On the following two pages I've detailed all story quests (with or without achievements) from up until a crucial save point near the story finale. Where appropriate I have weaved in between different faction quests, and as the story continues we'll transition into the specific faction quests and the order you should do them, to keep the ending as open as possible for as long as possible. We will however, reach a point where you must make a decision about which faction to ally with as you wrap up the story. This is where you will make a save, before choosing which ending to do first. You must complete both endings to unlock all story achievements.
Throughout the walkthrough I give mention to magazines, bobbleheads, and companions that you want to be sure to pick up along the way. You only need to collect 20 of the 100+ magazines, so if you do your own exploring then you may get it before the guide says, but I have called out the obvious ones in the story quest locations.
War Never Changes
As we all know, you'll start off in Sanctuary Hills before the bombs drop. You'll open up with modifying your character's face, before exploring your house. When the Vault-Tec rep stops by, you'll have the chance to specify your SPECIAL stats. See the General Hints and Tips page for more on character customizing.
Soon enough the bombs will fall, and you'll flee to Vault 111. After a number of cutscenes, you'll awake to a murdered wife and missing son. As you make your way out of the vault, make sure to look out for a terminal in the cafeteria called Recreation Terminal. On this terminal you have the option to Play Tape, which will let you play Red Menace which is the first of several playable holotape mini-games. You can also eject it from the terminal and play it from your future pip-boy if you wish. Playing your first holotape minigame will net you this achievement:
Continue working through the Vault, until you finally have the chance to leave. As you rise to the surface and get your first view of the post-apocalypse Commonwealth, you will complete War Never Changes, and receive its corresponding achievement:
Out of Time
After leaving Vault 111 you'll see Sanctuary Hills below. Head down to the settlement and wander back to your house to find Codsworth hovering out front. After a dialogue with him he'll begin searching around Sanctuary Hills for life signs. Follow along for some combat with the local wildlife, or head into the houses to do some looting. Once Codswoth has finished his search (with or without you), he'll advise you to investigate nearby Concord for someone that might be able to help you find your son. Before heading that way, be sure to head into your house for a couple of key items. On the kitchen island you'll find an issue of Gorgnak the Barbarian (#1 of 20) and if you head to Shaun's room, you'll find a unique book on the floor called You're SPECIAL that'll let you boost any SPECIAL stat by one.
Head out of Sanctuary Hills towards Concord and you'll pass the Red Rocket gas station. Here you'll meet your first possible companion, Dogmeat. It's optional whether you continue with him or not, but make sure to at least accept him for a brief period to get #1 of 5 companions for the achievement. Having a companion is generally handy though if you like to carry a lot of loot, as you can give them your extra items to carry before returning to a settlement or store. Red Rocket is another settlement that you can use, however I do recommend leaving it untouched for now. When we work on Benevolent Leader on the Collectibles/Other page, we'll follow a method that assumes that Red Rocket hasn't been developed yet. From Red Rocket, head on down to Concord where you'll find a bunch of Raiders in the streets outside the Museum of Freedom. They'll be firing upon the building's inhabitants, and after taking care of them, you'll be introduced to Preston Garvey.
When Freedom Calls
Grab the laser musket for Garvey, and head into the Museum. Battle your way through the building, wiping out the Raiders as you go. You'll ultimately find your way to the second floor where Garvey and a collection of other survivors are hold up. Speaking to Garvey and Sturges you'll learn that there's a power armor suit on the roof that could be critical to defending the Minutemen from the incoming wave of raiders. However, it's useless without a fusion core. Conveniently, they'll direct you to one in the basement of the building. If you grabbed it on the way through the building, you're all set. If not, then you'll need to head back to the basement to locate it. Before you do that though, be sure to grab the Perception Bobblehead (#1 of 10/20) and the issue of RobCo Fun (#2 of 20), both found on desks in this room.
Perception Bobblehead. Credit to Fallout Wikia for the image.
Head down to the basement to grab the fusion core. To retrieve it, you can either pick the locked door, or hack the terminal. If you want to expedite progress towards both the lockpicking and hacking achievements, then pick the door first, and then hack the terminal as well (you'll be able to exploit this order at many other locations in the game). With the fusion core in hand, head back up to the Minutemen, and continue on until you find a door to the roof. Back outside, you'll find a crashed vertibird on the roof with an intact suit of power armor ready to go. Insert the fusion core, and grab the minigun off the vertibird as you step through. From the edge of the building you can begin wiping out raiders, or jump down and get into the thick of it. As you work towards the end of the street facing the Museum, a deathclaw will jump out from a sewage grate. Don't hold back with the minigun, and you should be able to down it pretty quickly. Try and keep your distance if necessary, and duck into any of the gutted buildings if the deathclaw starts getting the upperhand.
