Fallout 4: 10 Most Memorable Side Quests

2022-10-15 07:55:49 By : Mr. Toby Tang

Fallout 4 isn't just about helping settlements for the Minutemen, there are plenty of other things to do in the wasteland.

Bethesda introduced a new style of dialogue in Fallout 4. It was a choice that proved to be a double-edged sword. It allowed for a huge number of beautiful cinematic cutscenes. It also undercut the breadth of decisions that could be made by the player, making it more difficult to include weird, unexpected dialogue options.

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Even so, what do we remember most, looking back at Fallout 4? It's not the base-building. It's not the radiant quests, that's for sure. Nor is it the main story. It's those side quests. Even without in-depth dialogue, some of the most legitimately interesting stuff in Fallout 4 is on the sidelines. For better or worse, here are the most memorable side-quests in the game!

There will be spoilers ahead!

Most of the side quests on this list are memorable for being good. This is not one of them. In the quest, the Sole Survivor happens across a fridge containing the body of a kid named Billy Peabody. Billy used the fridge to survive the Great War and has been trapped inside for 200 years, as a ghoul.

New Vegas made fun of the idea that one could survive a nuclear blast inside a fridge—using a parody of Indiana Jones 4. But let's say Billy did survive the war in a fridge. How is he still alive? In Fallouts 1, 2, and New Vegas, it's shown that ghouls need to eat and drink to survive. Did Billy have 200 years of supplies somehow tucked away in there? Or did Bethesda retcon years of lore for a quest that never made sense to begin with?

Ballparks often have high walls or fences, to stop outsiders from watching the action. But the Green Monster is special. Its colossal edifice towers over Fenway Park, casting a shadow. Lucky fans perch atop the wall, looking down on everything else.

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Painting the Town is a short-but-sweet side quest where the player gets to repaint the Green Monster. It's nothing groundbreaking, but it is a laugh. Players can stick to tradition and get green paint, sure, but why not some other color? How about yellow? The best part is listening to townies grumble about the change. It's the Yellow Monster now—deal with it.

On Fallout's west coast, vaults were largely abandoned after the Great War. There are a few exceptions. Vault 13 held people for decades after the bombs fell. Vault 8 grew into Vault City in Nevada. The East Coast had similar holdouts; groups of people who stayed in their vaults for two full centuries. There's Vault 101 in DC, and then there's Vault 81 in the Commonwealth.

Hole In The Wall starts a quest line where the Sole Survivor aids the people of Vault 81. It's a nice change of pace from the wasteland and one that makes sense for a Fallout game. We only wish we could see Vault 81 facing logical issues after 200 years. The residents of Vault 101 were losing genetic viability as their population stagnated. Why not Vault 81?

For 16 years, workers toiled beneath the heart of Boston to open up a new highway tunnel. Commonly known as "The Big Dig", this real-life project was plagued with unforeseen issues, including design flaws and even death. But it was eventually finished. However, in the Fallout world, another catastrophe befell the project before it could be completed—The Great War.

The Big Dig is a long side quest where the Sole Survivor uses the unfinished tunnel to help a ghoul stage a heist on Diamond City. Suffice it to say not everything goes according to plan, but we won't give away too much. The quest is memorable because exploring the unfinished Big Dig is just a fun idea.

In Here There Be Monsters, the Sole Survivor investigates rumors of an eye stalk poking out of the water off the city's coast. As it turns out, the eye stalk is a periscope belonging to an old submarine - the Yangtze. After chatting with a ghoulified submarine captain, the Sole Survivor can help him restore his submarine to working order.

Exploring an old Chinese submarine is a super fun idea, but it suffers from some of the same issues as Kid in the Fridge. Captain Zao's crew have gone feral, but he's just fine. Why is that? Also, it makes sense that they survived in their nuclear submarine, but what have they done for sustenance?

Years before Grand Theft Auto's well known parody of Scientology, the Fallout series had the Hubologists. A religious sect based around the teachings of science-fiction author Dick Hubbell, Hubology is surprisingly fleshed out in Fallout 2. It has extensive lore, doctrines, and even celebrities!

In Fallout 4, a group of Hubologists make the long trip to Nuka World in search of a UFO. What they find is an amusement park ride. Considering Bright's ghouls in New Vegas successfully launched an actual spaceship, it's a pretty sad attempt. Still, running into a group of Hubologists is a fun, memorable moment.

When Commonwealth citizens aren't listening to songs about atomic annihilation, they're probably listening to the sultry sounds of their DJ, Travis "Lonely" Miles. At least, they will be once the player completes this side quest, which turns Travis from a nervous wreck into a suave lady's man.

The quest itself is fairly straightforward: talk to some people, shoot some people, and that's it. It's more memorable for changing every line of dialogue on Diamond City Radio. Players should be sure that's what they want before completing the quest. Once Travis gets his confidence, he'll never be nervous again.

Lovecraftian horror was not a genre we expected to see so much of in Fallout 4. Not that it's unwelcome. Bethesda have made references to Lovecraft in the past, namely Hackdirt in Oblivion and the Dunwich Building in Fallout 3. Fallout 4 has lots of these references—appropriate considering Lovecraft himself was a native New Englander.

The Secret of Cabot House is the most fleshed-out Lovecraftian side quest in the game, and it's very memorable indeed. As the Sole Survivor works for the Cabots, the secret of their apparent immortality comes to light. We won't spoil the ending; it's a fun quest line that's more than worth playing.

The U.S.S. Constitution was once nicknamed "Old Ironsides" for its stoutness in the War of 1812. In Fallout 4, a group of robots have fitted it with rockets, attempting to turn it into an airship like the Prydwyn. The Sole Survivor fixes the ship, which has become lodged in a savings & loan building, over the course of this quest. The goal is to refit it, so it can fly into an entirely different building. A noble goal.

The quest is memorable for its fun, charming concept. Also, completing the quest and siding with the robots will reward the player with the Broadsider, a portable cannon that's just as fun to use as it sounds.

In Fallout 3, with the Child at Heart perk, the player can take on a superhero persona while fighting the AntAgonizer and/or the Mechanist. In Fallout 4, players can get a bit more hands-on with their superhero persona: The Silver Shroud.

Let's face it—The Silver Shroud is the most memorable side quest in Fallout 4. In a world of bored, tired-sounding NPCs, hearing the Shroud yell his lines with youthful gusto is incredibly charming. It's not necessary to role-play as the Shroud, but the fact that you can is what really makes the quest. Hearing about the Shroud's deeds on the radio as you truly bring his legend to life is the cherry on top.

NEXT: Fallout 3: Most Memorable Side Quests

James Austin (he/him) is a writer from the most haunted state in the U.S., Maine. When he's not ranking things for Dualshockers, he enjoys playing and designing tabletop RPGs.