Fallout 4 Trophy Speedrun
Fallout 4 Trophy Speedrun
Table of Contents
1. INTRODUCTION
2. BASICS
1. Levelling:
2. Pipboy:
3. Carrying Capacity:
4. Looting:
5. Bobbleheads & Mags;
6. Picking Locks & Hacking Terminals:
7. Crafting:
8. Settlements:
9. Combat:
10.Health:
11.Companions:
12.Vendors (selling/bartering):
13.Factions:
14.Conversations:
15.Map/Warping/Compass:
16.Quest Markers:
17.Quicksave/Hardsave/Autosave:
3. HOW TO USE THE GUIDE
1. Abbreviations;
2. Saving;
3. Abusing Idiot Savant;
4. Equipment;
5. Apparel;
6. Bartering/Looting;
7. Combat;
8. Benevolent Leader Trophy:
9. Conversations;
10.Forcing Random Quests Selection;
11.Perks;
4. WALKTHROUGH
1. PART 1; Before We Start
2. PART 2; The Deep Sleep
3. PART 3; Into The Commonwealth
4. PART 4; The Railroad
5. PART 5; The Minutemen
6. PART 6; The Benevolent Leader
7. PART 7; Everybody loves a Bobblehead Hunt
8. PART 8; Detective Nick Valentine
9. PART 9; The Glowing Sea
10.PART 10; The Institute
11.PART 11; Brotherhood of No Feel
12.PART 12; The Way of The Brotherhood
13.PART 13; Back to The Institute
14.PART 14; The Final Train
15.PART 15; The End (almost)
FALLOUT 4
Trophy Walkthrough
INTRODUCTION
I have personally put a LOT of hours into this game in an attempt to discover the FASTEST EASIEST
route to Platinum, approx 25hrs. There may be odd parts which could be improved upon, due to the
sheer size of this game, its difficult to develop a perfect route for every single aspect. Some parts of the
guide may initially appear odd, or may cause yourself to question it, but I assure you, everything will
make sense at some point throughout the guide!
Just remember, the sole purpose of this Guide is to provide the fastest easiest route to Platinum, so you
will ignore a lot of what this game has to offer, but as I mention before, some of you will gain enough
pleasure anyway.
This guide has been created with the PS4 version as that is what I own. However, this Guide will apply
to the XBOX and PC version also. Because of this, you may have to translate some points yourself i.e;
when I mention 'Trophy', that would translate to 'Achievement' on XBOX or PC etc!
I first created this Guide a few years back, and have only just converted this to HTML. Looking at this
guide now with a bit more experience, there are perhaps a few things I would change if done again, but
this guide is so detailed (perhaps too detailed), that all I have time to do is improve the format/layout. I
have edited some typos along the way that I've noticed and edited some parts but I haven't really made
any significant changes to the content. You could view this as HD Remaster rather than a HD Remake!
DONATION INFO;
Firstly, thanks to everyone who takes the time to read this. If you find yourself using my
guide and found it to be handy, please consider sending a donation to support the time and
effort I have put forth, to create such a in depth guide.
You in no way should feel obligated to donate, your support via emails is always
appreciated though.
BASICS
The game does provide you with some minor TUTORIALS early on, mainly the first time you perform
a certain action, make sure you read these carefully so you understand the game and because the
TUTORIALS will only appear once.
Levelling:
Almost every action in the game, rewards you with XP. As you earn XP, you will level up and the
amount of XP required to level up increases with every level.
When you level up, you will gain a point that you can use in the S.P.E.C.I.A.L Perk chart. Each Perk
will give you certain bonuses, so normally you would choose wisely, but I have done that for you and
saved you the trouble ;)!
Pipboy:
The PIPBOY is a item that you discover in the first area in the game and this is basically your little
Portable Device that allows you to check various information regarding the game.
You use this to;
• View the Map which allows you to warp, check Settlements etc
• Equip/Unequip/Organise anything you collect; Weapons/Armour/Junk etc.
• View Quests, select/deselect Quests.
• View the S.P.E.C.I.A.L tree so that you can apply Levelling points.
• View your stats
• Change RADIO stations
• It also has a light that you can use to illuminate the area in front.
Thats the majority of what it does, but it does have other uses.
Carrying Capacity:
This is a right pain early on.
Everything you collect has a Weight (well most, but AMMO does not) and this adds to your Total
Carrying Capacity.
Once your Carrying Capacity is full, you will become very slow and unable to Warp.
Your Companion can carry Items, so transferring some of your Items to them to lift the Burden is
sometimes neccessary. Once you warp back to your main Settlement, you just transfer the items back
across and then deposit them in your Workbench.
Certain Apparel/Armour and Perks increase you Carrying Capacity but perhaps don't help that much
because when your at that point where you can really begin to gain the maximum benefits from these,
you wont be Looting anymore.
Looting:
Looting is a very important aspect of this game. Looting eventually leads to you earning CAPS in the
game which is the source of currency. Looting also allows you to acquire specific materials which is
collectively known as JUNK.
Different types of JUNK are needed to Craft which is another very important aspect. I will tell you
when to LOOT and when not so don't worry to much about this.
Crafting:
Everything you Craft requires Junk that you Loot, upgrading your Weapons all the way to creating
Furniture in a Settlement.
When you craft, Junk will automatically be broken down into smaller parts automatically, the PIPBOY
shows what parts can be salvaged in the JUNK menu.
Crafting is mainly performed at Benches. For example, to upgrade a Weapon you will use a Weapons
Bench, to upgrade your Armour you will use an Armour Bench etc.
Benches are all placed via your Workshop Menu from within a Settlement you have acquired which
brings me onto the next point.
Settlements:
These are small locations you acquire that allow you to provide a Livable area for Settlers.
Settlements also allow you to create and place Furniture via the Workshop HUD, providing you have
unlocked the WORKBENCH and have sufficient resources.
Settlements can be a pain if you don't understand them, the game will give you a small Tutorial on
looking after them so make sure you read it once you reach that point.
Each Settler you have at a Settlement, requires Food, Water, Defense and a Bed (under a roof). The
more Settlers you have, the more resources are needed. This is a minimum requirement to keep any
Settlement at 80 Happiness rating. The other 20 Happiness is affected by Stores.
Btw, 100 Happiness is required for a Trophy, but I will guide you through it.
Some Resources require assigning a Settler to them. Food and Stores for example need a Settler
assigning to them in order to function. This is all done via the WORKSHOP HUD and the game will
explain all this.
Once Settlements have Settlers living there, there are chances it can be attacked. Make sure you keep
an eye out for on-screen notifications about these. However, the only 2 Settlements you need to take
notice off, I will mention later in the guide, mainly due to the Fact that Attacks can lead to Happiness
Rating dropping if not successfully prevented ASAP.
Combat:
1 of the main Combat Systems in the game; V.A.T.S, will not be used if you are following this Guide.
V.A.T.S just slows the game down too much and the game is so easy you don't really need to bother
with it.
You will just aim down the Sights or Hipfire, its really that simple!
Because of this, you will be using First Person View ONLY!
You will only use 2 Weapons throughout the game, the 10mm PISTOL initially and then the
DELIVERER for the remainder once acquired. Before you collect the 10mm PISTOL, you will just
Melee the enemies.
Because you are only using the DELIVERER, you only have to keep 10mm AMMO, making
organizing and looking for AMMO much much easier. Of course, GRENADES can be used and are
actually helpful sometimes, but try and keep these for when absolutely necessary.
FORGET about POWER ARMOUR, I only instruct to use it at 1 point in the guide, and again, that's
because the game is to easy, its not needed.
AMMO is very easy to come across so there’s no need to worry about conserving your AMMO, well,
doesn’t mean just completely waste it ;).
Also, Combat actions and Sprinting drain your AP Bar (Action Points), so keep an eye on this at all
times.
Health:
The game is perhaps most difficult early on, once you collect the DELIVERER and the BALLISTIC
WEAVE mod, the game becomes stupidly easy.
You will always carry STIMPACKS and RADAWAY. STIMPACKS heal you and RADAWAY cures
any Radiation you may have. The MEDIC Perk improves how much these heal, just keep an eye on
your HP Bar.
don't worry about ALCOHOL or DRUGS as we weren't really be using them.
Companions:
These are Allies that you will discover throughout the game and each provide various Bonuses.
Each Ally's Affinity can be rasied by performing certain actions. They also provide some assistance in
battle and improve your carrying capacity.
But compared to the Perk LONE WANDERER that gives you great bonuses if you travel alone,
Companions are pretty much a waste of time. I only have you using a Companion intially due to related
Trophies, once them Trophies are acquired, you will travel SOLO to benefit the LONE WANDERER
Perk.
When you perform an action that a Companion likes/dislikes, you will receive a notification on the
screen. Obviously, we want the likes and once you have received enough likes and spent enough time
with that Companion, they will initiate a conversation. After the conversation, there Affinity will raise
by 1, and after 3 or 4 initiated conversations, that Companion should reach Max Affinity (At which
point you will earn the Trophy and now travel SOLO).
Just make sure when you receive a Persuasive Choice during a conversation option that you QS and
reload until the Persuasion is successful. Sometimes selecting the Persuasion Choice during a
coompanion affinity conversation, boosts your Affinity.
When your companion becomes downed, don't bother about wasting a STIMPACK on them as they
will Revive themselves after a short time.
The LONE WANDERER Perk seems to work with DOGMEAT as your Companion, bear this in mind
and make sure you are still receiving the LONE WANDERER bonuses though as this could get
patched.
You will gain Piper as a companion very early on, she is the Companion that you will reach Max
Affinity with.
Vendors (selling/bartering):
Vendors are where you will acquire most your 10mm AMMO and is also where you will acquire most
of your Caps from selling your unwanted Weapons/AMMO.
The more Charisma you have, the cheaper their prices will be and the more you can sell your items for.
The majority of the Vendors are located within DCM and you will make many visits to this place.
Vendors sell various stuff, with each Vendor having different stock. Some Vendors even have Quests
for you.
Factions:
There are a few Factions in this game, and some Quest choices can make another Faction Hostile! Even
shooting at another Faction can make them Hostile.
We need to be on the good-side of most Factions in the game in order to receive certain Quests. Some
do become Hostile at some point, but this is all explained in the guide.
DO NOT make any Factions Hostile until I advise, so NO shooting other Factions at any point.
Enemies are normally always in Red anyway so its hard not to. If you ever do accidentally shoot
somebody you shouldn’t, reload the previous QS.
Conversations:
While talking to NPCs, sometimes you will be given a dialogue option with 4 choices to select. Each
choice may result in a different outcome or a different conversation.
Sometimes a choice may be in Yellow, Orange or Red text. These are Persuasive choices and you may
not always successfully Persuade. Having a high Charisma and using the QS feature will allow you to
increase your chances.
But don't worry about this as I will guide you through it.
Map/Warping/Compass:
Any location can be warped to, as long as it has been discovered.
Warping is done via the Map which is viewed in your PIPBOY.
You also have a Compass on your HUD at the bottom beside the HP Bar. This Compass shows you
where N, S, E, W are as well as Primary locations. The locations are shown as symbols/icons and are
very helpful as they save you having to open your Map.
Keep this in mind as I will be referencing the Compass a lot.
Quest Markers:
Almost any step or objective relating to a Quest will receive a Quest Marker.
My Guide, most of the time, will explain the route in detail and sometimes in not so great detail. It is be
to used in conjunction with the Quest Markers that you will have. Even certain Settlers are Marked if
their related to a Quest, the game is pretty good in this respect.
Quicksave/Hardsave/Autosave:
Saving is very very helpful in this game. You can make a Quicksave at almost any point, even at a
dialogue choice during a conversation that upon reload, takes you back to that exact same point in the
conversation.
You will always have the Autosaves on, and you will make HSs and QSs quite a lot, but of course, I
will tell you when.
The game cycles through 3 Autosaves every time a Autosave is made, a QS always saves over the last
QS and a HS always makes a complete new Save.
Make sure you always Save exactly when I tell you tell, this is very important.
NOTE
JUST PLEASE MAKE SURE YOU READ THE IN-GAME TUTORIALS ONCE YOU RECEIVE
THEM IF THIS IS YOUR FIRST TIME PLAYING AS THEY WILL EXPLAIN MOST OF WHAT I
HAVE SAID HERE PLUS MORE.
Abbreviations;
I wont always use Abbreviations but here they are for when I do use,
• SBC/s: Select bottom choice/s
• QM: Quest marker
• ATM: At the marker
• RTaGN: Raider troubles at greentop nursery
• UU: Underground undercover
• DCM: Diamond city marker
• RRT: Red Rocket Truckstop
• QS: Quicksave
• HS: Hardsave
• IS: Idiot savant
• PA: Power armor
• RR HQ: Railroad headquarters
• N, S, E, W: North, South, East, West
• NE, NW, SE, SW: Northeast, Northwest, Southeast, Southwest
• SRP: Stabilizer reflector platform
• MBE: Molecular beam emitter
• BOBH: Battle of bunker hill
• BOS: Brotherhood of steel
• NPC: Non player controlled character
Saving;
The AutoSaves in the game will always be active, but these will only be for BACKUP just in case.