Once the deathclaw and all raiders have been killed, head back into the Museum to talk to Garvey. While speaking to the remaining Minutemen you can inquire about locating your son. They'll point you to Diamond City as your next stop. This will trigger the Jewel of the Commonwealth quest, however we're not done here just yet. The Minutemen will announce their plans to head back to Sanctuary Hills and set up a settlement there. You can escort them there by foot, or fast travel to Sanctuary Hills and then wait/sleep until they arrive. Once they arrive, speak to Garvey to finish up the quest.
(Minutemen) The First Step
After finding the Minutemen back in Sanctuary Hills, you can continue to speak with Garvey about aiding the faction. He'll give you two quests at this time: Sanctuary and The First Step. For the latter, Garvey will put your skills to the test by asking you to go help another settlement (a trend that will become very common with Garvey). The location he'll send you to can vary, but it is likely to be either Tenpines Bluff to the east, or Oberland Station to the south. Head to whichever it is, and talk to the settlers to find out what's been troubling them. You'll be sent to wipe out the Raiders at Corvega Assembly Plant (it's also possible that you'll be sent somewhere else, especially if you've already cleared Corvega, but Corvega seems to be most common).
Head towards Corvega, although feel free to delve into any other locations you find along the way. The Corvega Assembly Plant is huge, both inside and out, and you'll encounter enemies whichever way you approach it. I'd recommend circling the lake to the southwest and approaching the plant from the south to get on to its roof. This allows you to avoid the turrets by the north street entrance. Clear the roofs first, although it can be tricky to work out which walkways lead where. Make sure to use VATS liberally to locate any hidden enemies on the very vertical battlefield. Be sure to head right to the very top of the walkway surrounding the blue spherical tank, where you'll find the Repair Bobblehead (#2 of 10/20).
Repair Bobblehead. Credit to Gamecrate for the image.
Once the roofs are clear, head into the plant from any of the entrances. You do not need to wipe out all raiders to complete the quest objective, so you can avoid some of the lowest levels of the building. You are after one of the main machine rooms where you'll encounter the named raider Jared, as well as a number of turrets and other raiders. Killing Jared will complete the quest objective and allow you to head back to the settlement. Before you leave though, make sure to head into the raised office in this room to find a Grognak the Barbarian (#3 of 20) magazine next to his terminal. Head back out of Corvega via the roof, and then fast travel back to the settlement you're assisting. Report your success to the Settlers, and they'll pledge their allegiance to the Minutemen. You'll now be able to build at this settlement. Head back to Sanctuary Hills when ready and report your success to Garvey. Completing this quest will impress Garvey and he will invite you to join the Minutemen. After accepting the invitation, you'll unlock the following achievement:
Technically at this point, you've become General of the Minutemen rather than simply a member. This also means you get access to Preston Garvey as a companion. This makes him companion #2 of 5 so far, so even if you wish to stick with another companion, be sure to let him join you, even if you just dismiss him again straight away. Seeing as we're at Sanctuary Hills right now, go find Codsworth and have him join as a companion too. This will put you at #3 of 5.
By now you will most likely have reached level 5, and if not then you soon will, which will earn you the following achievement:
Now Garvey has a somewhat annoying habit of telling you about settlements that need aid without you directly talking to him. These will automatically get added to your quest log whether you like it or not (just part of your Minutemen duty I guess!). The next significant Minutemen quest, Taking Independence, will not open up until you complete 3 of these, and therefore establish 4 total settlements. Garvey can provide you more than 1 active quest at a time, although it might require you leaving Sanctuary Hills and returning to trigger him mentioning another. These quests are pretty straight forward, and follow the same pattern as the first above. Typically you will visit the settlement, talk to a settler to find out the problem, and then go fix it, before returning to the settler, and then to Garvey to complete the quest. The specific quest requirements vary, but you'll usually be clearing out raiders/ghouls/super mutants from a nearby location, with the added variable of perhaps rescuing a kidnapped or runaway settler. Feel free to use these quests as diversions from the story, or as a means to explore extra corners of the map. Keep an eye out for magazines or bobbleheads when completing them, as it's possible to find both depending on the location.
As you work through these you will unlock the Community Organizer achievement as soon as you've allied with 3 settlements.
