Fallout 4's Missions are executed in a non-linear order and may be approached from many angles at will. To help with this, we've provided both Location and Mission-based guides which can lead you the right way no matter how you choose to approach the game!
This guide is broken up into two segments, the first focusing on the essential "Main Quest" or "Story" missions, and the second focusing on the various optional quests that appear throughout the game.
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It's Main Quest Fatigue, and it happens in pretty much every Bethesda RPG. If you follow the main quest like a straight line, you're missing out on the best parts of the game: the sidequests. The chance encounters. The diversions you only find if you ignore the storyline and look for something else to do.
As it happens, the quest for the thing that Max and the Ghoul are after lines up neatly with Lucy's search for her father, so for the first four episodes these three characters are on the same path, and that path is pretty much a straight line: Get The Thing.
That's where things start to drag. After Lucy leaves the Vault, Max tries out his power armor, and the Ghoul has a shootout (they've successfully completed their tutorials, in other words) they all meet for the first time in the ramshackle town of Filly. After a skirmish they wind up traveling separately for a while, but they're all still following the same quest arrow so they eventually link up again a couple episodes later. Since this is Fallout, a world without mounts or vehicles (apart from an occasional Vertibird) there's a lot of walking and talking and not much else.
I don't blame the characters for sticking to the main quest. "Get The Thing" is a tempting mission, especially when you don't know what the thing is or what it does, exactly. Plus, with everyone chasing The Thing, The Thing takes on even more significance. It can be hard to tear yourself away from The Thing to do other stuff.
But like I said, it gets to be a drag, especially knowing what I know about the world of Fallout: there's fun, weird stuff out there to find if you stop following the quest arrow. As illogical as it may feel for someone on an important mission to go check out a ruined little town or poke through an abandoned building, that's where all the good stuff is lurking. I for one have often ignored main quests like "Close the Oblivion Gates" in favor of "Help this random lady with her rat problem."
So I'm thankful that in the second half of the series, the main quest arrow gets put on the back burner. Lucy and Max wind up in desperate situations pushing them away from the main quest, and better yet, start adventuring together and having more random encounters. (That's something else the show was missing for the first handful of episodes: these two great actors sharing screen time, and once Ella Purnell and Aaron Moten are together the series and its stories get a lot better.)
After a bit of a drag through the first half of Fallout, the second half of the series really takes off. There's loads of fascinating pre-war scenes, tons of weird and intriguing Vault stuff, characters having more encounters off the beaten path, and plenty of new lore to mull over. I definitely wasn't trying to fast-forward through the last four episodes: instead, I was wishing they lasted longer.
Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own."}), " -0-7/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Christopher LivingstonSocial Links NavigationSenior EditorChris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.
QuestsThe Revanchist (Quest)locationEuripides Power Relay Stationgiven byKieva NanjimarewardTake Over as Raider Leader & Choose between 2 unique Shi Ending Videosform idxxabf620Quest chainPrevious questLeads toNoneCounterstrikeRelated questsA More Perfect Union
Join The War MachineThis is a side quest that becomes available during A More Perfect Union quest if you are playing the NCR quest line or Join The War Machine if you are playing the Raider quest line.
When you are sent to the power station you will meet Kieva Nanjima. She is the leader of the Shi Clan. Do NOT kill her. Offer to help her instead. After turning on the power, talk to Kieva again. Tell her you want to make a deal. She will ask you for an NCR officer to trade for her daughter who is being held hostage by Elsdragon. Agree. Go talk to Captain Jameson. He will tell you to trade Ranger Kerry Vargas. Talk to Kerry and exhaust all dialogue options and she will give you the Rangers Ears perk (+1 Perception). Kerry will agree to follow you back to Kieva at the power station because her orders are to infiltrate the mine.
Ranger Kerry Vargas will stay as your companion until you bring her to Kieva. You may do other quests and she will tag along and help. 'The Revanchist' quest will start when you hand over Ranger Kerry Vargas to Kieva. You get The Revanchist perk which gives you +1 Perception & +10 Speech
'The Revanchist' stays active until Wasteland Defense is almost complete. When you are told to assassinate Elsdragon you MUST respond that you want to kill him in a fair fight. You are given several options on how to kill him.
Sneak Into Mine: You will get a note from Kieva saying you are a dishonorable pig and your deal is off. If you sneak into the mine you can still save Ranger Kerry Vargas. Miraculously, her fellow rangers show up to help out as soon as she is released.
Kidnap Eliza Elsdragon: You will get a note from Kieva calling you a dishonorable pig and your deal is off. Using a child to kill your enemies is the sneaky tactic the NCR used to kill her father. If you go to the mine you will find Ranger Kerry Vargas Dead.
Talk to Wilson Wilco over at Bear Lake to get into the mine in Raider disguise. If you completed 'Cards Under The Table' the dialogue will be slightly different. You are accompanied by Kerry Vargas' fellow rangers (NCR quest line only). Once there talk to Kieva and she will tell you to get support from at least 3 other raider leaders to force Elsdragon to meet you in a fair fight. Kieva has already spoken to them and they are ready to listen to you.
You can talk to 4 other Raider leaders. The first three are outside the mine (Follow your quest markers to find them). Old Tom is inside the mine. Exhaust all dialogue options but make sure you do the following:
Hassan Of the Black Vulture Tribe: (Choose dialogue option The Revanchist and you need 8 Charisma to convince him). You receive the Old Espanola perk which gives you additional dialogue options.
Wilson Wilco Of The Old Guard Survivalists: (Raider Quest line only) He is skeptical of your odds on winning and won't support you unless you show that you have overwhelming support from the other leaders. He says "I'll believe it when I see It." You receive the Bearded Wonder perk +1 Perception & +5 Survival
NCR Quest Line: (Choose The Revanchist dialogue option and you need 8 Charisma or 8 Intelligence to convince him). You receive the Vault Viking perk which gives you additional dialogue options.
Sylvia Semi of the Snake Clan: (Choose 8 Charisma first, then The Revanchist dialogue option, then 8 Charisma again, then Intelligence 4. Drink the Serpent's Milk she gives you. If you have Endurance 10 it will have no effect (If you have low Endurance you will have a drug induced dream). You can also refuse the Serpent's milk and pay them 1.2 million for their support (according to FNVEdit). Sylvia then pledges her support and you receive the Snake Head perk +10 Mellee & -1 Intelligence
Old Tom The Psycho leader: He is inside the mine in the Psycho Cavern. It is filled with green spiders that will not attack you (If you go into The Psycho cavern at any other time during the game the spiders WILL attack and poison you to death because Kieva has not vouched for you). Choose The Revanchist dialogue option. You also need either Endurance 8 or the Entomologist perk in order to convince him. If you have the Wild Wasteland perk you can ask that dialogue option first. You get the Spider Man perk (+5% Attack Speed)
Once you have the raider leaders support Kieva will tell you to free Ranger Kerry Vargas. Enter the mine to find Kerry's fellow rangers waiting for you just inside the entrance. She is crucified in the back room of the dungeon inside the mine. You cannot release her until Kieva tells you to (She is drugged and barely conscious). Kerry will find her armor and weapons and will join her rangers in offering you support.
Talk to Kieva again and she will tell you her warriors have rooted out Elsdragon so you can confront him. Choose The Revanchist dialogue option (If you have the Wild Wasteland perk you can choose that dialogue option first). You MUST agree to meet him in a fair fight or The Revanchist quest will fail.
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