The Quicksaves will be used A LOT, mainly to control your own Luck ;). QS comes in very useful
during long sections, if you make a mistake, you can just reload your QS and retry from the spot you
Quicksaved. BUT, when I instruct you to QS, do not overwrite that QS until you have abused it for
whatever reason I advise.
Only 1 Hardsave is actually REQUIRED in this Guide to achieve all Trophies. Although, there are a
few other points I advise you to HS for safety reasons. Because a HS makes a completely new save file,
You can make as many Hardsaves as you want, so feel free to make more than I instruct if you wish.
Just be sure you make a note of each HS location, because after so many HS's, its hard to remember
which is which.
Equipment;
Your Equipment plays a very important part, in a lot of different aspects.
As standard, once you find these items, you will always have the following carried on your person;
• 10mm Pistol (until you acquire the Deliverer)
• Deliverer
• 10mm Ammo (try to always have 300-500 in stock)
• Fragmentation
• Grenades
• Radaway
• Stimpack
Apparel;
As you play through the game, you will be Looting a lot and acquire various types of Armour/Clothing.
You can wear a piece for almost each of the main body parts on your body.
Armour pieces can be found to cover each leg, each arm, your Chest, your head and Clothing normally
covers your head, eyes, full body base layer with a few other additions that aren't really necessary.
Some Clothing can be worn with Armour. There are also some types of Clothing that can't be worn
with other types, for example, something like the MINUTEMEN OUTFIT can't be worn with Armour,
but TATTERED RAGS can, but you probably don't need to worry to much about this.
I instruct you at one point in the guide to acquire TATTERED RAGS (Full body clothing that can be
worn under Armour) and a BATTERED FEDORA (a Hat). These are perhaps the most important pieces
of Clothing you will acquire in the game, due to the Fact that the BALLISTIC WEAVE MOD can be
applied to these and each gives +1 Luck.
The BALLISTIC WEAVE MOD is just applied through an Armour Bench, first you must unlock this
MOD in game though completing certain tasks, this will all be explained in the Guide. Once acquired,
using the Bench, you apply this to the garments I mentioned above with whatever your ARMORER
PERK allows. This MOD can only be applied to certain Apparel which is why I chose the above.
Apart from TATTERED RAGS and BATTERED FEDORA, all other Armour worn will be changed for
better Armour as it is found. Anything with higher Stats will have a + beside it in the Inventory menu
so its easy to tell. Even when Looting, a + will also be beside anything that has better stats than your
current Equipment.
Once I tell you to stop Looting extensively, and you begin just quickly checking boxes or Enemies you
have just killed, you will just Loot AMMO, any Quest Items or Keys and any Armour that has a + sign
beside it (because you know this is better than your current Armour). BUT REMEMBER, TATTERED
RAGS and BATTERED FEDORA will NEVER be replaced once you begin MODDING them.
Also, throughout the game, you will come across certain types of Clothing all with various Bonuses.
Some of these Bonuses may include +1, +2 or even +3 to Charisma. Any clothing you find that boosts
Charisma, YOU WILL ALWAYS KEEP on your person. But you only need 1 of each type, for
example, I normally find a Hat that gives +1 Charisma, Glasses that give +1 Charisma and a Outfit that
you receive once you complete the [CURTAIN CALL] Quest that gives +3 Charisma as these can all be
worn together.
Now, don't confuse these Charisma boosting pieces with your Armour or Tattered rags/Battered Fedora.
These Charisma pieces are ONLY EQUIPPED when you are BARTERING with a Vendor, as these will
allow you to buy for less and sell for more. You will just equip these to Barter, then once done, Re-
Equip your Armour pieces.
Bartering/Looting;
These 2 are not the same thing, but there used almost together within the Guide so I thought best to
explain them together.
I will tell you when to Loot and when not, but mainly you will Loot thoroughly for perhaps the first 10
Quests or so and then I will tell you to just Loot Boxes and Enemies and sprint through areas. You will
also only Loot the Enemy objective areas as well really, if you Loot every single place you pass, you
will be here ALL DAY LOONNNNGGGGG! But as said, I will advise you on when and when not to
Loot.
Any JUNK you Loot will ALWAYS be stored in your Workbench in SANCTUARY. Any AID you Loot
will also be stored in your Workbench. But, anything else will be sold to Vendors in order to receive
CAPS, APART FROM what I mention above or anything else I tell you not to.
While Looting, early on, you will quickly become overburden. As mentioned in the basics, you can
transfer some Items to your Companion and grab them back later or you may have to drop some stuff
(you could always come back for it but thats never really necessary). If you ever actually drop
anything, always drop useless Weapons or Apparel, preferably something that’s high in weight and has
a low Value.
Your going to be selling unwanted Weapons/Apparel anyway and even though you will be selling
unwanted Ammo, Ammo doesnt actually weigh anything so theres no need to bother with that.
When it comes to Bartering, a lot of the Misc items you find can be sold for Caps like Magazines for
example. Selling a Mag will not remove the Bonus you received when you collected it as these
Bonuses are permanent ;).
Once you have a purchased all the stock of a certain Item from a Vendor, you must rest/wait for 48-72
hours to reset their stock. In DCM, there are chairs next to the Vendors in the Cafe area, so this pretty
quick to reset a Vendors stock.
Sometimes, when a Vendors items have restocked, they may sell slightly different items. Bear this is
mind, especially when attempting to purchase the Tattered Rags from Fallon. If she doesn't have them,
you will have to reset her stock until she does sell them.
Combat;
As I stated in the basics guide, V.A.T.S will not be used, honestly, it will slow you down to much.
Basically all you will be doing is running and gunning like most FPS games. You will have to be
careful at the start of the game due to your Equipment and Level, but as soon as you acquire the
DELIVERER and BALLISTIC WEAVE MOD, the game becomes a breeze.
FRAGMENTATION GRENADES will be saved mainly for larger difficult enemies that are very few.
You will have plenty of 10mm Ammo always as explained earlier, so just pump Enemies full of Bullets
until they full, its that simple.
As for what Enemies to kill, obviously don't kill any friendlies, or even injure for that matter! You will
always kill all enemies at each objective or the majority anyway. Some are a pain to get to so if there
not required, sometimes to best to ignore some enemies. You will gain more than enough kills to cover
the Trophies as long as you kill the majority that you come across during Quests
WALKTHROUGH
PART 1;
Before We Start
To Begin;
On the Menu 1st choose the following in options;
• Select very easy
• Turn subtitles on
• Save in pipboy every 10mins
• Make sure all save options are on
PART 2;
The Deep Sleep
Your House
1. Double check your options first once able to do so just to make sure what you selected above has
been applied.
• Quest Begins;
4. Once done, see to Shaun when prompted by Codsworth. Play with him by spinning the toy above his
head, then return to the Living once room called by Codsworth.
5. Once able to do so, run outside the house and straight to the QM. Talk to the Officer at the entrance
and once he lets you through proceed to the Quest Marker and watch some pretty fireworks.
Vault 111
1. Keep following the Quest Marker interacting with the Lady. Next follow the Doctor and activate
your decontamination pod, then skip or watch the scenes.
• Quest Completed: WAR NEVER CHANGES
• Quest Begins: OUT OF TIME
2. After exiting your pod, head to the QM. Loot the Junk here and head to the new QM. Shortly you
will come to a room and see a Cockroach on a window, make sure you grab the SECURITY BATON
just below the window, this will be your weapon of choice for the first part, just use Melee.
3. Carry on towards the QM looting anything and enter the Cafeteria area just after you kill our first
Cockroach. Loot here and then access the TERMINAL and select >PLAY TAPE
FUTURE RETRO
4. Exit and carry on to the QM. Be sure to Loot Mirrors above Sinks in the Washrooms.
5. Once in the reception area, activate the TERMINAL and select > OPEN EVACUATION TUNNEL.
6. Carry on looting the area. When you grab the PISTOL, you will automatically change weapons, use
the D-pad to requip the SECURITY BATON.
7. Carry on and collect the PIPBOY on the floor next to the VAULT DOOR CONTROLS, then use it
to activate the VAULT DOOR CONTROLS. Exit the VAULT back through the Elevator and change
your S.P.E.C.I.A.L when prompted to;
• S:2
• P:3
• E:1
• C:8
• I:3
• A:1
• L:10
Commonwealth
WAR NEVER CHANGES
1. Loot the 2 nearby Shacks and then make your way to the QM in SANCTUARY.
2. Talk to Codsworth ATM and select all bottom choices when given dialogue options but Persuade him
with the top choice when available.
3. Afterwards, 1st search the Workbench beside the nearby SE house.
4. Now, working clockwise, loot every house, and then scrap all the Furniture inside,
CARS/TREES/LAMPPOSTS/TYRES etc outside and also scrap the Junk buildings. But in the
Workbench building leave some Chairs, the Workbench, Weapons Bench, Armour Bench and
Power Armour Stand. Also be sure to HACK/PICK the NOVICE TERMINAL/LOCKS/SAFES
here. And make sure you talk to Codsworth ATM while your exploring SANCTUARY.
5. When you reach your house, collect the S.P.E.C.I.A.L MAG under the babies dresser (select
Charisma) and the MAGAZINE from the Kitchen Worktop. Make sure you loot the Cellar behind a
house in the N end of SANCTUARY.\
6. Once every building has been explored and everything is scrapped except what I said, go to the
Workbench and transfer all your Junk, all Aid apart from RADAWAY/STIMPACKS, all Weapons
apart from a 10mm PISTOL and FRAGMENTATION GRENADES and lastly all Apparel, except
each clothing type that has the biggest boost in Charisma.
FIX ER UPPER
SCAVVER
7. Now open the Workshop menu and place 20 SLEEPING BAGS inside the Workbench building and
your house (20 between them, not in each).
8. Next, go to a large flat area (preferably housing foundation from a house you scrapped) and place
either WOODEN CONTAINERS or TOOLBOXES (these both stack upon each other 3-4 times) on
the ground until you are Level 2 (then upgrade IDIOT SAVANT perk straight away). Keep placing
them until you reach Level 5, 6 or 7. Scrap them and then place again if you have to.
BORN SURVIVOR
9. Now Craft on the Weapons Bench and upgrade the damage on your 10mm PISTOL as much as is
allowed and Equip it.
10. Once done, carry on with the [OUT OF TIME] Quest and make your way to the QM. Just after you
cross the SANCTUARY bridge, loot the corpse and equip the clothes.
11. Soon after you will arrive at RED ROCKET TRUCK STOP. Loot this area and greet the Dog
(DOGMEAT) and take him with you. Kill the Molerats here, but don't forget to loot the back of the
building and then carry on directly to the QM.
Concord
1. Shortly after arriving in CONCORD you should come to a Museum ATM with Raider enemies
outside. Kill these, loot their bodies and QS just before you kill the last one and before you get to close
to the QM. Reload the the QS until you trigger IS for the Quest.
• Quest Completed: OUT OF TIME
• Quest Begins: WHEN FREEDOM CALLS
2. Equip any new stronger Apparel that you have collected and then enter the Museum.
3. Push through the area to the QM, once you enter the area with the broken floor/stairwell with the
cage at the
bottom, HACK the NOVICE TERMINAL beside it and then loot the FUSION CORE from the
generator. Make sure you loot the rooms above the cage and then push on towards the QM
killing/looting as you go.
4. Once you reach Preston, begin talking SBC. After talking, loot the room being sure to grab the
PERCEPTION BOBBLEHEAD from the desk and proceed to the QM.
5. Loot the area next to the POWER ARMOUR then transfer the FUSION CORE to the POWER
ARMOUR and then enter it. Grab the MINIGUN and the nearby Junk, then drop down and kill the
Marked Raiders and the Deathclaw once it spawns (use your FGs on the Deathclaw if you have some).
6. After looting the bodies, exit the PA taking the FUSION CORE with you and re-enter the Museum.
Talk to Preston and Mama SBC.
• Quest Begins: JEWEL OF THE COMMONWEALTH
7. Exit the Museum and deselect the Quest. Now head directly south.
8. Just after you encounter the Bloodbug Hatchlings (flies) and pass under some electric lines, you will
come across a small Shack. Loot this Shack, HACK the TERMINAL inside, then continue South.
9. Once you pass under the first Overhead Highway you will see a road beneath it heading South, walk
to and follow this road S keeping the Caravan icon on your left (there's a tough enemy here so we're
avoiding it for now) as you pass through the rocky area.
10. Once the Caravan icon has disappeared, contin ue directly S again until you reach the 2nd
Overhead Highway and a river further on.
11. Head E under the Highway and enter the 1st building you soon arrive at GRAYGARDEN
HOMESTEAD. Loot everything including the BATTERED FEDORA (Hat) on the table before
exiting. Loot the outhouse and continue East and you will shortly discover GRAYGARDEN.
• Quest Begins: FIRE SUPPORT
12. Harvest all the Mutfruit plants here and other plants then loot what you can from the area (don't
loot red items). Now warp back to SANCTUARY.
Sanctuary
1. Store all your Junk and unnecessary Aid in the Workbench (but not MUTFRUIT). Also retrieve any
Weapons/Apparel from the Workbench that you deposited earlier.