Another achievement to keep an eye out for is Touchdown!, which can be unlocked by being killed by a fatman/mini nuke. For those that don't remember, a fatman is the portable nuclear weapon of the future, capable of launching mini nukes across the battlefield. If you are so fortunate as to have a raider wipe you out with one of these, you will unlock the achievement. Another way is to come across a super mutant suicider, who will run up to you carrying a mini nuke, and explode. There's a good chance you'll come across one of these super mutant enemies while helping settlements, but if not, you certainly will as you continue through the game. (You can also just shoot your own mini nuke into the sky and let it fall on you). When you are ultimately killed by a mini nuke, you will unlock the following:
This quest was given to us when we first spoke with Garvey after guiding the Minutemen to Sanctuary Hills. Garvey wants you to work with Sturges on building up Sanctuary Hills as a settlement, by providing shelter, water, food, and defense - 4 of the key components that go into managing a settlement. This quest serves as the in-game tutorial for how to build settlements, but it might be one you make progress on in stages, due to the resource requirements when building. Sturges will first want you to build 5 beds for the current settlers. If you've scrapped the available houses in the Sanctuary Hills, then you should have everything you need to complete this. Next, you'll need to build a water supply. Water pumps are the easiest to build for this step, and you should only need 2. Next Sturges will ask you to secure a food supply at the settlement. This can be completed by planting several plants, and there is quite a selection in the game. However, you may not yet have what you need to do this. There are a couple of melon plants already in the settlement, which you can harvest to plant more. To find more fruit and vegetables, you can visit a vendor, or look for already planted fruit/vegetables in any other settlements you've visited so far. Another option is to assign settlers to your existing plants, and then after a period of time, use the collected food to plant more food sources.
Lastly, Sturges will want you to build up some defense for Sanctuary Hills. It doesn't really matter where you place this, although guarding the bridge out of the settlement would be the most appropriate from a settlement design perspective. Either way, build either turrets or guard posts until you reach the necessary amount of defense. One note for the guard posts though, you will need to assign a settler to man these for them to count towards your defense score. Once you've built these, and everything else on the list, return to Sturges one last time to complete the quest. An additional note worth adding here - you don't have to build these items when requested by Sturges. If you have already built out some of these, then Sturges will skip over that stage of the quest, assuming you've built enough to satisfy his expectations.
(Minutemen) Taking Independence
After assisting 3 settlements and reporting their addition to the Minutemen to Garvey he will propose the recapturing of the Minutemen's former stronghold: The Castle (aka Fort Independence). Go ahead and commit to assisting with this quest, and agree to meet Garvey at The Castle. We won't be proceeding with this for now, but we'll want to have him ready at the location for later in the game. For now we have one more detour, and then we'll be heading back to the main story.
Jewel of the Commonwealth
Reactivate the Jewel of the Commonwealth quest, and begin heading south to Diamond City. Fast travel to whichever location you've discovered closest to Diamond City (possibly the Corvega Assembly Plant), and head on towards the city. As you begin to head further south you should pick up a radio signal called Military Frequency AF95. Open up your Pip-Boy and tune-in, which will trigger the quest Fire Support. This is the beginning of the Brotherhood of Steel story line, and we're going to get that started now.
(BoS) Fire Support
Head towards the Cambridge Police Station, and when you arrive you'll find the station under siege from feral ghouls. Jump in and assist the Brotherhood members who are defending their position. Once all the ghouls are dead, you'll be directed to speak to Paladin Danse. He'll grill you a little as to your motives, but ultimately open up about the Brotherhood of Steel and the current predicament they're in. Offer to help them out and after your conversation ends the Fire Support quest will end, and Call to Arms will begin. We're going back to the main story for now, but we'll be back to Paladin Danse in no time.
Jewel of the Commonwealth
The Minutemen had advised us some time ago to head to Diamond City for more answers, which is where we'll head to now. From the Cambridge Police Station head south and over the river into Boston. At the main entrance to Diamond City, you'll find the door shut and Piper asking to be let in. After a short conversation, she'll ask for your help speaking to the guard over the intercom. He'll let you both in, although you'll discover that Piper was not being entirely honest with you outside. You'll also meet Mayor MacDonough at the entrance, and you can have a short conversation with him. After speaking with both Piper and the Mayor, you'll trigger the side quest Story of the Century. Continue through the entrance and you'll enter into Diamond City itself.
(Side quest) Story of the Century
We're going to divert quickly and complete this side quest. It's an easy source of XP, opens up a new companion, and points us in the right direction for Jewel of the Commonwealth. As you enter the main area of Diamond City, follow the quest marker to Publick Occurences, the local paper that Piper writes. Head inside and start up a conversation with her. She'll interview you about your time in the vault, and life before and after. There are no right and wrong answers, so select whatever you feel like. Once the interview wraps up, Piper will also point you in the direction of Valentine Detective Agency to help find Shaun. She'll become available as a companion at the end of the interview, and the quest will complete. Ask her to join you, and that'll put you at #4 of 5 companions.
