For these quests, one faction must be chosen to be loyal to. As the main quest arc for a single faction is followed, the quests for the other factions (with the exception of Independent/Yes Man quests) will fail as infamy is gained for siding against them when progressing through the quests for whichever faction was sided with. The point at which the other factions' quests are failed varies depending on player actions and quests already completed. Once a faction is sided with, it can still be possible to change to another faction's quest arc, only if there has not been enough infamy accrued to fail those alternative questlines
Completing parts of certain quests for a faction will immediately cause other factions' questlines to fail without exception. These are indicated in the table below. However, alternative quest arcs can still be failed at earlier stages due to infamy and related actions.
These quests can be completed at any time during the game and most do not contribute to the main storyline. Note that some of these quests will not be able to be completed if the player character has a low reputation with the associated faction.
These quests are only playable after Old World Blues is installed. The XP that is rewarded for quests is variable based on the player's level when the quest is completed. The total XP split between the main storyline quests is approximately 3000 XP at levels 1-4 and 22000 XP at levels 45-50, while the secondary quest XP ranges from 75 XP per quest to 550 XP per quest.
Welcome to the Side Quests section of our Fallout: New Vegas guide. Here, you'll find details on all of the missions the game has to offer you that aren't mandatory quests necessary to complete the game. Remember to visit our Main Quest Walkthrough if you're looking for more details on main quests in the game.
So below, you'll find the name of each Side Quest that leads to the information you're seeking on any quest in question. In parenthesis next to the Side Quest name will be a denotation of the type of Side Quest it is: Official, Note, Challenge, or Random. Keep in mind that the former three types are named in-game, but the latter type, being totally randomized, are named by us.
The side quests represented below are a collection of missions that we gained through our playthrough of the game. Because of the fact that Fallout: New Vegas is a game with a lot of gray, choices simply must be made, and those choices will inevitably lock you out of some tasks. If you are following our Main Quest Walkthrough , then you should run into virtually all of the side quests below. Either way, the side quests below represent over 90% of what's available in the game for anyone, and we hope to fill in any holes in the future. Thank you.
The Sonic Emitter thing is kinda cool I guess but mostly you just kill the explosive ants and are done with it. Basically just a part of Volare but it is technically a stand-alone quest so I guess it has to go down here.
A very protracted fetch quest with a buggy speech at the end. This one doesn't bother me as much as other fetch quests though for some reason. Maybe because it really gets you around the map, not just retreading old ground. Ranger Sequoia is a nice bonus too.
ED-E is great but his quest just isn't much of anything. The choice at the end has zero depth to it and while the audio logs are cool I guess, they aren't anywhere near as good as the Lonesome Road ones.
I found many of the remnants in my travels in the Mojava before I found this quest so seeing how they all find importance is cool. Mostly just a nostalgia trip for old fans but it's still a great time to see the Enclave back in actions at Hoover Dam.
Some much needed extra characterization and story for the Khans. The quest itself isn't super thrilling but going into Vault 3 is a good time I guess. Needing the Khan disguise could've been better explained.
There isn't a whole lot of story to this one but it forces the player to confront dangerous enemies they might otherwise run away from which is fun. I would almost never fight Deathclaws or Cazadors normally but this quest always has me running straight into them. What people do for "love"...
One of those quests that sets up a scenario with a quandary then asks you to pick a side. This particular choice is pretty neat I guess but doesn't stand out too much. The option to destroy the vault is pretty fun though.
Not the best companion quest but not too bad either. Gameplay wise it's kinda shallow but I like how it explores Veronica's relationship with the Elder and the BOS as a whole. I like how it sets up the idea that you can change the Brotherhood but at the end of the day they're much too stubborn for that. All you can control is Veronica's reaction to that fact.
Super goofy but also a lot of fun. A lot of players seem to dislike the Nightkin and fetch-quest portions but personally I like them. The quest probably comes a bit early in the game for most people I think. The Nightkin slaughtering Ghouls in desperate hope of finding a Stealth Boy shipment that isn't there is a very sad story. I like how you can sabotage the flight and Chris is a fun character too.