2. Now select the Quest [WHEN FREEDOM CALLS] and then talk to Preston ATM SBC. QS when
he asks about helping another Settlement, reload to trigger IS.
• Quest completed: WHEN FREEDOM CALLS
• Quest begins: FIRST STEP
3. Now deselect Quest [FIRST STEP] and select Misceallaneous Quest [TALK TO STURGES]. Talk
to Sturges ATM SBC.
• Quest begins: SANCTUARY
4. Open the Workshop menu and read the Tutorial. Only put 1 BED down inside a building then talk to
Sturges.
5. Next place the required WATER PUMPS down, then place down all the MUTFRUITS you
collected and assign Settlers to them.
6. Talk to Sturges if required and then place MACHINEGUN TURRETS until the Defense requirem
ent is met. Try to keep everything neat and together.
7. Talk to Sturges again once complete and QS on the 1st dialogue option. Reload this until IS triggers.
• Quest complete: SANCTUARY
SANCTUARY
8. Now go into
• Workshop > Resources > Miscaellaneous and place a BELL.
Also go into
• Workshop > Power > Miscaellaneous and build a RECRUITMENT RADIO BEACON,
then build a GENERATOR-SMALL next to it and WIRE them together.
9. Now enter
• Workshop > Resources > Miscaellaeneous and build a SCAVENGING STATION, assign a
Settler to it if 1 is free.
10. I WILL NOT MENTION THIS AGAIN SO READ CAREFULLY: At Sanctuary you eventually
need to have 20 Food (Mutfruits), 20 Water and 40 Defense (Food+Water). You will warp back here
quite a lot, as you do, make sure you add these resources to the Settlement if your still short and if
possible. Of course, assign Settlers to the Food, and make sure the Scavenging Station is manned.
Make sure the Recruitment Radio Beacon is on (should have a green light). And everytime you warp
back here, Harvest the Mutfruit Plants!!
11. Now select the [JEWEL OF THE COMMONWEALTH] Quest and warp to GRAYGARDEN.
Graygarden
1. Harvest the Mutfruits here if any have grown back this fast and then travel South slightly until you
reach the road beside the River. Follow this road in a Eastern direction.
2 . Ignore the first bridge and keep following road East. Stay on the outer road that follows the River as
you make your way to the QM.
3. Shortly after discovering CAMBRIDGE POLYMER LABS, you will come to another bridge. Cross
this bridge discovering the WRECK OF THE USS RIPTIDE along the way.
4. Continue straight South to the QM. You will notice Diamond City signs along the way and witness a
firefight which you will just ignore because I told you to ;).
5. Once at the QM talk to Piper SBC. Once the gate is open, talk to Mayor Mcdonough who is talking
with Piper in the entrance. Once you get the Persuasive dialogue option, QS and reload until you
successfully Persuade.
6. Afterwards follow the Marker into DIAMOND CITY.
• Quest begins: STORY OF THE CENTURY
5. From the 1st Baseball Marker, face NE and you will see 'Power Noodles Diner', walk towards this
and stop just before.
6. To your right (East) along the outer wall are some Vendors beginning with;
• Doctor Sun's 'Mega Surgery Centre' on the corner
Arturo, Myrna and Percy sell 10mm AMMO and this is who you will stock up from.
All Vendors are only available during the day except for Percy who is only available at night.
7. Now, Sell your unwanted Weapons/Apparel/Ammo, purchase 10mm AMMO. Wait on the nearby
Diner chairs if you want to change the time, or wait for 48/72 hours if you want to reset/restock a
Vendors items.
8. To the NW of Power Noodles is 'Fallons Basement' (there will be stairs leading down beside a
Shack), which houses another Vendor 'Fallon'.
9. Enter here and Barter with Fallon, sell your stuff and buy 10mm if there is any available. Also make
sure you buy TATTERED RAGS from Fallon. If shes not currently selling them, wait for 48/72 hours
on a chair and then try again until she is.
10. Once all done, exit the Basement and watch the scene. Loot the deadguy and after selling all your
unwanted gear enter 'Diamond City Newspaper' (Publick Occurrences) West of the 1st Baseball
Marker.
11. Talk to Piper inside SBC but QS on the 6th/7th dialogue option where the bottom choice is 'don't
lose hope'. Continue and reload to trigger IS
• Quest complete: STORY OF THE CENTURY
12. Recruit Piper as your Companion and send Dogmeat to SANCTUARY then loot and exit the house.
Now head to Nicks Detective Agency ATM and enter.
IMPORTANT NOTE;
During your time in DCM, you may overhear some chatter about the RailRoad which may
cause the Quest [ROAD TO FREEDOM] to begin. If you do, make sure its deselected but
don't worry if you don't hear anything as you will unlock it later.
• Quest begins: ROAD TO FREEDOM (if you heard the residents chatting about
this)
13. Talk to Ellie Perkins and QS on the first dialogue option and select 'Its Important', reload if
needed. Carry on SBC and QS on the 3rd dialogue option. Reload until you trigger IS.
• Quest complete: JEWEL OF THE COMMONWEALTH
• Quest begins: UNLIKELY VALENTINE
14. Exit the Agency and sell anymore newly acquired unwanted gear and purchase more 10mm if
needed and then exit DCM following the Marker.
WALKTHROUGH
(Continued)
PART 3;
Into The Commonwealth
DCM
1. Sell your unwanted gear and stock up on 10mm. Then warp to SANCTUARY.
Sanctuary
1. Deposit your Junk and unwanted Aid and harvest the Mutfruit Plants.
2. Also now we're back here, add any remaining Resources to Sanctuary that you haven't added yet due
to being short earlier.
3. Locate Codsworth and recruit him and send Piper to SANCTUARY. As soon as Piper begins to walk
away, quickly recruit her again and dismiss Codsworth.
4. Afterwards, warp to BOSTON PUBLIC LIBRARY.
Trinity Tower
1. Now tune into 'Trinity Tower Radio'.
• Quest begins: CURTAIN CALL
2. Deselect any other Quests and keep [CURTAIN CALL] active. Now make your wa y upwards to the
QM looting/killing as you go.
3. After you exit the 1st elevator, drop down the hatch in the neighboring Elevator to enter a room with
a TERMINAL. HACK the TERMINAL, PICK the SAFE, then proceed through the nearby door
making your way to the QM on the roof.
4. Once on the roof, loot the area making sure you grab the TRINITY TOWER CELL KEY from the
Chest and then enter Rex's cell. Be sure to grab the MELEE BOBBLEHEAD from his cell and then
continue with the Quest.
5. After you reach the bottom of the Tower and Rex begins talikng, QS on the 1st dialogue option and
reload to trigger IS.
• Quest completed: CURTAIN CALL
6. Straight after, Recruit Strong and send Piper to SANCTUARY. But quickly recruit Piper again
straight after and send Strong to SANCTUARY instead keeping Piper with you. Now Warp to DCM.
DCM
1. Sell your unwanted gear/stock up as usual. Be sure you don't sell the SUIT that you received for
completing [CURTAIN CALL] as this gives +3 Charisma.
2. Also keep hold of a pair of Glasses or Hat you come across that each have +1 Charisma.
Afterwards, warp to SANCTUARY.
Sanctuary
1. Deposit your gear, harvest the Mutfruits if ready and also upgrade the DMG on your PISTOL again
if possible.
2. If you still don't have the amount of resources down that I mentioned earlier, place d-own what you
can.
3. Then make sure Quest [UNLIKELY VALENTINE] is selected and Warp to TRINITY TOWER.
Goodneighbor
1. When you enter, move forward slightly until 'Finn' initiates a conversation. Choose the left choice
'sarcastic' and then watch the small scene.
2. Afterwards talk to 'Hancock' and SBC 1st followed by the left choice 'sarcastic'. Keep talking and
ask him about work to activate Quest:
• Quest begins: INVESTIGATE PICKMAN GALLERY
Deselect this Quest.
3. After talking take a note of the 2 stores in front of you. The left store is run by KL-E-O who sells
various Shipments including OIL and BALLISTIC FIBRE. The store on the right is run by Daisy
who also sells a lot of items and some useful Shipments.
4. Talk to Daisy but QS just before. When she asks you about work, select left choice 'looking for
work', followed by the bottom choice 'I already did it'. Reload QS to trigger IS.
• Quest begins: PUBLIC KNOWLEDGE
• Quest completed: PUBLIC KNOWLEDGE
Goodneighbor (outside)
1. Straight after you exit GOODNEIGHBOR, move back to the RailRoad Red Brick Path and continue
following.
2. The RBP may seem to disappear sometimes under rubble, you may need to cross the road or explore
the vicinity to pick it up again.
3. Shortly after discovering the OLD CORNER BOOKSTORE you will reach the Marker that reads
'3I'. Turn immediately West once you reach here and there will be a tall building directly in front.
Proceed to the West of the this building (MASS FUSION BUILDING) to the doorway being careful of
the enemies and mines outside and then enter the building.
3. Upon respawn, follow the Red Brick Path to the end killing the enemies. You will eventually come to
OLD NORTH CHURCH in front of you, enter this.
PART 4;
The Railroad
4. Depending on how happy you have made Piper thus far, she may initiate a conversation with you at
this point, choose all bottom choices. If she didn't, try talking to her yourself to see if her lengthy chat
triggers, if still nothing, she is obviously not ready, but remember this later for when she does initiate a
chat!
5. With the [TRADECRAFT] Quest selected, talk to Deacon as prompted SBCs. Once finished, exit
the Church and then warp to the GRAYGARDEN close to the QM.
Graygarden
1. Harvest Mutfruit here before making your way straight to Deacon ATM, you may pass through
ROCKY NARROWS PARK along the way.
2. Once with Deacon, talk to him SBCs follow him to the Tourist and talk to the Tourist selecting left
choice 1st 'Railroad password', followed by all bottom choices!
3. Afterwards, talk to Deacon SBCs and retrace your steps off the Highway and make your way to and
then enter the Escape Tunnel ATM!
Escape Tunnel
1. Once inside, talk to Deacon SBCs once he arrives and then let him HACK the MASTER
TERMINAL you will come to shortly. Once gate is open, make your way to the QM looting and killing
as you go.
2. Once at the locked door, HACK the NOVICE TERMINAL beside it to open it and then clear and
loot the area before proceeding. A FUSION CORE can be found in here as well as a US COVERT
OPERATIONS MANUAL MAG in the upstairs control room beside the EXPERT TERMINAL that
you will HACK. Next, HACK the EXPERT TERMINAL on the wall beside the doors and deactivate
the OPTICAL TRIPWIRE CONTROL using the TERMINAL before proceeding.
3. Now enter the door, looting the right path 1st before taking the left path. Be weary of the mines at
the bottom of the stairs. There will be a wall NOVICE TERMINAL down the path to the right of the
stairs, which will open the caged area.
4. Once near the QM, Deacon will begin to HACK the TERMINAL, make sure you ACCEPT the
PISTOL he offers to you shortly after entering the QM room. The PISTOL you receive is the
DELIVERER which you will use for the remainder of the game after this Quest. Grab the QM item
then exit this place following the QM.
5. Use the TERMINAL beside the lift to POWER THE ELEVATOR. Once you exit the elevator, you
will arrive in LEXINGTON, warp from here to DCM. You will have to destroy any nearby enemies
first before you can warp.
DCM
1. Equip your DELIVERER pistol and you can now sell your 10mm PISTOL. Sell any other
unwanted gear and stock up if needed then warp to SANCTUARY.
Sanctuary
1. Harvest the Mutfruit plants, deposit your Junk/Aid and then upgrade everything you can on the
DELIVERER.
2. Once done warp to OLD NORTH CHURCH ready to turn in the Quest.
Old North Church
1. Enter the CHURCH and then go and talk to Deacon. When given the option select right choice 'Tell
the Truth' and then QS and select the bottom choice next 'Join the Railroad'. On the next dialogue
option, QS then SBC and reload to trigger IS. DO NOT recruit Deacon if prompted.
• Quest Complete: TRADECRAFT
• Quest Begins: BOSTON AFTER DARK
TRADECRAFT
2. Afterwards, enter the HQ (with [BOSTON AFTER DARK] selected) and talk with DR Carrington.
QS on the persuade option and select 'get on his goodside'. Once finished talking, loot the HQ for
some goodies making sure you grab the ASTOUNDINGLY AWESOME TALES MAG of a desk.
3. After, exit through the North Escape Tunnel and HACK the EXPERT TERMINAL at the end beside
the cage. Loot the cage for some goodies including a FUSION CORE, then carry on through the
Tunnel and exit to the Commonwealth.
Commonwealth
1. Outside, head to the QM using the nearby bridge and grab STOCKTONS HOLOTAPE from the
MAILBOX ATM.
2. Now turn around and head East back to the bridge. Head South back across the bridge ignoring the
QM, but stop once you've passed over the bridge. Face SouthWest and there will be a define green
'building' Marker on your compass which is for the building in front. Make your way around this
building to the front until you discover CABOT HOUSE.
3. Now return to the bridge and head North to the QM.
4. At the entrance to BUNKER HILL, talk to Kessler SBCs.
5. Afterwards, enter BUNKER HILL and look around for a disfigured guy wandering about (not related
to the current Quest) named 'Edward Deegan' and if you find him, talk to him SBCs.