Jewel of the Commonwealth
Diamond City is full of vendors, bars, and people from all walks of life. Now would be a great time to explore the city, engage in conversation with everyone, and pick up a whole host of side quests and miscellaneous objectives. Alternatively though, we can continue with the quest at hand. Having had your interview with Piper, you'll know to head to Valentine Detective Agency, down one of the side alleys. Unfortunately, it'll soon become apparent that Nick Valentine himself is not at home. Instead, you'll meet his assistant, Ellie Perkins. In conversation with her, she'll seek your help to track down Nick Valentine, which is obviously in your interest too. Accepting to help Ellie will end the current quest, and begin Unlikely Valentine.
Before we leave Diamond City though, there's a few extra things we need to do. While still in Valentine Detective Agency, make sure to grab the copy of RobCo Fun (#4 of 20) on one of the desks. Now head back out into Diamond City, and look for the School. It's located between the detective agency and Publick Occurrences, on the west side of the settlement. Head inside and you'll find a copy of Live & Love (#5 of 20) behind some stairs, on a concrete block near a couple of beds.
Let's go back out into the city again, for a fun baseball themed achievement. Head back over to Publick Occurences, and look on the ground nearby for the home plate (for non-baseball people, this is where the batter stands). Once you find it, stand on it, and then begin a lap of all 3 other bases that make up the baseball diamond. You must go right from home plate though, as you only score in baseball when going counter-clockwise. Make sure you return to the home plate to complete the full lap of the baseball diamond. See the image below if you're confused, and check out the video as well. If done correctly, you'll unlock Homerun!.
Start at the bottom, and head counter clockwise to complete the diamond. Credit to Fallout Wikia for the image.
Now back out onto the mean streets of Boston. Leave Diamond City the same way you came in, then take a left to head east into the city. We're looking to pick up a radio signal, and it shouldn't take long before you get it. When you pick up the signal for Trinity Tower Radio, open up your Pip-boy and tune in. Listen to the recording, and it will add the side quest Curtain Call.
(Side quest) Curtain Call
This quest requires you to free Rex Goodman, who has been taken prisoner by supermutants atop Trinity Tower in the heart of Boston. Head towards Trinity Tower, and you'll find the lower couple of floors to be pretty open. Fight off the supermutants, and find the elevator leading to the tower's interior. Fight your way through the main interior, and you'll eventually find another elevator that takes you to the open top floors. Continue to fight your way through, before you eventually reach the boss of the area, Fist. Fist can be a tough enemy, so make sure you have some solid weapons to take him out. Once the enemies are cleared, you'll see Rex and Strong in a locked room. You can pick the lock, or find the key in a nearby steamer chest. Free Rex and Strong, and speak to Rex to find out what happened. It's time to get off the tower as soon as possible, but make sure to grab the Melee Bobblehead (#3 of 10/20) from the previously locked room before you leave.
Melee Bobblehead. Credit to Fallout Wikia for the image.
Head over to the construction elevator, and begin to head down. Watch out for supermutants shooting at you from the interior. It'll stop once or twice on the way down, but the level is pretty linear. Once you reach the bottom of the tower, speak to Rex again to wrap up the quest. Make sure to also chat with Strong to unlock him as a possible companion. If you've been following the guide closely so far, then Strong will be companion #5 of 5, unlocking the following achievement:
Back to the main story after that diversion, and we're off to find Nick Valentine. Ellie will have told you that he last went to Park Street Station, and is possibly being held there. Trinity Tower was not much of a detour, so continue on towards Park Street Station. You will likely encounter the Boston Common location first, and there's a couple of quick things we can do here. First, take a look for Swan's Pond, slightly north of the Commons map location. If you venture too far into the lake, you will trigger a unique super mutant behemoth called Swan. It's a tough battle, so might be worth having heavy weaponry or your power armor. But if you keep moving enough, you might be able to manage without, especially with a distracting companion or if you retreat far enough. Defeating Swan will count as #1 of 5 towards ...The Harder They Fall achievement. Before leaving, make sure to also stop by the raised gazebo (look for the hazardous waste barrels). Beside these is a copy of Grognak the Barbarian (#6 of 20).
Let's head to the Park Street Station now. Work your way through the interior, fighting off feral ghouls as you go. Ultimately, you'll locate the entrance to Vault 114. Inside the vault you'll find Triggermen, enemies who are channeling some pre-war mafia/gangster style vibes. Continue to work your way through the vault until you reach a large atrium. You'll encounter Dino who is keeping Nick Valentine locked in the Overseer's office. If you approach stealthily, you can listen in on their conversation, before Dino then leaves the area. Or you can just go on the attack, and take him out anyway. Use the terminal to unlock the door, and head in to meet Valentine. After a conversation, Valentine will want to get moving quickly, but don't miss grabbing the Speech Bobblehead (#4 of 10/20) from the desk.
