The Best Side Quests In Fallout 4

Wednesday, December 9, 2015

When talking about the specialties and exceptions of the Bethesda games, Fallout 4definitely falls into this category.  Often times I’d play this game out of “must” as I like to refer to it, and I do have to add that it contains a number of amusing and strange stories. It’s alluring and enticing to say the least, and is definitely something I’d recommend to all you game lovers. Though, it is the side quests that I  got the most kick out of—the atmosphere in those ranges from solemn to crazy, and I have to admit, it’s pretty mind-blowing. So, definitely go for it if you’re in search for some good optional content. Yes, Fallout 4 won’t let you down.:

Spoilers below the power armor.
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The Silver Shroud: No list of the best quests in Fallout 4 would be complete without this one. To start, all you have to do is listen to the radio around Goodneighbor: you’ll find rebroadcasts of old, cheesy noir radio dramas. The dramas themselves are campy fun, and worth a listen, but the mission takes it one step further. A ghoul in Goodneighbor idolizes the hero of the dramas, the Silver Shroud, and thinks his particular brand of justice could bring hope to the wasteland. So you don the costume and start taking out bad guys: during the quest, every dialogue tree allows you to “speak as Shroud,” committing wholeheartedly to campy excess. It’s a sort of roleplaying inception: your character is roleplaying another character. I won’t spoil the rest, but the the Silver Shroud quests veers from the absurd, to the grounded, to the poignant with grace and skill. Plus, you get some sweet armor.
Secret Of Cabot House: 
Like most good things in a game built around exploration, the Secret of Cabot House begins with a question. Everything in the wasteland is broken and bombed out, so it’s naturally curious when you come upon a perfectly preserved pre-war mansion, surrounded by dangerous robots for protection. It’s eerily clean inside, with strange residents that just don’t seem to fit into the broader world. And wouldn’t you know, there’s a secret. You can actually find out about it before the end of the quest with a little sleuthing, but the game will guide you down that strange path regardless. It’s a little unsettling, and just odd enough to stay interesting. Check it out by going to Cabot House on the south bank bear the bend in the Charles, and start working with Jack Cabot.

The Lost Patrol: 
The Lost Patrol is Fallout 4 at some of it’s saddest: hunting down distress beacons that went unanswered years ago, leaving nothing but their long dead owners behind. You start this by tracking down said beacons when you find them on the radio, gradually stitching together the story of a Brotherhood of Steel patrol that went wrong and left nearly everyone involved dead. Nearly. Whatever you think of the Brotherhood of Steel, you can’t help but feel for their soldiers, doing their best out in the Commonwealth.

The Last Voyage of The USS Constitution:
Robots, on the whole, are some of the best characters in this game: they have none of that emotional baggage that plagues humans, but all of their charm. They represent the wackiest side of this game, wholly committed to their own strangeness and utterly unfazed by the destruction of the world around them. And the robots on the USS Constitution are some of the game’s best. They’re dedicated to defending the world on their ship, and they won’t let the world’s utter destruction stop them. They’ve also decided the best way to do so is with old timey accents and hats. And the end — the end is great. Start this one by going to the giant ship sitting where it shouldn’t be.

Hole In The Wall: 
Vault 81 is a rare thing in the world of Fallout: it’s the closest I can remember seeing to an actual functioning vault, full of people living out the apocalypse in much the same way that the Vault-Tec advertisements promised. You’ve got a school, a store, a clinic, and all of those other things that life needs to keep going: Vault 81′s inhabitants are just a little chunkier than those on the outside, a nice little nod to their relatively affluent position. There’s a secret, though, as there always is with the vaults. One of the kids in the vault has gotten sick from a mole rat bite, and in curing him you find out just what experiment Vault-Tec has been running with these people.

Long Time Coming: 
This is Nick Valentine’s companion quest — like everything associated with the synthetic private eye, it’s great. Valentine is one of the most absorbing characters in the game, and all of the cognitive dissonance associated with being a robot detective with fake memories comes to a head in his quest to hunt down a pre-war gangster who’s hidden himself in some deep hole. It’s a hard-boiled noir quest in line with Valentine’s persona, sending you across the Commonwealth to hunt down evidence and clues to find someone who wronged the human version of Nick Valentine hundreds of years ago. Not only is Nick’s struggle a little poignant, it hits on the essential “do robots have souls” thrust of the game.

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