• Quest Begins: SPECIAL DELIVERY (if you found Edward)
Deselect this Quest and if you don't find him don't worry as there is another way to begin this Quest
that I will explain later.
6. Either way, carry on with [BOSTON AFTER DARK] and talk to 'Old Man Stockton' at the QM.
First select the left dialogue choice 'Countersign' and after SBCs.
7. Once finished chatting, exit BUNKER HILL through the entrance, traveling West and then North
around BUNKER HILL following the walls. Once you reach the North West corner of BUNKER
HILLS outside perimeter, turn and head West following the road to the QM, passing BADTFL
REGIONAL OFFICE along the way.
8. Once you come to the Church and have eliminated the enemies inside, wait until nightfall when
prompted (wait on the Church seats if its currently daytime, nighttime is 8pm-8am).
9. At night, 'Old Man Stockton' and 'HZ-22' will turn up, talk to them both SBCs. Shortly after, 'Old
Man Stockton' will signal to 'High Rise' to come. Once 'High Rise' arrives, talk to him selecting the left
choice 'Railroad Password' and then SBCs.
10. Now follow 'High Rise' to his destination, defeating enemies along the way and loot the bodies. You
will pass through MONSIGNOR PLAZA along the way and will eventually reach TICONDREGA
where you will be prompted to talk with 'High Rise'.
11. After the conversation, warp back to RR HQ as prompted.
Railroad HQ
PAY EXTRA ATTENTION HERE, THESE NEXT 2 STEPS ARE VERY IMPORTANT
1. Go to DR. Carrington at the QM but QS and HS (the HS is just in case you make a mistake in this
part) just before the conversation starts.
2. Talk to him SBCs but DO NOT progress the conversation with him AFTER the Quest completes.
Just progress the dialogue slowly, and once the Quest completes, move away to exit the conversation,
but make sure you reload your QS until IS triggers.
• Quest Completed: BOSTON AFTER DARK
3. At this point, you should have completed [BOSTON AFTER DARK], triggered Idiot Savant and
exited the conversation before it progressed STRAIGHT AFTER completing the Quest. If the
[BUTCHER BILL] Quest has become active then you progressed the conversation to much.
4. QS once you have triggered IS before progressing the conversation anymore (BUT DO NOT save
over this QS until you have received the Quest [MERCER SAFEHOUSE: TAFFINGTON
BOATHOUSE].
5. Once ready, talk to Dr.Carrington again SBCs and [BUTCHER BILL] will become available.
• Quest Begins: BUTCHER BILL
6. Once the above Quest is available, talk to P.A.M SBCs and she will give you the [MERCER
SAFEHOUSE] Quest at a random settlement. The random settlement that you want the Quest
[MERCER SAFEHOUSE] to be at is TAFFINGTON BOATHOUSE. There's approx 5 settlements
that P.A.M will randomly choose from.
7. Reload the QS you recently made and repeat the steps again until you receive the Quest [MERCER
SAFEHOUSE: TAFFINGTON BOATHOUSE]. The reason you made the QS before starting
[BUTCHER BILL] is because the Settlement for [MERCER SAFEHOUSE] is chosen at the point
[BUTCHER BILL] becomes available. You made the QS just before to control this to a certain degree.
• Quest Begins: MERCER SAFEHOUSE: TAFFINGTON BOATHOUSE
8. Once done, make sure this is the only Quest you have active and then warp to the warp point
CLOSEST TO THE QM, most probably BADTFL REGIONAL OFFICE.
Taffington Boathouse
PAY EXTRA ATTENTION HERE, THESE NEXT 2 STEPS ARE VERY IMPORTANT
1. Loot the area and defeat the enemies as prompted and then access the Workbench.
2. Now, build & place ONLY '1' Machinegun Turret, then make a HS.
3. After you make the HS, build the LAST Turret (if you don't' have enough Junk, grab some from
SANCTUARY) at which point you will be prompted to report back to P.A.M.
4. Warp back to the RR HQ.
RR HQ
NOTE;
If Drummerboy in RR HQ ever runs up to you and gives you a Quest, just ignore/deselect the Quest.
1. Go to P.A.M at the QM and QS just before talking to her, then talk to her SBCs.
2. She will give you a [JACKPOT] Quest which is randomised. The [JACKPOT] Quest you want is
[PINNACLE HIGHRISE]. If you got it first time, great, keep reloading the QS until IS triggers for
[MERCER SAFEHOUSE].
If YOU don't receive [JACKPOT: PINNACLE HIGHRISE] reload the HS you made last and repeat
(including making the QS) up to this point until P.A.M gives you [JACKPOT: PINNACLE
HIGHRISE].
The position of the last HS is the point where the [JACKPOT] Quest is chosen from a possible 3
locations. Once you receive it, reload the QS until IS triggers.
• Quest Complete: MERCER SAFEHOUSE; TAFFINGTON BOATHOUSE
• Quest Begins: JACPOT; PINNACLE HIGHRISE
Goodneighbor
1. Exit GOODNEIGHBOR as soon as you arrive if you're inside.
2. Make your way around the building in front of you (West) around to the QM.
3. Once your around the building and heading East with the QM in front, you will shortly travel up a
ramp onto a used narrow highway with scrap cars scattered and some enemies.
4. Follow this around and when it begins to bend to the North and the QM is 20m away, look East and
you will see a catwalk going up the building in front, you need to climb this to the QM.
5. Jump off the highway using the nearby ramp and climb the stairs all the way up and enter the QM
door into PINNACLE HIGHRISE. Loot the vicinity, kill the enemies and proceed to the QM looting
the CACHE.
6. Now exit and warp back to RR HQ.
RR HQ
1. Go to P.A.M and QS, now talk to P.A.M to complete the mission. Reload for IS to trigger.
• Quest Complete: JACKPOT; PINNACLE HIGHRISE
2. Now talk to TinkerTom, this should be your first time talking to him. He will offer you a shot, select
the right choice 'No Way' followed by the right choice again on the next option.
3. Keep talking until he mentions the 'Hi-tech stuff found in the DIA cache' (you may have to exit the
conversation and begin talking again to get him to mention this). Once he talks about this and tells you
that some new gear is available, that's the sign you can now upgrade certain Apparel with the
BALLISTIC WEAVE Mod.
4. Now warp to DCM, sell all your unwanted gear, ammo etc there, then stock up and warp to
SANCTUARY.
Sanctuary
You should have about 10000 caps by now.
1. Harvest the Mutfruit and deposit any unused Aid/Junk and then open the Armour Bench. Upgrade
the BATTERED FEDORA and TATTERED RAGS you own using the BALLISTIC WEAVE Mod
as much as your Perks allow.
If you need more junk, you can get some Shipments from KL-E-O in GOODNEIGHBOR.
2. Next Upgrade your DELIVERER some more if possible (but do not upgrade the Sight to the
Glowsight as its not worth it, it obstructs your view).
3. Once all done, select the [FIRST STEP] Quest and then warp to MUSEUM OF FREEDOM.
PART 5;
The Minutemen
Museum of Freedom:
1. From here, head straight to the QM, you should pass through THICKET EXCAVATIONS along the
way.
2. Once at TENPINES BLUFF, talk to the Marked Settler and once the next objective begins, warp to
LEXINGTON.
Lexington
1. Head S from the spawn point then climb the stairs on the 1st building you come close to just on your
Left.
2. Once on the roof, look East towards a statue of a 'Man' and you will see a Behemoth. Crouch and kill
it from here as a Stealth Kill. This Behemoth may not be here yet, depends on your Level, if it isn't,
don't worry for now, just make a note and come back end-game.
3. Now travel straight to the QM and enter the double doors into CORVEGA ASSEMBLY PLANT.
Tenpines Bluff
PAY EXTRA ATTENTION HERE, THESE NEXT 2 STEPS ARE VERY IMPORTANT
1. Before doing anything, make a HS and ONLY THEN report your success to the Settler at the QM.
2. After reporting to the Settler, loot the Workbench behind the Shack once it becomes available to and
then warp to SANCTUARY.
Sanctuary
1. First, talk to Preston exhausting all his dialogue (he will have a lot).
• Quest Completed: THE FIRST STEP
2. Carry on talking and you will receive 2 Quests from him. Your hoping for the following Quests;
• Quest Begins: OUT OF THE FIRE
• Quest Begins: RANDOM RADIANT QUEST (Must not be at GREENTOP NURSERY or a
RAIDERS TROUBLES Quest)
You definitely need the [OUT OF THE FIRE] Quest, but the [RANDOM RADIANT QUEST]
doesn't matter, but IT CANNOT BE AT 'GREENTOP NURSERY' (Very Important).
3. Reload the recent HS you made at TENPINES BLUFF and repeat the steps up until this point until
you receive the Quests above from Preston, shouldn't take many reloads. Don't worry about IS for
[THE FIRST STEP].
4. Once you have the required Quests, talk to Preston 1 more time and recruit him as a companion and
send Piper to SANCTUARY. Straight afterwards, talk to Piper before she walks away and recruit her
again, sending Preston to SANCTUARY.
5. Next, harvest the Mutfruits, deposit any Aid/Junk, and warp to DCM if you need to sell and/or stock
up.
6. Once finished, make sure [OUT OF THE FIRE] is selected and warp to BADTFL REGIONAL
OFFICE.
Finch Farm
1. Then head North to the QM at SAUGUS IRONWORKS.
2. Take a left around the building and eliminate the enemies near the entrance, but be weary of the
flame thrower wielding enemies. Ignore the enemies on the roof, then Loot the immediate area and then
enter the QM door into SAUGUS IRONWORKS.
Saugus Ironworks
1. Once you enter, head South to the stairs on the opposite wall while being weary of the enemies and
looting them as you go.
2. Halfway up the stairs you will come to a room with a ADVANCED wall TERMINAL beside a door.
HACK this but don't enter, instead, turn and head North along the corridor to find a NOVICE
TERMINAL beside a Protectron unit. After HACKING this TERMINAL, head back and through the
1st door you HACKED.
3. Head straight East and up the broken walkway in the corner, and then follow the corridor North to
the QM door. Enter the QM door into the Blast Furnace.
4. As soon as you enter you will involved in a small scene. When you are asked, select the 'Sarcastic'
choice for both dialogue options but before you select it the 2nd time, climb the stairs on the right and
get yourself lined up close ready to kill the QM enemy 'Slag' and the flame wielding Raider beside him
(kill the flame wielding enemy 1st).
5. Once lined up, select the 'Sarcastic' choice and after the QM enemy has counted to 3, let rip and
begin killing the enemies. BUT BE CAREFUL you don't kill Jake Finch or the captured Settler.
6. Loot the enemies making sure you grab the SHISHKEBAB from Slags body. Also be sure to collect
the EXPLOSIVE BOBBLEHEAD which is on top of the wall control panel behind where Slag was
originally standing. Also, don't forget the PICKET FENCES MAG which is on the floor just to the
right of where Slag originally was.
7. Afterwards, HACK the NOVICE TERMINAL on the wall North of the BOBBLEHEAD and talk to
the captured settler and free him/her.
8. Before you leave the room, talk to Jake Finch who should be standing around somewhere and SBCs,
maybe at the bottom. If you can't manage to initiate a conversation (sometimes he will become trapped
in a unreachable place) with him don't worry.
9. Now leave the Building following the QM travelling back to FINCH FARM and a small scene will
occur once Jake arrives, QS as soon as the scene starts.
PAY EXTRA ATTENTION HERE, THESE NEXT FEW STEPS ARE VERY IMPORTANT
10. During the scene between Jake and Abraham, while keeping the scene in view, back away slightly
so your approx 4 car lengths away from Abraham. Now, if at the right distance, the scene will continue
and finish, but Abraham WILL NOT initiate a conversation with you afterwards (which would
complete the current objective).
11. This is exactly where you want to be, with the scene finished, but not the current objective. HS
here, very important you HS in the correct place. If you make a mistake and accidently talk to Abraham
and complete the current objective, then reload the recent QS and repeat until the HS is correctly made.
12. Once the HS has been made at the position I stated, ONLY THEN talk to Abraham Finch, handing
him the SHISHKEBAB and finishing the objective.
13. Afterwards, loot the now available Workbench and then warp to SANCTUARY.
Sanctuary
1. Back here, Talk to Preston SBCs.
• Quest Completed: OUT OF THE FIRE
2. Keep talking to Preston and you should receive 2 random Quests. 1 of the Quests you receive needs
to be [RAIDER TROUBLES AT GREENTOP NURSERY]. If you receive this Quest 1st time, lucky
you, if not, reload the HS you made at FINCH FARM, and repeat the steps from there onwards again.
3. If you haven't received the RTaGN Quest, keep reloading this HS until you receive it from Preston
Garvey, shouldn't take too many reloads. don't worry about triggering IS for [OUT OF THE FIRE].
• Quest Begins: RAIDER TROUBLES AT GREENTOP NURSERY.
• Quest Begins: MINUTEMEN RANDOM RADIANT QUEST (Can be any random Q,
doesn't matter)
4. Once you've acquired the [RTaGN] Quest, deposit your Junk/Aid and harvest the Mutfruit plants.
Take any unwanted Weapons/Apaarel you may have stored in the Workbench and then warp to DCM.