Speech Bobblehead. Credit to Gamecrate for the image.
Follow Nick as you work your way out of Vault 114, but be sure to grab the copy of Astoundingly Awesome Tales (#7 of 20) that's sitting on some crates in a hallway along the way. As you leave the vault, you'll be stopped by Skinny Malone and Darla who have you cornered. You can talk your way out of conflict with a few speech checks, or you and Valentine can simply kill the two and their companions. Once you're back in the Commonwealth, Valentine will tell you to meet him back at his office in Diamond City. Once you get back to the city, head over to the Detective Agency and speak with Ellie again to close out the quest.
Getting a Clue
The next quest will begin automatically, and starts with Nick interviewing you about your background and missing son. Nick will begin to suspect that it sounds like it could be the work of Conrad Kellogg. Nick will advise that Kellogg was recently seen living in Diamond City with a young boy, and that the player should start by investigating his house. Head over to Kellogg's house, which is locked with a master lock. If you have the necessary perk, you can just picklock your way in. If not, then you'll need to find a copy of the key. There's several ways to achieve this, all revolving around Mayor McDonough and his secretary Geneva. You can try stealing from either, in Geneva's desk or McDonough's safe, or by directly pickpocketing McDonough. Alternatively you can pass a speech check with either character, as well as bribing Geneva. The simplest options would probably be bribing Geneva with 250 caps, or stealing from her desk with a novice lock. McDonough's safe also has a novice level terminal that will unlock it.
Once you have the key in hand, head back to Kellogg's house. Inside, you'll find a hidden button underneath his desk that will unlock a secret room. The clue you're then looking for is Kellogg's San Francisco Sunlights cigars, which will trigger a conversation with Nick. Nick will suggest using Dogmeat to track down Kellogg's scent, and Dogmeat will conveniently appear outside Kellogg's house if not currently accompanying the player. Nick will also offer to join you, and become available as a companion at this point. Once you interact with Dogmeat to give him the cigar scent, the quest will end and Reunions will begin.
Once Dogmeat has Kellogg's scent, follow him as he leads you out of Diamond City, and west out of Boston itself. We'll be following Dogmeat to Kellogg's location, and along the way he'll stop several times where you'll need to find a new clue to help Dogmeat pick up the scent again and carry on.
The first stop will be by a small lake, where you can find another cigar for Dogmeat to pick up the scent. The next stop will be a highway underpass, where you'll see remnants of a bloody battle. The clue you're after here is a bloody rag, which you can then show to Dogmeat again for the search to continue. As you continue on, you'll come across the remains of an assaultron, which can be spoken to and will offer up more details on your search. Follow Dogmeat further and you'll find yourself approaching Fort Hagen. Here, you'll find more bloody rags on a fence, which you can again show to Dogmeat to continue. Ultimately, he'll lead you to the Fort's entrance, and the search will end.
The entrance is blocked, so work your way around, and enter either via a roof hatch, or through a door in the underground parking lot. You can access through either, but for the sake of collectibles I recommend the roof hatch (although the garage will have you avoid more enemies). Once you enter Fort Hagen via the roof, look for the kitchen on the top floor. In the kitchen you'll find a copy of Guns and Bullets (#8 or 20) on a table. From here, work your way through the building and ultimately you'll find an elevator that will take you to the Fort Hagen Command Center.
Work your way through the Command Center. It's a large interior, but like most of the others that are story related, it's pretty linear. Keep an eye out initially for a cafeteria/kitchen area, which is where you will find the Energy Weapons Bobblehead (#5 of 10/20).
Energy Weapons Bobblehead. Credit to Fallout Wikia for the image.
As you continue on and reach the armory, look for a nearby bedroom where you'll find an issue of U.S. Covert Operations Manual (#9 of 20) on a side table. Kellogg will begin to address you over the building's intercom, advising you to turn back. Eventually you'll reach a sealed door, and Kellogg will let you in, knowing that you don't plan to turn around. During your conversation with him, Kellogg will reveal that Shaun is being held by the Institute. The conversation turns to battle as you both acknowledge that the other cannot live. Kellogg is a tough opponent, and likes to make use of stealth boys, which can be particularly annoying while also dealing with his bodyguards. Having a companion can obviously help here to soak up some of the attention. Once Kellogg and his bodyguards are down, search Kellogg's body to retrieve his terminal password and his cybernetic brain augmenter. We will need the latter for the next quest, so best to grab it now.
