cure. This makes Lily a recruitable companion. In addition, once the Courier has travelled with Lily for a bit, you may begin to hear a recording of her grandchildren. Once you've listened to the whole recording, you can discuss it with Lily.
Reward: After discussing Lily's grandchildren, you can give her advice about how she should continue with her medication. If you recommend she stop taking it, she will gain some permanent stat increases, but she will continue to frenzy and become uncontrollable at half health. If you suggest she continue to take half-doses, she will only frenzy at 25% HP instead of 50%, and will calm down immediately if you sneak. If you suggest she switch to full doses, she will never frenzy, but will suffer some permanent stat penalties.
Arcade
Quest:For Auld Lang Syne
Trigger: As with Boone and Veronica, Arcades quest can be triggered through a point system - however, you can completely skip this process if you are idolized with the Followers of the Apocalypse. To gain points with Arcade:
- Complete side quest That Lucky Old Sun with Arcade, and direct the power from Helios One to Freeside.
- Take Arcade for a visit to the Crashed Vertibird, the REPCONN Test Site, REPCONN Headquarters, the Silver Rush in Freeside, or the Nuclear Test House at the Old Nuclear Test Site.
- Complete side quest The White Wash - framing the Scorpion gang is Arcades preferred outcome, but even if you arrest Anderson, so long as you keep Westside supplied with Water, he'll be happy.
- Finally, you can bypass this whole process and jump right to the end by taking Arcade to The Fort after receiving the Mark of Caesar. When he objects to being taken right to the heart of the Legion, tell him that you're just there to talk, see what Caesar is up to, and get out as quickly as possible.
Additionally, Arcades quest WILL NOT TRIGGER until you have locked yourself in to one of the four end-game paths(excluding Caesar's Legion, which will not trigger the quest). If you have not yet locked yourself in, the dialog necessary to trigger this quest will not appear.
Rewards: Power Armor Training, Remnants Power Armor (arguably the best armor in the game), support from the Remnants in the final battle (If Legion/NCR. If you're running Wild Card or with Mr. House, you may end up fighting them.) With a speech check, you can also get the Gannon Family Tesla Armor.
Notes: After completing this quest, you will permanently lose Arcade as a companion. It is unclear however, whether this loss is intended, or a bug.
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Quoting my own current game here:
Rose of Sharon Cassidy (aka Cass), can be found at Mojave Outpost, talk to her and she will give you a quest.
Although she's not even your companion at this stage, this is the start of her companion quest - 'Heartache by the Number' - the first steps of which you have to complete before you unlock Cass as a companion.
For Rex, his (her? its?) quest - 'Nothin' But a Hound Dog' - will again be activated before Rex is a companion, and again the first few steps of the quest are what unlocks Rex as a companion.
So, I doubt there's a general rule here, it will depend on each companion.
Also, for specific information, you could look at the Fallout Wikia section for permanent companions, and look at each companion's page, they contain more details on each companion including their companion quests. I'd look myself and post the answers here - but well, I don't really want to spoil those paths for myself just yet. :)
DMA57361Fallout Who
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