5. Sell your unwanted gear, stock up on ammo if needed and then warp to SAUGUS IRONWORKS.
VERY IMPORTANT
I performed extensive testing in an attempt to work out how to control which Radiant
Quests you receive. I believed I had cracked it, but since writing the original Guide, some
players have reported that they haven't been able to receive RTaGN no matter how much
they reloaded. This may be down to them doing something different to what I advised in the
Guide or maybe because sometimes you just can't receive it, even though my testing
proofed otherwise, or so I thought.
If you have acquired RTaGN, ignore this highlighted section. HOWEVER, if you just
can't seem to receive RTaGN, then follow this;
1. Whatever Radiant Quests you receive, you must complete the one that involves
helping a settlement, so complete that first, hand it in back at the settlement (not to
Preston yet) then move on to step 2.
2. Warp to FINCH FARM
3. Head N to SAUGUS IRONWORKS, then head just N of here and you will find a
crossroads not too far from SAUGUS.
4. From the crossroad, head directly West until you discover GREENTOP NURSERY
(it's located N of RR HQ and W of SAUGUS, draw an imaginary line if you need
to)
5. Once GREENTOP is discovered, warp to SAUGUS IRONWORKS.
6. Back at SAUGUS IRONWORKS, head directly N until you reach the river.
7. Once you meet the river, don't enter it, instead head directly E.
8. After travelling E the approx same distance you just travelled from SAUGUS
IRONWORKS to the river, you should enter a large quarry, DUNWICH BORERS.
9. Now at DUNWICH BORERS, continue with the guide from the DUNWICH
BORERS steps below. The entrance is at the bottom of the quarry, then once inside
it's pretty linear, you only need to follow the Guide until you have collected the
MAG and BOBBLEHEAD from inside, then you can continue with the next steps
after RTaGN
JUST REMEMBER, the steps mentioned above are assuming you cannot acquire the
RTaGN Quest. This will only mean that things may happen slightly differently at the next
few locations, luckily this won't cause too much trouble though so just bear with it.
Saugus Ironworks
1. Make sure [RTaGN] is selected and head straight to the QM at GREENTOP NURSERIES.
2. Talk to the Settler ATM SBCs and then head to the new QM at DUNWICH BORERS.
Dunwich Borers
1. The enemies can be a pain here with your Weapon, simply because their all scattered about at
varying distances and heights and you don't have a scope. Leave some alive if you wish. Keep an eye
on your health, don't bother looting them once killed and then enter the door at the bottom of
DUNWICH BORERS at the QM.
Greentop Nursery
1. Once here, talk to the QM Settler exhausting all his dialogue and the Settlement will become
available.
COMMUNITY ORGANISER (Ally with 3 settlements)
If you you couldn't acquire the RTaGN Quest, this Trophy should have popped when you
helped another settlement as advised in Step 1 of the recent highlighted section.
2. Now loot the area, making sure you loot the Workbench and harvest the Mutfruits in the
greenhouse.
3. Once all is done, warp to DCM.
4. Sell your unwanted Weapons/Apparel, stock up if needed and then warp to SANCTUARY.
PART 6;
The Benevolent Leader
Sanctuary
1. Back here, deposit all your unwanted Aid and your Junk in the Workbench and then talk to Preston
but QS just before. Reload to trigger IS.
• Quest Completed: RTaGN (Or whatever Quest you completed in it's place)
• Quest Begins: TAKING INDEPENDENCE
Taffington Boathouse
1. Do exactly the same as you just did in RED ROCKET TRUCK STOP.
2. Once both settlements are set-up, warp back to SANCTUARY.
Sanctuary
1. Back at SANCTUARY, send 1 unnamed Settler (they will just be called 'Settler') to RED ROCKET
TRUCKSTOP and send another 1 to TAFFINGTON BOATHOUSE. If you need to, use the Bell to
round up all the Settlers.
2. Once done, warp to RED ROCKET TRUCKSTOP.
Taffington Boathouse
1. Once all is done here exactly as you did at RED ROCKET TRUCKSTOP, you will have 2
Settlements all ready to achieve 100 Happiness. You only need 1 Settlement for 100 Happiness, but I
have asked you to prepare 2 just to be safe because Settlements Happiness 'can' be buggy.
• All you need now is continue on with the Guide, the Happiness will increase at these
Settlements as you play the game, just takes time.
• Just keep an eye for any notifications that appear on your screen stating that either of these 2
Settlements are in trouble and need help. If that does occur, stop what your doing (if possible) at
the earliest opportunity, warp to either Settlement and help them.
• If you ever miss a notification that appears, but catch a glimpse of it, you can find these
under QUEST > MISC Menu in your PIP-BOY.
2. Once all is ready, carry on with [TAKING INDEPENDENCE], warp to BOSTON COMMON.
Boston Common
1. Head South from the Spawn Point and shortly after passing through the COMBAT ZONE, you will
come to a crossroads. Stop at the crossroad and look SouthWest and you will see a large Nuka Cola
Sign, looking to the South you should see a Blue Wrecked Car and a Bus slightly further. From the
crossroads, head East and once you enter MASS BAY MEDICAL CENTRE, head South.
2. Shortly after, you will come to a building with a 'worn' Hubrus sign on it and to your SouthEast you
should see a overhead highway. From here, head straight to the QM.
3. After passing through the river and have climbed back onto land, be careful as you may come across
a Mutant Suicider in the ruined construction area. Keep heading straight to the QM and you will
eventually reach Preston.
4. Talk to him SBCs, and once finished, loot the building and head East to THE CASTLE at the QM.
At THE CASTLE, help the Minutemen clear the courtyard area and afterwards you will be tasked with
destroying the Eggs at the QMs.
5. Eliminate the Eggs in the Courtyard first and the Eggs in THE CASTLE interior going from Left to
right. Loot THE CASTLE as you go and be sure to use the Water Fountains/Sinks in the most Left
room to refill your HP should you need.
6. After you destroy so many Eggs, the 'Mirelurk Queen' will spawn. She will be very easy with your
level and stats but use THE CASTLE for cover if you wish and use the Water Fountains to refill your
HP if needed to save STIMPACKS.
7. After defeating the Mirelurk Queen, talk to Preston.
8. Once finished talking, grab the GUNS & BULLETS MAG from the desk near the central Radio
Transmitter.
9. Next, open your Workshop HUD and place 2 Generator-Mediums next to the Radio Beacon in the
center, and then wire them together. Now wire 1 of the Generators to the Radio Beacon.
10. Once the objective is complete, QS before talking to Preston and reload to trigger IS.
Quest Completed: TAKING INDEPENDENCE
TAKING INDEPENDENCE
11. Now warp to DCM, sell your unwanted gear, stockup and then warp to SANCTUARY.
WALKTHROUGH
(Continued)
Sanctuary
1. Deposit any gear you don't need and then sleep for 3 days.
2. Now warp back to the Castle.
The Castle
1. There should now be a Settler wandering around the courtyard wearing a Green Military Uniform
and a Beret. This is Ronnie Shaw, talk to her SBCs to begin the next Quest.
• Quest Begins: OLD GUNS
Sanctuary
1. Deposit your gear and then talk to Preston SBCs, but QS just before. Reload to trigger IS.
• Quest Completed: OLD GUNS
OLD GUNS
.
2. Warp to DCM if you need to Stockup then warp to THE CASTLE.
PART 7;
Everybody loves a Bobblehead Hunt
NOTE; You should be approx level 30 at this point. Time for a quick BOBBLEHEAD Hunt ;)
The Castle
1. If you open your map and look to the East, you will see a small island. Head straight East to the
island which is named SPECTACLE ISLAND.
Bbbbbb
Spectacle Island
1. As soon as you touch land, follow the shore around to the South of the the Island until you come
across a Green Boat. Enter the top room on the Boat and grab the LUCK BOBBLEHEAD from inside
a Locker.
2. Loot the rest of the Boat and then flip the CIRCUIT BREAKER SWITCH in the bottom room on a
Generator. This will spawn a Mirelurk Queen, so QS now and then move outside and kill the Queen
and any other enemies (FRAG GRENADES help here), use the boat for cover if you wish.
3. Now look SouthWest and you will see a Large Red & Black Vessel washed up on the shore of land in
the distance, head straight to this Vessel.
4. Once you reach the WRECK OF THE FMS NORTHERN STAR, follow it around to the right (West)
and enter the 1st opening leading into the Wreck that you come across.
IMPORTANT NOTE
From now on, you will only Loot CRATES/BOXES/BAGS/BODIES etc looking for
AMMO, better Armour and Weapons to sell. Also there is no need to go out of your way
now to Loot because your Equipment should be sufficient enough by now and you will
have plenty of CAPS to purchase more AMMO if required. You most likely have all that is
needed for the rest of the game Resource wise so no need to waste the time now, unless I
instruct you to of course ;).
5. Now look West and a little South and you will see a Power Station that has a Chimney with White
and Red Stripes around the Rim, carefully climb down the Ship and make your way there.
Poseidon Energy
1. Once you reach POSEIDON ENERGY, climb the stairs to the right of the Large Chimney and then
use the catwalk to reach the roof.
2. Once on the top, PICK the MASTER door here (QS just before if you wish to save BOBBY
PINS as MASTER LOCKS can be difficult) beside the wall TERMINAL and enter POSEIDON
ENERGY.
3. Loot the room and head straight back outside to the roof by retracing your steps.
4. Once outside, warp to DCM, sell your unwanted gear, stock up then warp to SANCTUARY.
Sanctuary
1. Deposit your Aid/Junk then warp back to POSEIDON ENERGY.
IMPORTANT NOTE
You should have maxed out Pipers affinity by now and have Dogmeat as a companion
enabling the Lone Wanderer Perk. If still not maxed, keep Piper until affinity is maxed,
shouldn't be far off now.
Gunners Plaza
1. Eliminate the enemies, but be very weary of the Missile Launcher/Fat Man wielding enemy on the
roof. Use the roof of the building for cover near the entrances and try not to move out in to the open to
avoid being hit with missiles (you can kill these enemies shortly when we climb to the roof).
2. Climb the stairs on the Westside of the building up to the roof. Despatch/Loot the enemies up here,
then enter the Elevator at the base of the Mast.74
Gunners Plaza (Interior)
1. Quickly explore the Basement keeping track of what path leads where. Make sure you HACK the
NOVICE TERMINAL in the SE room. DO NOT leave this area until you have defeated 'Ryder' and
looted him for the CNN RECORDING ROOM KEY. Ryder can usually be found in a room slightly
above you, just follow the overhead catwalk around till you find some stairs which will lead up to him.
2. Now enter the NE Elevator (not the initial Elevator you used) and use it to reach the higher floors.
3. Once you exit the Elevator, walk to the wall in front, then head right and take your next (almost
immediate) Left, the double doors straight ahead of you lead to the BOBBLEHEAD.
4. Dispatch/Loot any nearby enemies and then enter the double doors (CNN RECORDING ROOM)
using the KEY you looted earlier from Ryder. Kill/Loot the enemies inside and then grab the SMALL
GUNS BOBBLEHEAD from the desk.
5. Now from this room, head East and you will eventually come to a large open room with a Large
Globe in the center. HACK the NOVICE TERMINAL in the SE desked area of this room and then
continue East and exit the building through either of the doors.
Greentop Nursery
1. Head to the exterior South corner of the main building here and from this corner head directly West.
2. You will shortly enter a Residential area and come to a Basketball Court on your left. Once your
beside the Basketball Court, turn and head South to the building on the other side (southside) of the
Basketball Court, MAIDEN MIDDLE SCHOOL.
3. Move around to the Southside of this building and enter through the damaged wall. Push forward
and enter the Cell area and then enter the door down the stairs to enter VAULT 75.
Vault 75
1. Follow the path all the way to the Elevator killing/looting enemies as you go.
• Quest Begins: VAULT 75
2. Once out the Lift, explore the area looting any Crates/Bags etc if you wish as you head to the
Combat Simulator Area at the end of the pathway.
3. In the Combat Simulator Area will be a building with a Diner sign on it. Enter the top floor of the
Diner and loot the VAULT 75 ACCESS CARD from the Gunner Commander corpse, kill him if he's
alive.
NOTE
Examining readers near locked doors, may provide you with a QM for the ACCESS CARD for that
door, thus making it easier to locate.
4. Now use the ACCESS CARD to enter the locked door at the top of the stairs you just recently came
down. Once you've entered through this door, examine the South Door READER for a QM and then
take the North door route heading up the stairs.
5. Once you reach a large area that has a platform with a Glass Floor and a few branching paths, head
straight West and you will eventually come to the SCIENCE BOBBLEHEAD sitting on a desk
beneath a window. Grab this and the VAULT 75 ADMIN ACCESS CARD of the nearby enemy and
then retrace your steps to that earlier locked door.
6. Open the door with the ADMIN ACCESS CARD and follow the path around all the way up to the
Overseers Office. PICK the locked door in here and collect the GROGNAK THE BARBARIAN
MAG from the bed. Now PICK & Loot the SAFE at the back of the Office and interact with the
TERMINAL to complete the Quest.
• Quest completed: VAULT 75
7. Now select the [UNLIKELY VALENTINE] Quest to direct you to your way out and then exit the
VAULT back outside.