Super simple but it's a great micro-chasm of the rest of the game. Plus, because every player finds it all the characters are super iconic and seared into the memory of any fan of the game. I must've played this quest more times than any other in the game but it's still a good time.
The Kings are such a lovable bunch that this one's a joy to do every time. The bodyguard part is unlike anything else you have to do in the game and the subplot with the NCR squatters (though hamstrung by cut squatter camps) is an interesting dynamic. Whether the Kings are a positive thing for Freeside or not is a genuine question to ask which makes this quest one of the better ones.
Super underrated quest. The guard duty portion is very unique and a great way to take out Pacer for the NCR or take out the Van Graff's for the BOS. Having to choose whether to get Cass killed is fun too. The climax in the warehouse is a great twist too although I dislike how you can't choose whether to side with the Legion or not. It just sucks how you get bad Legion rep without it telling you first.
One of the best and most overlooked stories in the game. Every section has plenty of methods of completion, especially the ending one. I also love how if you enter the Hostetler home before you start the quest Ms. Hostetler will tell you to leave her home because to her you're just some weirdo who wandered in. It's a shame you can't start this quest with low Speech since that's how I build all my characters these days.
Not really a side quest since I don't think it can be started outside of the main quest but we'll include it. Convincing the Khans to not lead themselves into their own demise is surprisingly difficult, they really hate the NCR. The ways you can are all fun though and choosing how the Khans should handle their future is a tough choice.
I'm surely biased because I absolutely love the New Vegas Brotherhood. They're such a flawed and nuanced group, not knights in shining armour like in some other Fallout game... That aside this quest appeals to me and honestly I'm not sure why. Isolating the virus and searching the vaults is annoying but there's just something about getting to interact with the Brotherhood that I'll never get tired of. The option to replace McNamara with Hardin is great, you can make a convincing argument for either of them honestly. I also love how the Brotherhood treat you when you first encounter them, if you don't have Veronica they put a bomb collar on you and carefully monitor your every move. The idea that the Brotherhood are serious about security and secrecy is apparent not just in the story, but in the gameplay.
It's buggy as hell but there is an amazing amount of variety in this quest. There are so many ways it can play out depending on your character and their role in the story. I love how their cannibalism is revealed by Marjorie's little monologue and the whole detective slant is fun too. Getting to serve a companion for dinner is definitely the highlight though.
Boone has one of the best stories of any character in the game. When I first played this I really was not expecting that to be what happened to his wife. And I'm saying it that way just in case someone is reading this without having played this quest. You must play this quest. It's difficult to know how to feel about Boone and how Boone should feel given everything he's done. The conclusion with the Legion attack is the perfect end for Boone's story arc.
What I need is a dialogue and quest system that are integrated and allows for dialogue to effect quest stages and objectives, dialogue to be affected by character stats, faction alignment, actions, ect and for events to affect dialogue.
For these quests you must choose one faction to be loyal to. As you follow the main quest arc for a single faction, the quests for the other factions (with the exception of Independent/Yes Man quests) will fail as you gain infamy for siding against them when you progress through the quests for whichever faction you side with. The point at which you fail the other factions' quests varies depending on your actions and quests already completed. Once you side with a faction you can change to another faction's quest arc, only if you have not progressed down the preceding faction's quests to the point that you fail the other quest arcs from gaining infamy.
Completing parts of certain quests for a faction will cause you to fail other quest arcs no matter what. These are indicated in the table below. However, you can still fail quest arcs earlier than this due to infamy etc.
These quests can be completed at any time during the game and most do not contribute to the main storyline. Note that some of these quests will not be able to be completed if you have a low reputation with the associated faction.
Here, you can select which quest you want to be active, and review the current objective for all the quests you've started. The quests with a square icon to the left of them are active. Click on the quest name to toggle it between active and inactive.
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