Use the terminal to read more about Kellogg, and to allow access to the exit elevator. Make sure to grab the copy of RobCo Fun (#10 of 20) sitting on the desk. After reading the terminal entries, you'll be prompted to speak with Nick. If he's your companion, you can do that now, or you can find him back in Diamond City. If you speak to him at Ft Hagen, he'll direct you to then speak to Piper. If he's not your companion, then you'll find both him and Piper already together once you get back to his office. Complete the conversation with them to finish up this quest, and automatically begin the next.
Also worth noting, is that when you leave Fort Hagen via the roof elevator, you'll be greeted by the ominous looking Prydwen drifting into the Commonwealth. This should automatically trigger Shadow of Steel for us, based on what we've done for the Brotherhood of Steel so far.
Also, by now you will probably have reached Level 10. If not, you will soon enough, and the following will unlock:
Based on the conversation we just wrapped up with Nick and Piper, we'll know that our next stop is Goodneighbor. Depending on how much you've explored Boston so far, you may have already discovered it. If not, fast travel to Park Street Station, and it's just a quick walk from there. Upon arriving, we want to take a couple of quick detours before continuing.
First, head to the right and talk to Daisy of Daisy's Discounts. Ask her about work and she'll offer up the side quest Public Knowledge. You're welcome to do this at any point, but I'll cover it more specifically on the Collectibles/Others page as the quest will take you to Boston Public Library where you can retrieve the Intelligence Bobblehead. After speaking to Daisy, continue further into Goodneighbor until you pass The Third Rail on your left. Head inside, and then into the bathroom on the right. Inside one of the stalls you'll find an issue of Live & Love (#11 of 20). Back out into Goodneighbor, then head left, and away from The Memory Den to find Hotel Rexford. After you enter, on the right you should see a bar, and sitting on the bar will be another Live & Love (#12 of 20). Head back outside of Hotel Rexford and cross over into the Old State House. Find John Hancock (Goodneighbor's mayor who we met when we entered the settlement) upstairs and ask him for work. You should get the side quest Art Appreciation. We're not going to do it at this point, but it's another quest (like Public Knowledge) that will lead us to a Bobblehead.
Let's now head over to The Memory Den. In the basement you'll find a copy of RobCo Fun (#13 of 20), as well as locating Doctor Amari who will help us continue this quest. Nick will offer his assistance for the journey into Kellogg's memories, and you'll be invited to sit in the chair to continue.
What follows next is a reliving of various stages of Kellogg's life, retrieved from the memories of his brain. Simply follow the linear route as Kellogg gets older, and you'll see the mystery of your son's kidnapping unfold. At the end of the sequence, interact with the TV to exit the memories. Speak to Dr Amari about Virgil to learn more, and Nick will likely offer his services as well to track him down. This ends the quest, and will launch The Glowing Sea.
We're going to take a break now though, and work on some of the factions before we head back to the Main Story.
(Railroad) Road to Freedom
We've yet to have any interaction with the Railroad, but that's about to change. You may have picked up some clues about them, or how to find them, while exploring Diamond City and Goodneighbor, and that may have triggered the quest as well. Feel free to follow these clues, but for the sake of time, we're just going straight to their HQ. We're heading to Old North Church, which is found directly northeast of Goodneighbor, close to the water.
Head straight to Old North Church to find the Railroad.
Head inside the church, and work your way through the building and into the basement. Ultimately you'll reach an impassable door, with a Freedom Trail marker. Using the ring, spin and spell out RAILROAD one letter at a time by lining the letter up with the red arrow, and pressing the center piece of the dial.
Spell out RAILROAD to gain entrance.
Once the door opens, head inside and you'll encounter a frosty reception from those inside. Follow through the conversation as you wish, and eventually Deacon will be introduced. He'll vouch for you as a future potential member of the Railroad. Desdemona will ask if you would risk your life for a synth, but regardless of how you answer the quest will complete, and the next one, Tradecraft, will begin automatically.
Talking to Deacon, he will reveal a way that you can help out the Railroad and also prove yourself worthy of becoming a member of the faction. You're going to be heading to Lexington, and meeting up with Deacon to learn more.
Fast travel over to Lexington, or whichever map marker is closest to the meeting point (quick tip: you can fast travel from within the Railroad's hideout, you don't need to trek back outside first). Deacon will give you the lowdown on some Railroad information, before advising to meet up with a local 'tourist'. Head up on to the overpass to meet with Ricky Dalton. During the conversation with Ricky, he'll detail what you're up against in the old hideout, and potentially offer up some aid. Once done, head on to the quest marker on the escape tunnel entrance and head inside. Once inside the hideout, work your way through with the guidance of Deacon. He'll point out a few things along the way, and you'll come across several groups of synths. When you make it to the central office area, head up some stairs to grab an issue of U.S. Covert Operations Manual (#14 of 20).