8. Once outside, deselect [UNLIKELY VALENTINE] and warp to DCM/SANCTUARY if you need to
for your usual stuff and once all done, warp to CABOT HOUSE.
Cabot House
1. If you were lucky enough to find Edward Deegan earlier in the guide and activated the Quest
[SPECIAL DELIVERY], then select this Quest.
2. Now use the Intercom beside the entrance SBCs and then enter the House.
NOW ONLY IF YOU DIDNT FIND EDWARD EARLIER;
Use the Intercom and QS. You need to persuade him to let you in by selecting the top
persuasive Choice. Reload your QS until your persuasion attempt is successful and then
enter the House.
3. Now either way, once in the House talk to Jack Cabot SBCs and then talk to Edward SBCs.
• Quest Begins: SPECIAL DELIVERY (if not acquired earlier in the game)
4. Make sure [SPECIAL DELIVERY] is the only Quest selected and once prompted with the next
objective, exit the House and warp to SAUGUS IRONWORKS.
Saugus Ironworks
1. Head North to the QM, passing through THE SLOG along the way.
2. Once at PARSONS INSANE STATE ASYLUM, talk to Maria SBCs outside at the QM.
3. Once prompted, head around the building and North to PARSONS CREAMERY at the QM. Kill/loot
the enemies inside making sure you grab the MYSTERIOUS SERUM from the Marked enemy and
then warp back to CABOT HOUSE.
Cabot House
1. Enter the house and talk to Edward SBCs, but QS just before, reload to trigger IS.
• Quest Completed: SPECIAL DELIVERY
• Quest Begins: EMOGENE TAKES A LOVER
2. Keep talking to Edward SBCs telling him you 'will find Emogene'. Now exit CABOT HOUSE and
warp to GOODNEIGHBOR.
Goodneighbor
1. Enter the 'Third Rail' at the QM. Head forward down the stairs and talk to 'Whitechapel Charlie'
behind the Bar in the Bar area.
2. Ask him about Emogene Cabot (top choice), then talk to 'Magnolia' the singer SBCs but ask about
Emogene Cabot when the choice becomes available. After asking about Emogene, keep SBCs and
then head back outside once prompted.
3. Now exit GOODNEIGHBOR through the entrance at the QM.
Goodneighbor (outside)
1. Outside, move slightly North past the building in front and then head directly West once able to all
the way to the River.
2. Once you reach the River, follow the river bank all the way to the CHARLES VIEW
AMPITHEATRE at the QM.
3. Talk to Brother Thomas here and ask about Emogene Cabot, followed by the bottom choice. On the
3rd dialogue option, QS and then select bottom choice 'Friend Of The Family', reload QS until you
successfully persuade. Now he will take you to Emogene and he will unlock the door for you.
4. Talk to Emogene inside SBCs and then warp back to CABOT HOUSE.
Cabot House
1. Enter the House and talk to Jack inside, tell him that you found Emogene and then agree to the next
Quest.
• Quest Completed: EMOGENE TAKES A LOVER
• Quest Begins: THE SECRET OF CABOT HOUSE
2. Before you leave, ascend the stairs to the next floor and HACK the EXPERT TERMINAL in the
bedroom. Then head up to the top floor and HACK the MASTER TERMINAL here as well as
grabbing the MASSACHUSETTS SURGICAL JOURNAL MAG in the rooms.
3. Now exit and warp to PARSONS INSANE STATE ASYLUM.
5. Make sure the above Quest is selected and then leave through the nearby rear exit.
6. Make your way back to ground level and then enter PICKMANS GALLERY again through the
original entrance. Examine the Picture inside at the QM then open it using PICKMANS KEY and loot
its contents.
Quest Completed: PICKMANS GIFT
Now select [INVESTIGATE PICKMAN GALLERY] once more, exit back outside and then warp to
GOODNEIGHBOR.
Goodneighbor
1. Talk to Hancock at the QM to hand the Quest in.
• Quest Completed: INVESTIGATE PICKMANS GALLERY
PART 8;
Detective Nick Valentine
Sanctuary
1. Harvest Mutfruits, deposit any unwanted gear and upgrade your WEAPON and TATTERED
RAGS/BATTERED FEDORA if possible and then select the [UNLIKELY VALENTINE] Quest,
which we will now be completing.
2. Warp to the QM at PARK STREET STATION or BOSTON COMMON.
NOTE
You should be approx Lvl 35 by now.
Vault 114
1. Push through this next area and you will eventually come to a Cell at the QM with Nick inside.
2. Kill the enemy 'Dino' who is guarding the Cell, but do not loot the OVERSEERS PASSWORD
from his body, instead, HACK the NOVICE TERMINAL beside Nicks Cell to gain Access.
3. Talk to Nick inside SBCs then grab the SPEECH BOBBLEHEAD from the desk. Follow Nick out
of the Cell and keep following him until your back outside.
4. Eliminate/Loot enemies you come across and after Nick PICKS the first door LOCK, you will climb
some stairs straight after. Make sure you grab the ASTOUNDINGLY AWESOME TALES MAG in
the first room you come to at the top of the stairs (its on some Gray Boxes next to a Ashtray with a Lit
Cigarette inside).
5. Keep following Nick until he PICKS the next LOCK leading back to PARK STREET STATION.
After entering the door, you will be ambushed by four enemies, a well placed GRENADE here will
interrupt their pointless chitchat!!
6. Keep following Nick and climb the ladder at the end after him.
7. Once outside, immediately QS and then talk to Nick SBCs. Reload to trigger IS.
• Quest Completed: UNLIKELY VALENTINE
• Quest Begins: GETTING A CLUE
UNLIKELY VALENTINE
DCM
1. Enter Nicks Agency ATM.
2. Inside, Talk to Nick & Ellie, then sit down once instructed.
3. Talk SBCs, but sometimes you will need to select every choice to progress.
4. Afterwards, grab the ROBCOFUN MAG from the Desk and then follow Nick to Kelloggs house.
5. Once at Kelloggs house, PICK the MASTER LOCK and enter.
6. Inside, press the BUTTON under the desk to open a Secret room. Loot the Secret room making sure
you grab the SAN FRANCISCO HIGHLIGHTS (Cigarettes). Tell Nick you will use Dogmeat and
take Nick with you when asked. Then Send Piper to SANCTUARY but quickly recruit Piper again
before she has chance to leave.
NEVER GO IT ALONE (recruit 5 separate companions)
7. Now exit the house, QS and then show Dogmeat the CIGAR to find Shaun. Reload to trigger IS.
• Quest Completed: GETTING A CLUE
• Quest Begins: REUNIONS
2. Just after the 2nd clue, if you look straight North, you will see a VAULT icon on the Compass (looks
like a Hollowed Cog). Ignore your current Quest for a minute and head North straight to this icon.
3. Once you reach VAULT 81, first kill the Stunted Yao Guai bear-like enemy on the cliffs just above
and then enter the VAULT (you have to kill this enemy because otherwise you wont be able to operate
the VAULT CONTROLS inside due to there being a enemy nearby).
Vault 81 (inside)
1. Activate the VAULT CONTROLS, SBCs once somebody starts talking to you. But when you are
given a persuasive choice 'Help a Vault Dweller, QS and then select this. Reload until successful.
• Quest Begins: VAULT 81
2. Select the above Quest, deselect [REUNIONS] and then talk to the Overseer ATM SBCs.
3. Afterwards, head West and into the Elevator.
4. When you exit, walk down the stairs in front to the Cafeteria and then turn North and head forward
here.
5. Shortly you will reach a door that reads 'Class Room' above the door, turn East here, head down the
stairs and enter the first Northern door into the Medical Area.
6. Donate Blood to Dr.Forsythe once he asks and then talk to him afterwards.
7. Once finished talking, HACK the NOVICE TERMINAL in here and then retrace your steps back to
the Cafeteria.
8. From the Cafeteria, climb the West stairs and enter corridor on your right (Northern wall).
9. Follow this path around to the Overseers office where you will find a ADVANCED TERMINAL to
HACK. Now reselect [REUNIONS], leave the VAULT and carry on with the that Quest.
Commonwealth
1. Resume following Dogmeat.
• once you reach the 3rd Clue be weary as its a Decoy and a MINE will explode.
• The 4th clue will be SAN FRANCISCO HIGHLIGHTS again beside a Broken Robot.
• The 5th clue is BLOODIED BANDAGES again.
2. Dogmeat will eventually lead you to FORTHAGEN. Check on dogmeat and then follow the building
around to the South and enter FORTHAGEN'S Underground Parking Lot. Enter the door at the bottom
into FORT HAGEN.
15. Once outside and clear of enemies, make sure [REVEILLE] is not selected and warp to DCM.
DCM
1. Sell/Stockup if needed and then enter Nicks Detective Agency ATM.
2. Inside, Talk to Nick SBCs, but once you get the dialogue option which has 'Good Idea' as the
bottom choice, QS and then select this bottom choice. Reload to trigger IS.
• Quest Completed: REUNIONS
• Quest Begins: DANGEROUS MINDS
REUNIONS
Vault 81
1. Back here, enter the VAULT and make your way back to the Medical Room where you donated
Blood earlier.
2. Now in the Medical Room, there will be a heated debate in progress between some of the Settlers.
Watch the debate and eventually they will begin talking to you, SBCs and then follow Bobby when
prompted.
• Quest Begins: HOLE IN THE WALL
3. Make sure you have only this Quest selected now and continue following Bobby. Eventually he will
come to a wall that he will break revealing a door.
4. Make sure you enter the nearby Shack in the corner and HACK the MASTER TERMINAL inside
before entering the newly revealed door into 'Secret Vault 81'.
5. Head left up the stairs following the path around and when you descend some stairs, you will see a
Protectron and a NOVICE TERMINAL next to it for you to HACK.
6. Keep following the path around to the QM and you will come to a locked door with a EXPERT
TERMINAL beside it when your approx 20m from the QM. HACK the TERMINAL, open the door
and then speak to Curie inside ATM SBCs.
7. After you've finished talking, the door will open allowing access to Curies room. Enter the room and
grab the MEDICINE BOBBLEHEAD from the center desk and then follow the QM all the way back
to Dr.Forsythe.
8. Give him the cure and then watch him use it on the boy. As soon as you acquire the SYRINGER
AMMO from him, QS and then reload to trigger IS.
• Quest Completed: HOLE IN THE WALL
9. Now select the [DANGEROUS MINDS] Quest again and carry on with this, exit the VAULT and
then warp to GOODNEIGHBOR.
Goodneighbor
1. Make your way to the Memory Den and talk to Doctor Armari ATM SBCs, then sit in the seat once
prompted, HS here.
2. Once in the Memory, run through each Memory and straight onto the next Nerve Ending and keep
doing this until you reach the last Memory where you will see Shaun and Kellogg. You can watch the
scenes play out if you want, completely up to you, i'm just having you run straight past them all to save
time.
3. Just wait in the last Memory observing Shaun & Kellogg and eventually a Courser will show up and
there will be a brief scene.
4. Once the Courser has warped away and the Memory has finished, interact with the TV to exit the
Memories.
5. Now talk to Doctor Armari SBCs, but on the 3rd dialogue choice make a QS before SBC. Reload to
trigger IS.
• Quest Completed: DANGEROUS MINDS
• Quest Begins: THE GLOWING SEA
DANGEROUS MINDS
6. Exit the Memory Den, but talk to Nick on your way out SBCs.
7. After talking to Nick and once outside, warp to GUNNERS PLAZA.
NOTE
You should be lvl 38 approx by now.
Gunners Plaza
1. From the spawn, head directly West to the QM passing through CUTLER BEND as you go.
2. When you come to a overhead highway and the QM is very close, the QM will suddenly change
location since you are now in THE GLOWING SEA. Once this happens, ignore the re-positioned QM
for the moment and look South. You should see a VAULT symbol just left of South Marker on your
Compass (can be quite faint to see). Head to this symbol which will take you to VAULT 95.
3. Kill/Loot the enemies outside and then enter VAULT 95.
Vault 95
1. Use the Elevator inside and once you exit disable the TRIPWIRES in front.
2. Now follow the path around the corner to the large open area.
3. Staying on this Floor, Kill/Loot the enemies and then HACK the MASTER TERMINAL in the
South corner and then head through the North Door.
4. Continue through here following the corridor and down the stairs.
5. At the bottom of the stairs, take the left door (South) and HACK the NOVICE TERMINAL inside.
6. Now enter the door on the right (North) of the TERMINAL and take the Northeast route where the
Lit Ash Bin is.
7. Keep heading in a NE direction and you will come to a room with the BIG GUNS BOBBLEHEAD
on the center table, grab it!
8. Now exit the VAULT and continue with the Quest [THE GLOWING SEA].
THEY'RE ACTION FIGURES
PART 9;
The Glowing Sea
Commonwealth
1. Once back outside, head SW ignoring the QM. Once you have travelled far enough and have entered
THE GLOWING SEA, the QM will change position again same as before.
2. Just keep heading SW towards the QM now but keep an eye on your RADIATION levels here as it
will soon deplete in this part of the Commonwealth.
