Fallout 4 is a decent game, not or personally nowhere near the quality of Fallout New Vegas, its still a game that will eat away the hours as you wander the ruins of Boston looking for enemies to kill and quests to complete. Although most quests follow a similar formula of “go here, kill guy, go back”. There are some exceptions and some truly memorable stories. So I’ll be looking at 5 of the best quests in Fallout 4.
The Secret Of Cabot House
Boston is in complete ruin, even in cities where people live the destruction is evident and then theres Cabot house. A place completely untouched by the war. Inside it seems as though there hasn’t even been a nuclear war, but the mystery goes even further than why Jack Cabot’s house looks nice. When you first speak to him he goes on about aliens and and ancient civilisations and your tasked with retrieving a serum that has been stolen outside a facility he uses called Parsons state insane asylum. Simple enough, the next quest involves tracking down he’s sister. The mystery deepens when you find her and she’s old enough to be his mother. She can tell you the real purpose of the which is halting the ageing process. Upon returning to Jack you hear that the asylum is under attack and you go with him to the asylum. On the way he’ll tell you everything about his father discovering an ancient city and artifact in Arabia. How it changed him and that the mysterious serum that stops ageing is basically his fathers blood. Also on the way Jack will start fights with everything including legendary enemies, the forged as well as a deathclaw. Watching the entire story and mystery unfold is really cool and it culminates in choice to either save Lorenzo (Jacks Father) or kill him to stop him from getting out. Saving him nets you a lifetime supply of the mysterious serum, which is good for some characters. Killing him will end up getting you a unique gamma gun, which is ok I guess.There aren’t too many quest in the game with actual choices but this still a very interesting one.
Cambridge Polymer Labs
This is the first quest on the list and one of two that can be completed in multiple ways, although theres no major choice at the end having a choice on how to complete the quest is something Fallout 4 lacks. Both ways are interesting enough but only one snags you a cool piece of power armor. As for the story well its starts with you getting locked in a part of the facility and being told that your not allowed to leave until an experiment is complete. To complete the experiment the basically has to find the right chemicals and put them in the right places. Thats one way at least, you can ignore this and escape without doing the experiment. Once you find a Doctors terminal you can access an emergency override, then its just a case of fighting your way out. Like I said however doing the experiment gets you a unique piece of power armor called the Piezonucleic power armor. Once the experiment is finished you are allowed to leave and are taken to the directors office. Unfortunately he’s a ghoul and attacks you, once he’s dealt with your given money and theres a skill maganize in his office as well. Theres some interesting entries in his terminal that explains why you were locked in until the experiment was complete.
Hole In The Wall
This quest is set in vault 81, usually vaults in fallout are filled with nothing but tragic events and stories. So its a surprise when you first find vault 81 and everyone is still alive, not only that but when you explore it everything seems fine, no sinister experiment going on here. All there is to do is help some of the residents out by giving them fertiliser or tools, tell stories of your adventures to school children and donate blood to the doctor for no well explained reason. Its only when you leave the vault and come back that the evil vault tec rear their ugly face. A little boy is in the medical bay, he was been bitten by a mole rat while exploring a secret part of vault and is now ill. You are tasked with exploring the secret part of the vault to find a cure. This part of vault is run down and filled with enemy turrets and mole rats and if the mole rats bite you, you will also be infected with the disease which could result in a permanent loss of 10 HP. The true purpose of the vault was to infect people with diseases and then try to cure them hoping that eventually man would be able to resist all disease. Once at the end of the secret part of the vault you find a robot who has developed a cure but theres only one left. This results in a choice to keep the cure for yourself and let the child die or to give the child the cure and have permanently 10 less HP. I think I know what most people would do in that situation especially considering that 10 HP isn’t that much, but overall a fun quest with a nice moral choice at the end.
The Great Hunt
The only quest on this list from a DLC, that DLC being far harbour, comes The Great Hunt. Its also one of the shortest quests in the game, not only that but you don’t really do much either. For this quest its the story and the character that make it fantastic, especially if you take the time to talk to her as well find out something about her. That character being The Mariner, she has lived on the harbour all her life and is in charge of keeping the towns defence’s up. You can do quests for her which help with just that, if just do her quests and don’t talk to her The Great Hunt is still… well… great. If you do you can find out that she’s dying and with some emotional support from you she dedicates her remaining time to make sure the people of the harbour are safe after she dies. Then comes The Great Hunt, she tells you a story of a giant sea monster with glowing red eyes thats been preying on ships, its called The Red Death and its killed plenty of people and she wants to go on one last adventure to kill it to make the sea safe. Of course you agree to help and you sail off in your boats to find this creature. You spot the red glow on an island and sail towards it, only to find a mirelurk the size of a chicken, with glowing red eyes of course. The Mariner isn’t very happy and you find it hilarious, now you can either tell Mariner to lie to the town and tell them it was a great hunt and you destroyed the monster, or tell the truth. The outcome doesn’t really have any direct effect on the player. If you didn’t talk to Mariner and find out she’s dying then its just a funny quest but if you did it can turn out kind of sad. If she tells the truth everyone finds it pretty damn funny, and she’ll remark to you how this is what she’s going to be remembered for. If she lies to the town then she is regarded as a hero but believes the rest of her life to be harder for lying. In the end though she regards you as true friend, a funny, interesting, sad story that makes you think.
Last Voyage Of The USS Constitution
Boy oh boy there’s a lot to this quest, exploration, high verticality combat, choice, awesome set piece and skill check. Yes! fucking skill checks, the only skill check in the entire game before Far Harbour. To be more specific I guess its a special requirement but we’ll get to it later. Upon finding the USS constitution you are invited on board by a robot and discover that the whole place is run by robots. The robot in charge is Ironsides and he will task you with fixing broken things on the ship. You are then attacked by scavengers while your on top of the ship, you get to fire the massive cannons on the side so thats cool. Its also cool that if you have Intelligence 9 you can fix most of the problems on the ship, why its the only stat check in the base game I don’t know. You do have to leave the ship to get some replacement parts, each area bringing combat with it. One of the pieces you need is in the hands of the scavengers who attacked earlier. You can actually side with the scavengers but unfortunately even if you do side with them they will betray you at the end. Working with Ironside is the way to go as it gets you the unique weapon known as the Broadsider which is a portable cannon basically, its pretty damn good. Now the reason the robots want to fix the ship is to launch themselves into the sea. Im sure most people who have played this game will know what happens if you don’t just go watch it, its good. A quest with plenty going on, a decent story and great ending make it easily the best quest in the base game.