Continue on through the level and you'll eventually come to a locked vault. Deacon will open this allowing you to grab the quest item, Carrington's prototype. Head on to the exit, which will bring you up into Slocum's Joe donut shop, where you'll encounter additional enemies. Watch out for mines surrounding the building too. Fast travel back to the church to meet Deacon and Desdemona. They will extend an offer to join the Railroad which you should accept. Deacon will also become available as a companion. Once the quest ends, you'll unlock the below achievement.
Before you get going though, follow Desdemona into the Railroad's hideout. Once inside, make sure to grab the copy of Astoundingly Awesome Tales (#15 of 20) which you'll find on a desk in the room with P.A.M., which is on the west side of the main hideout. We're done with the Railroad for now, but we'll be back soon enough.
(Minutemen) Taking Independence
Let's head back to the Minutemen, especially as we're already in downtown Boston. We're going to have a big fight coming up, so it might be worth coming heavily armed, possibly with your power armor too. Activate the quest, and head to the nearest map marker to The Castle. Work your way towards the location, and you'll find Garvey and some Minutemen readying themselves in a nearby ruin. Grab the equipment in the ruins, and talk to Garvey to hear some different attack options. You can either launch a direct attack into the courtyard, a pincer attack through two entrances, or lure the enemies out of the courtyard. None of them make a huge difference to the actual fight, but pick whatever suits your style.
Once you begin the attack, you'll have to fight off an initial wave of mirelurks. Once that's done, you'll be instructed to clear out the mirelurk eggs around the courtyard. Be prepared though, because as you begin to clear these, you will be attacked by a mirelurk queen, emerging from the southwestern side. The queen is a tough one, so hit her with as much firepower as you can, and keep your distance. Killing the queen will also be #2 of 5 for the giant creatures achievement. After she's down, clear out the remaining egg clusters (check inside and on top of the walls), and then speak to Garvey again. He'll ask you to setup Radio Freedom, to let the Commonwealth know that The Castle is back up and running.
Head over to the radio operator's desk to first grab the issue of Guns and Bullets (#16 of 20), before entering workshop mode to build the power needed. You'll need 10 power, so either one large, or two small, generators. If you don't have the resources, gather them locally (should be resources within the walls) or head back to your main settlement to grab what's needed. Once you power up the radio station, speak to Garvey again and it will wrap up the quest.
(BoS) Call to Arms
We haven't seen Paladin Danse in a while, so let's head back to the Cambridge Police Station and continue with the Brotherhood. Danse needs your help clearing out a nearby location so he can retrieve a transmitter. After agreeing to help, feel free to grab supplies, and then tell Danse that you're ready to head out. Now you can follow him all the way, which will provide some scripted combat events, or you can just fast travel to ArcJet Systems (or as close to as possible), and meet him there. Whichever way you arrive, speak to Danse, and head into the building. Conveniently, you'll be tasked with simply following Danse through the building, which makes it very easy to find where you're going.
Your first challenge will be opening a locked door, which can be done via a secure terminal. Either hack into the terminal, or retrieve the password from a nearby lab analyst's terminal. After another wave of enemies, continue on through the building. Make note of the CEO's office as you pass, and head inside to find a copy of Tesla Science Magazine (#17 of 20) on a table. Continue until you reach the engine core room. Here you'll have to restore power to an elevator. Head through the side room and be sure to grab the unique Junk Jet weapon from a table as you go through. In the end room you'll find a terminal allowing you to restore power. As you head back to the engine core room, you'll see Danse being attacked through a window. Here you have the option to engage the engine core's rocket to fry all the enemies at once and avoid a fight. Danse's power armor will keep him safe, despite the intense conditions. Whichever way you wipe out the enemies, head on to the elevator afterwards, and head up to the control room.
You'll have to fight through another wave of synths, one of which will be carrying the Deep Range Transmitter that you're after. Loot the device, and then head to the service elevator and back to the surface. Speak to Danse and he'll reward you with one of his weapons, Righteous Authority. This is a pretty solid weapon which I personally used (with additional modifications) through the course of the game. Danse will also propose you joining the Brotherhood. We're obviously going to say yes, which will wrap up this quest.
(BoS) Semper Invicta
Return to the police station and speak to Danse to officially join the Brotherhood of Steel. This will unlock the following achievement, although the quest won't technically have closed out.