3. Once you enter CRATER OF THE ATOM, talk to Isolde ATM SBCs and then head to the new QM.
4. On your way to the QM you may encounter a DeathClaw, kill this wimp and then enter the ROCKY
CAVE ATM.
Rocky Cave
1. Talk to Virgil inside SBCs, but once you reach the dialogue option where the bottom choice is 'Lets
Go', make a QS. Reload to trigger IS.
• Quest Completed: THE GLOWING SEA
• Quest Begins: HUNTER/HUNTED
2. Once finished chatting, grab the TESLA SCIENCE MAG off the NE cabinet in the central area and
then exit the CAVE.
3. Once outside, warp to DCM if you need to Sell/Stockup and then SANCTUARY if you need to
deposit any gear and then warp to WRECK OF THE USS RIPTIDE afterwards.
HUNTER/HUNTED
13. Now HACK the nearby MASTER TERMINAL, loot the area for some goodies, and then enter the
Elevator at the top of the stairs (not the QM Elevator) using the TERMINAL beside the Elevator to
UNLOCK it.
14. Once outside, warp to the RR HQ.
NOTE
Your 2 Settlements should be close to 100 Happiness by now, so BENEVOLENT LEADER Trophy
should be yours soon. If the Trophy hasnt popped yet, warp to the settlements that you prepped for it
just to make sure everything is as it should be before continuing
RR HQ
1. Speak to Des after the small scene SBCs then wait for a minute for TinkerTom to analyze the CHIP.
2. Once analysed, warp to the ROCKY CAVE and speak to Virgil inside SBCs.
3. Once finished, exit and warp back to RR HQ and request help from Des SBCs.
4. Afterwards, talk to TinkerTom SBCs and then warp to SANCTUARY.
Sanctuary
NOTE
This is the part where you will use a lot of the resources you have gathered over time. Remember, if
your short on anything, the quickest way to gather more resources is to purchase SHIPMENTS from
Vendors.
Also, pay very close attention to this next part!! There are a lot of steps, and if something is not done
correctly, it may create problems.
1. Make a HS now.
2. Deposit any unwanted Gear in the Workbench then move to a Foundation of a previously Scrapped
Building. Then in the following order;
• Open Workshop > Special and place a STABILISED REFLECTOR PLATFORM in the
center of the large square foundation.
• Now warp back to RR HQ and tell TinkerTom that you built the platform.
• Now warp back to SANCTUARY and sleep for 24hrs, giving Des and TTom chance to arrive.
• Now go to the SRP you built here a few steps back then open the Workshop>Special menu and
place a MOLECULAR BEAM EMITTER over the SRP (The MBE should slot neatly on top
of the SRP).
• Next Workshop > Special and place a RELAY DISH next to the MBE.
• Thirdly open Workshop > Special and place a CONTROL CONSOLE next to the MBE as
well.
3. Finally, we need to provide 27 POWER to order to provide these 4 ITEMS with the POWER they
require.
• Go into Workshop > Power > Generators and place 6 x GENERATOR-MEDIUM beside the
4 ITEMS you just built, in a line preferably (don't build them to far away otherwise the
WIRING wont reach).
• Now connect all of the GENERATORS together with WIRES.
• Next, WIRE 1 GENERATOR to the Closest RELAY PART you placed.
• Now, WIRE that part to the next Closest PART and so on until all 4 RELAY PARTS are
WIRED together on the same Circuit which is being powered by the ALL 6 GENERATORS,
(SRP doesnt actually require Power itself).
• You will know when it is all done correctly because that Objective will be completed and you
will be prompted with the next.
4. Now talk to Des SBCs and step on the TELEPORTER (SRP) when prompted. If nothing is
happening when you talk to Des, and TTom is nowhere to be seen, sleeping for a few hours may bring
him back (TTom has to be present to operate the Control Console but sometimes he wanders off).
5. While Standing on the TELEPORTER whilst TTom is powering it up, Des will begin talking to you
and will give you a HOLOTAPE.
• Quest Begins: UNDERGROUND UNDERCOVER
6. As soon as TTom says "We got the RF, we got it", QS your game and shortly after you will now be
Teleported to THE INSTITUTE. Reload the QS until IS triggers.
• Quest Completed: THE MOLECULAR LEVEL
PART 10;
The Institute
The Institute
1. Enter the doorway and use the TERMINAL on the Console in front of you. Load a Holotape and
select:
• > Network Scanner > Initiate Network Scan > Copy Encrypted Message > Read Urgent
Reply001.
2. Now exit the TERMINAL and head East, Father should begin talking. Enter the Elevator once able
to do so and use it.
• Quest Begins: INSTITUTIONALISED
RR HQ
1. Talk with Des, TTom may join in the conversation, just SBCs for both.
2. Enter your report on P.A.Ms TERMINAL when prompted selecting ENTER INSTITUTE
REPORT then talk with P.A.M SBCs.
3. Then warp to CAMBRIDGE POLYMER LABS.
WALKTHROUGH
(Continued)
RR HQ
1. After the small scene, talk to Des SBCs.
2. Once all her dialogue is exhausted, deselect [UU] and select [SYNTH RETENTION]. Then warp to
LONGNECK LUKOWSKIS CANNERY.
The Institute
1. Talk with Father ATM.
2. After talking, visit your Quarters ATM, but QS just before you enter your room. Reload to trigger IS.
• Quest Completed: SYNTH RETENTION
• Quest Begins: BATTLE OF BUNKER HILL
3. Now talk with Father SBCs. After talking, deselect [BOBH] and select [UU].
4. Talk with both the Marker NPCs (Liam & Z1-14) SBCs and then find a seat and wait for 24hrs once
prompted (There are benches in the central area next to the lift).
5. Once awake, talk to Z1-14 ATM again SBCs.
6. Now head to the QM (Take the door beneath the stairs in the area with a Clock above the entrance)
and into the Elevator.
7. Once you reach the QM, kill the 5 Marked Synths, a well placed Grenade is very effective here ;).
8. After the Marked Synths are dead, head back and talk to Z1-14 SBCs. After the conversation has
finished, he will tell you to 'Continue Working with Father'.
9. Now deselect [UU], select [BOBH] and warp
to BUNKER HILL.
Bunker Hill
1. Head to the QM, but kill the Marked NPC that you are supposed to talk to.
2. Then move away from the Combat Area so that you can warp to C.I.T RUINS.
C.I.T. Ruins
1. Enter the C.I.T ROTUNDA Door ATM straight ahead (N) into the building.
2. Inside, turn right and head East all the way to the stairs at the end. Climb these stairs and enter the
door at the top.
3. Now you' re on the roof, go and talk with Father SBCs. QS on the 5th Dialogue Option where the
bottom choice is 'My Fault'. Reload to trigger IS.
• Quest Completed: BOBH
• Quest Begins: MANKIND REDEFINED
The Institute
1. Meet with Father ATM and he will lead you to a Meeting.
2. Watch the Meeting scene, but talk with Father when spoken to SBCs.
3. After the Meeting has finished, talk with Father and QS on the first dialogue option, SBCs and reload
to trigger IS.
• Quest Completed: MANKIND REDEFINED
• Quest Begins: MASS FUSION
MANKIND REDEFINED
VERY IMPORTANT
DO NOT complete any steps for [MASS FUSION] yet! Progressing this Quest will void
other Factions thus voiding some Trophies. Make a HS here just in case!!
4. Now warp to CAMBRIDGE POLYMER LABS but warp to DCM/SANCTUARY first if you need to
stock up or/and deposit some Gear.
PART 11;
Brotherhood of No Feel
4. When ready, head Northwards to the [FIRE SUPPORT] QM at CAMBRIDGE POLICE STATION
and assist the
Brotherhood of Steel in defeating the enemies.
3. Enter the POLICE STATION and tell Paladin Danse 'your ready to move' and then follow him to
ARCJET SYSTEMS defeating any enemies along the way.
4. Once you arrive at ARCJET, talk to Danse SBCs and then follow him inside.
9. Afterwards, press the ENGINE START BUTTON ATM, only if you wish though(don't worry,
Paladin will be fine).
10. Loot the area if you wish, talk to Paladin and then enter the Lift.
11. Once you exit the Lift, turn left and head up the stairs.
12. Turn right (E) at the top of the stairs and if you look below and to your left (N), you will see a
Broken Walkway. Jump down onto this and HACK the ADVANCED TERMINAL in the room.
13. Now fall down, enter the Lift again and now make your way up to the Control Room.
14. Kill and Loot the enemies here to acquire the DEEP RANGE TRANSMITTER.
15. Now exit ARCJET SYSTEMS using the nearby Lift.
2. Before leaving this area, make your way to the NW corner of the ARCJET SYSTEMS Building.
3. From here, head straight North. Once you see the Overhead Highway in front just after you pass a
wrecked Bus, look NW and you will see a Behemoth amongst some standing cars arranged in a circle,
kill it!!
4. Now warp to CAMBRIDGE POLICE STATION.
IMPORTANT NOTE
By now you should have HACKED over 50 TERMINALS, PICKED over 50 LOCKS,
found over 20 MAGS and all BOBBLEHEADS. You should also have killed over 300
Human/Creature Enemies!
• If your short on the TERMINALS, there will be a point later where you can HACK
a TERMINAL various times to reach that 50.
• As for LOCKS, if your short on them, just keep an eye for any LOCKS you can
PICK from here on until you reach 50.
• You still have many more Enemies to Kill so don't worry about the Kill 300
Enemies Trophy.
• And for BOBBLEHEADS and MAGS, well you should most definitely have them
so no need to discuss them further.
As long as the Guide has been followed thoroughly, you should have completed all these
Trophy Objectives!
SEMPER INVICTA
2. Deselect [SEMPER INVICTA] and select [SHADOWS OF STEEL]. Talk to Paladin again SBCs,
then head upstairs to the Roof and board the Vertibird.
3. During the lengthy ride aboard the Vertibird, you will pass BOSTON AIRPORT and eventually dock
onto THE PRYDWEN.
The Prydwen
1. Attend the Briefing here ATM SBCs.
2. After talking to Kells, attend Maxsons Address ATM, and talk to him afterwards SBCs.
3. Now talk to Paladin Danse
ATM, when he asks to join you (3rd dialogue option), QS and then select the right choice 'I'll go
alone'. Reload to trigger IS (I couldn't get IS to trigger here so don't worry to much on this Quest).
• Quest Completed: SHADOWS OF STEEL
• Quest Begins: TOUR OF DUTY
4. Talk to each BOS Member ATMs SBCs and QS just before talking to the last Marked Member.
Reload to trigger IS.
• Quest Completed: TOUR OF
• DUTY
• Quest Begins: SHOW NO MERCY
5. Now talk to Elder Maxson ATM SBCs and then board the Vertibird ATM.
6. Kill the Super Mutant Behemoth ATM with the MINIGUN as well as any other enemies before
exiting the Vertibird.
7. Loot the enemies if you wish and then head to FORT STRONG ATM and enter the ARMORY.
The Prydwen
1. Talk to Elder Maxson ATM SBCs, but QS on the 2nd dialogue option. Reload to trigger IS.
• Quest Completed: SHOW NO MERCY
Elder Maxson isn't very happy about the HOLOTAPE but he'll get over it!
3. Now go to Teagan (the BOS Vendor that you met earlier) and purchase all of his VERTIBIRD
GRENADES, also stock up/sell if you need to.
4. Once done, exit and warp to BOSTON AIRPORT.
Boston Airport
1. Make sure only [OUTSIDE THE WIRE] is selected and talk with Proctor Ingram ATM.
2. Give Proctor the HOLOTAPE SBCs, but QS on 2nd dialogue option where the bottom choice is
'reveal a weakness'. Reload to trigger IS
• Quest Completed: OUTSIDE THE WIRE
The Institute
1. Talk to Doctor Li in Advanced Systems ATM SBCs, but when you reach the dialogue option which
has a Persuasive answer as the bottom choice, QS and reload until you successfully Persuade.
2. After convincing her to help, warp back to THE PRYDWEN.
The Prydwen
1. Talk with Elder Maxson ATM SBCs, but QS on the 1st dialogue option. Reload until you trigger IS
for completing the Quest.
• Quest Completed: FROM WITHIN
• Quest Begins: LIBERTY REPRIMED
2. Then warp to DCM, sell/Stock up if you need and buy a HIGH POWERED MAGNET from
Myrna, keep the MAGNET in your Inventory.
3. Then warp to BOSTON AIRPORT.
4. Talk to Proctor Ingram SBCs, then follow her and continue talking SBCs.
5. Once prompted, warp to THE PRYDWEN.
6. Talk to Doctor Li ATM SBCs and then warp back to BOSTON AIRPORT.
Boston Airport
1. Talk to Proctor Ingram again SBCs (telling her you have the HIGH POWERED MAGNET), and
then head to the QM at the Workshop area.
2. Interact with the Bench so you can craft and then place the following on the ground in front;
• 4 x Workshop > Special > Electromagnetic Actuators
3. After the above part is completed, talk to Proctor Ingram again SBCs.
4. Once prompted the next Quest Objective begins, warp to VAULT 95.
5. From here, head NW to WAYPOINT ECHO ATM and talk to Haylen there SBCs, then warp to the
CRATER OF ATOM.