You can close out this quest by assisting both Rhys and Haylen with their side quests (Cleansing the Commonwealth and Quartermastery respectfully), but it's not necessary for continuing the story. The next BoS quest, Shadow of Steel already technically started while we were finishing up the Reunions quest earlier, but now it's time to continue it.
(BoS) Shadow of Steel
Speak to Danse when ready and travel with him to the Prydwen (and enjoy your first vertibird flight). After a few conversations, you'll get to meet Elder Maxson and listen through his rousing speech about the Brotherhood's presence in the Commonwealth. Afterwards, you can talk to him personally and he'll direct you back to Danse. After speaking with Danse, accept him as your follower which will end the quest. Danse is now available as a permanent regular companion too.
(BoS) Tour of Duty
Danse will advise you to meet the other Brotherhood leaders around the Prydwen. Head to them in any order you want, and work through any brief conversations they have. Several of them will hint at additional work you can help them with, but you'll need to head back and talk with them again after wrapping up the current quest to trigger this additional work. Might be a good idea to do this now, just to get the side quests on our quest log for after the story. Once you've spoken to all 4 the quest will end and the next will begin automatically.
(BoS) Show No Mercy
You'll need to go find Elder Maxson again, who will ask you to help clear Fort Strong of super mutants and secure its armory. It's not far away, and there's a vertibird waiting to take you over. Your companion choice is up to you, but it's certainly helpful to have Danse continue following you to help soak up extra fire. Make sure to mount up in the vertibird on the minigun.
Once in the sky over the Fort your objective will be to take out the mutant behemoth. Let rip with the mounted minigun, and try to pick off some of the other super mutants as you go too. Once the behemoth is dead (#3 of 5 giant enemies), the vertibird lands but you can continue wiping out the remaining mutants while still mounted on the gun. After the external area is cleared, move towards the Fort and head inside. The interior contains numerous super mutants, but you and Danse should be able to make quick work of them, although keep an eye out for the legendary enemy. As you explore the main floor, look for the locked side office, and pick the lock if you can. Once inside you'll find a copy of U.S. Covert Operations Manual (#18 of 20). Once the main floor is cleared and you've found the elevator, interact with it to head down. You'll find some extra super mutants here, including one that might be wielding a missile launcher. Once you've cleared all enemies, the quest will prompt you to speak to Danse who will advise you to head back to the Prydwen and debrief with Maxson.
Fast travel back to the Prydwen, and find Maxson on the bridge to debrief. He'll provide you with vertibird signal grenades as a reward. These will summon a vertibird that can provide you transportation. Not too beneficial for us as we work through the story, however they can help us knock our some miscellaneous objective quests for that related achievement. This is covered further on the Collectibles/Other page. With this quest complete, it's as far as we go with the Brotherhood of Steel for now.
(Minutemen) Old Guns
Before we return to the main story, there is one last faction quest to complete. We're heading back to the Minutemen now, as their next quest required a couple of days to pass since we captured The Castle. It's possible you'll pick up Old Guns by listening to Radio Freedom, alternatively though, just head back to The Castle and you should be approached by Ronnie Shaw. She is seeking to gain access to the long lost armory below the castle, and needs your help. She'll eventually lead you to some rubble in the General's office that needs to be cleared to gain entry. Using the workshop menu (hold ), highlight the rubble and scrap it. Continue on and enter into the lower tunnels.
Work through the lower tunnels, watching for mines and turrets, as well as some environmental radiation. Towards the end of this area you'll also encounter Sarge, a tough sentry bot who will attack on sight. Once he's defeated, head on into the West Bastion. Shaw will open the Armory, and here you'll need to grab the artillery schematic and the artillery smoke grenades. There is also a lot of other great loot here, so take a look around. Once you've grabbed what you need, speak to Shaw again and she'll lead you outside to build the artillery. Head up onto the castle's walls, and build the artillery wherever you want. If you don't have the necessary resources, head back to the armory, and you should find what you need there. Then find an unassigned settler and assign them to the artillery piece.
Go speak to Shaw again, and she'll lead you out of the castle and advise you to throw an artillery smoke grenade on the designated spot (right by the house where you originally met the Minutemen before storming The Castle). Stand back, and after a short pause the artillery will come raining in (you can also tune into Radio Freedom to hear Shaw at work). Once the artillery barrage has ceased, go speak with Preston Garvey to wrap up the quest.
That's the end of what is considered Act 1 of Fallout 4's story. In Act 2 we'll return to the main story quests, and then venture further with each faction until we reach a point of no return. This is where we'll make the all important save before branching down two different endings. See you in Act 2!
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