6. Head SE to the QM at the SENTINEL SITE and enter the door there.
Sentinel Site
1. Enter the Door in front and take the left route (SE) here on the walkway.
2. When you come to the first door, use the BUTTON to open it, proceed through here to the next door
and open that with the BUTTON beside it as well.
3. Continue around this path and you will eventually come to a Double-Door with a wall mounted
TERMINAL beside it and also a Inactive Elevator in the same room. Operate the nearby TERMINAL
on the Desk and select > Abort Launch Sequence.
4. Now enter the Double-Door, jump over the railing in front to the ground below and head SE.
5. Follow the tunnel area until you come to a Large Red Double-Door.
6. Enter the Door to the Left of the Red Double door (as you look at it) and talk to Brother Henri inside
SBCs until you reach the dialogue option that has a Persuasive answer as the bottom choice. QS and
then select this bottom Persuasive choice and reload until successful.
7. Now use the TERMINAL here selecting
• > Remote Door Control > Open Door.
8. Now enter the Now open Red Double-Door to the QM and place the PULSER ATM.
9. Once that Quest Objective is complete, head back through the Red Double-Door and use the Large
Lift on your left (NE). Call the Lift with the BUTTON and once at the top, enter the door back outside
to THE GLOWING SEA.
10. Now back outside, warp to BOSTON AIRPORT.
Boston Airport
1. Talk to Proctor Ingram SBCs.
2. Press the BUTTON ATM and then talk to Proctor Ingram again SBCs, but QS on the 2nd dialogue
option where the bottom choice is 'Its Not Necessary'. Reload to trigger IS.
• Quest Completed: LIBERTY REPRIMED
• Quest Begins: BLIND BETRAYAL
The Prydwen
1. Talk to Elder Maxson ATM SBCs, but QS before answering the Persuasive choice and reload until
successful.
2. Afterwards, once prompted, talk to Quinlan SBCs,
3. Then follow Haylen once prompted and talk to her SBCs.
4. Now, before exiting to travel to the QM, purchase all Teagans VERTIBIRD GRENADES again if
he has restocked.
5. Then exit and warp to GREENTOP NURSERY.
Greentop Nursery
1. Go and stand directly at the SE corner of the Workbench building.
2. From here, head directy SW. Shortly after, you will jump down some Rocks and then come to some
Crates with a Car Wreck against a Tree.
3. Take the JANGLES THE MONKEY Teddy from inside the Car and a Behemoth will spawn to the
East, kill it!
THE HARDER THEY FALL (If not earlier)
The Prydwen
1. Now talk to Elder Maxson who is now here SBCs, but QS when the bottom choice is 'Won't
Disappoint'. Reload to trigger IS (IS may not work for this Quest).
• Quest Completed: BLIND BETRAYAL
• Quest Begins: TACTICAL THINKING
BLIND BETRAYAL
3. Talk to Captain Kells ATM down the stairs SBCs and then warp to OLD NORTH CHURCH. Make
sure only [TACTICAL THINKING] is selected!
PART 12;
The Way of The Brotherhood
IMPORTANT NOTE
These NEXT 4 Quests need doing as quickly as possible, so no Looting! If your quick and
ignore everything EXCEPT the objectives, you can potentially complete these NEXT 4
Quests in 45mins. The reason you want to do them as quick as possible is because after
these 4 Quests, you will be reloading the HARDSAVE you just made, so any progress you
make here will be lost, these next 4 Quests are only for Trophies!!
Old North Church
1. Enter the CHURCH and eliminate all the RR Members making your way to the HQ entrance in the
tunnels.
2. Activate the DETONATOR on the wall near the secret entrance, enter through here killing any
Members and then into the HQ killing any remaining Members including P.A.M.
3. Warp to THE PRYDWEN once completed and you're prompted to.
The Prydwen
1. Talk to Captain Kells ATM SBCs.
• Quest Completed: TACTICAL THINKING
• Quest Begins: SPOILS OF WAR
2. Talk to Proctor Ingram SBCs and then exit and board the Vertibird which will take you to the roof of
the MASS FUSION EXECUTIVE SUITE.
Boston Airport
1. Talk to Proctor Ingram SBCs.
• Quest Completed: SPOILS OF WAR
• Quest Begins: AD VICTORIAN
2. After talking to Proctor Ingram, climb to the top of Liberty Prime and plug in the BERYLLIUM
AGITATOR ATM, then press the POWER TRANSFER SWITCH.
3. Once Liberty Prime is on the move, warp to C.I.T RUINS.
C.I.T Ruins
1. After a moment, Liberty Prime will arrive. Stay here defeating any Enemies.
2. Eventually, Liberty prime will make a Large Hole in the ground, enter this into THE INSTITUTE.
• Quest Completed: AD VICTORIAN
• Quest Begins:NUCLEAR OPTION
AD VICTORIAN
NOTE
You should be very close to LVL 50 if not already.
The Institute
1. Talk to Elder Maxson inside ATM SBCs.
2. Once finished talking, keep heading towards each QM ignoring all Enemies (just sprint past them
all).
3. Once in THE INSTITUTE Main Hub Area, you will Have to Kill all the Enemies here in order to
trigger the next part of the Quest.
4. Once done and the current part has progressed, enter the Central Elevator and follow the route to
Fathers TERMINAL, HACK it and select > Master Security Lockdown Override.
5. Now head to the next QM at the Institute Reactor ignoring all Enemies again.
6. Once at the Reactor, open the Door and quickly run in, plant the CHARGE and then back out to
prevent any significant damage. Shortly after doing this, you will be teleported out.
7. Talk to Elder Maxson and then to Shaun SBCs.
8. Afterwards, talk to Proctor Ingram SBCs and then step into the RELAY when prompted to be
Teleported out of THE INSTITUTE.
9. Outside, activate the DETONATOR and watch the tiny explosion ;).
10. Skip the cutscene or watch if you wish and then talk to Elder Maxson SBCs.
• Quest Completed: NUCLEAR OPTION
NUCLEAR OPTION
VERY IMPORTANT
ALL DONE HERE, NOW RELOAD THAT PREVIOUS HARDSAVE (CRITICAL HS)
YOU MADE AT THE START OF THE QUEST [TACTICAL THINKING]. UPON
RELOADING THE 'CRITICAL HS', YOU SHOULD BE AT THE POINT WHERE YOU
HAVE JUST COMPLETED THE [BLIND BETRAYAL] QUEST.
The Prydwen
Make sure you have read the and done what is instructed in the Highlighted VERY IMPORTANT part
above before proceeding further
1. Now we're back on track, so you should be on THE PRYDWEN just after receiving the Quest
[TACTICAL THINKING] (DO NOT PROGRESS ANY STEPS ON THIS QUEST).
2. Deselect [TACTICAL THINKING] and then head to Teagan the BOS Vendor on the Main Deck.
3. We need to purchase VERTIBIRD GRENADES from Teagan (we need 55 in total), so do the
following;
• Buy all he has in stock, then use the Chair around the corner in the Power Armour Workshop
area
• Then wait for 48hrs to restock Teagan
• Now buy the VERTIBIRD GRENADES again and repeat until you have 55 VERTIBIRD
GRENADES (you only need 50 but we will take 55 just to be safe).
• This is also a good chance to stock up on 10mm if you need more!
4. If you don't already have the HACK and LOCKPICK Trophies, then you can HACK the MASTER
TERMINAL and/or PICK the Door LOCK next to Teagans store. This TERMINAL and LOCK
RESET when you wait for 48-72hrs so now is a good time to acquire them last few HACKS/PICKS
to give you 50 to earn the Trophies.
5. Once you have the 55 VERTIBIRD GRENADES, and have acquired the Trophies below, warp to
SANCTUARY;
WHATS YOURS IS MINE (pick 50 locks)
2. Now select the [MASS FUSION] Quest and warp to THE INSTITUTE.
The Institute
1. Talk to Allie Filmore ATM SBCs.
2. Once finished talking, enter/use the Elevator ATM (you may have to press the BUTTON to call it
down), and then enter the RELAY ATM to be warped to the MASS FUSION EXECUTIVE SUITE.
The Institute
1. Talk with Allie Filmore ATM, but QS just before talking her and reload to trigger IS.
• Quest Completed: MASS FUSION
• Quest Begins: PINNED
The Institute
1. Talk with Father SBCs.
2. Then once prompted, use the MICROPHONE ATM to make your speech SBCs.
3. Afterwards, talk to Father again SBCs.
4. Once prompted, warp to DCM.
DCM
1. Head to and enter the Diamond City Radio Shack ATM.
2. Inside, loot the Marked RADIO PARTS Crate and then interact with each of the 3 Marked RADIO
TRANSMITTERS.
• On the Left TRANSMITTER > Install the thing with buttons.
• On the Center TRANSMITTER > Install the thing with dials
• On the Right TRANSMITTER > Install the thing with tubes.
When done correctly, all 5 lights on the Center Console will illuminate and the objective will be
complete.
3. Once complete, exit and warp to THE INSTITUTE.
The Institute
1. Talk to Father in Advanced Systems ATM SBCs and then Activate THE REACTOR when
prompted.
2. Then use the TERMINAL and select > Reactor Status > Initiate Reactor Startup Sequence.
3. Talk with Father again SBCs and once prompted, make your way back to the Main Hub and up to the
Directorate Meeting ATM.
4. Take a seat at the meeting next to Allie Filmore and face her SBCs.
5. Once you reach the dialogue option where bottom choice is 'Synth Production', QS and reload to
trigger IS.
• Quest Completed: POWERING UP
• Quest Begins: END OF THE LINE
POWERING UP
6. Almost straight after the Meeting and the Quest complete Notification has appeared, a Synth will
rush in to talk to you and will give you a msg from Z1-14. Listen to him SBCs.
7. Now deselect [END OF THE LINE] and select [UU].
8. Exit the Meeting room and turn right and head to the SW QM.
9. Once in your room, talk with Z1-14 SBCs, and once finished, warp to the RR HQ.
PART 14;
The Final Train
RR HQ
1. Talk to and warn Des SBCs, QS on the 1st and only dialogue option. Reload to trigger IS.
• Quest Completed: UNDERGROUND UNDERCOVER
• Quest Begins: PRECIPICE OF WAR
UNDERGROUND UNDERCOVER
2. The BOS will shortly invade the HQ, defeat the enemies and then talk to Des SBCs.
3. Now exit the through the QM door, heading to the CHURCH Tunnels.
4. As you pass Glory (female NPC lying on the floor), make sure you interact with her then listen to
and exhaust her dialogue. Then loot her body once she's dead.
5. Now carry on moving forward eliminating all BOS enemies you come to.
6. After you have secured the CHURCH, talk to Des when prompted SBCs.
7. Then exit the Church and warp to CAMBRIDGE POLICE STATION.
7. Now enter the Vertibird (now named Claymore) and ride it to THE PRDYWEN.
The Prydwen
1. Once docked on THE PRYDWEN, head straight to the QMs ignoring enemies and healing when
needed.
2. Once on the Main Deck, head upwards to the QMs and plant a CHARGE at each of the QMs.
3. Once the CHARGE'S have been planted, retrace your steps and board the Vertibird as prompted.
4. Once you land on NORDHAGEN BEACH, exit the Vertibird and warp to the RR HQ.
RR HQ
1. Walk up to Des, QS and then talk with her. Reload to trigger IS.
• Quest Completed: ROCKETS RED GLARE
As soon as [ROCKETS RED GLARE]is completed, IMMEDIATELY stop talking with Des, do not
talk with her any further.
ROCKETS RED GLARE
2. Now select the [END OF THE LINE] Quest and then warp to THE INSTITUTE.
3. Talk with Father SBCs and then warp to the RR HQ once prompted.
RR HQ
1. Once here, eliminate every enemy but QS just before killing the last Marked enemy. Reload to
trigger IS.
• Quest Completed: END OF THE LINE
• Quest Begins: NUCLEAR FAMILY
The Institute
1. Talk with Father SBCs but QS on the 3rd dialogue option where bottom choice is 'I'm Glad I
Found You'.
2. Skip the cutscene if you wish. Reload to trigger IS (although I couldn't get it to trigger for this Quest,
you should be over Level 50 anyway).
• Quest Completed: NUCLEAR FAMILY
NUCLEAR FAMILY
3. Now warp to SANCTUARY.
PART 15;
The End (almost)
Sanctuary
1. Now make a QS but do not make any others during this part.
2. Craft using the Weapons Bench and select Deliverer > Muzzle > Suppressor > Muzzle >
Suppressor and keep alternating between Suppressor and Muzzle 50 times until you have earned the
following Trophy;
ARMED AND DANGEROUS (create 50 weapon MODS)
3. Now open the Workbench Hud and place a Crafting > CHEMISTRY STATION then do the
following;
• Craft 100 RECIPES using the CHEMISTRY STATION, just spam all RECIPES until you
have crafted 100.
• If you run out of RESOURCES, warp to DCM and purchase some SHIPMENTS of
FERTILISER & PLASTIC from Myrna or Percy. Then warp back to SANCTUARY and craft
JET using the Chemistry Station.
• Once you have crafted 100 you will earned the following;
4. Now reload that QS if you wish to gain all them resources back.