Fallout 4 Achievement Guide

  • Author : Pink Monkey
  • Time To Complete : 80+ Hours
  • Difficulty : 3
  • Online : 0/84
  • Offline : 84/84
  • Missable : N/A
  • Glitched : N/A
  • Num Playthroughs : 1
Introduction
Notes
  • This guide will COMPLETELY ignore the fact of console commands, so do not ask me anything regarding those.
  • There are already other guides regarding settings that you should use such as disabling mouse acceleration, FOV, etc. Won’t be covered here, though I do recommend that you do check it out to improve your gaming experience.
  • This will avoid spoilers as much as possible, but as it is a walkthrough, that will be difficult.

Traversing the Guide
  • The walkthrough will start from the beginning linearly while pointing out various things that SHOULD be done as you go about the game.
  • Then, once you get to the Institute, the guide will break-up into 3 parts due to the 3 major endings. I do not consider the Minuteman ending to be major due to the fact it only has 1 achievement which is shared with the Brotherhood of Steel ending.

Counters to Know
  • You need 20 magazines out of a total of 123 magazines.
  • You need 20 bobbleheads out of a total of 20 bobbleheads.
  • You need 50 terminals hacked.
  • You need 50 locks picked.
  • You need 10 side quests completed.
  • You need 50 miscellaneous objectives completed.
  • You need 300 people killed.
  • You need 300 creatures killed.
  • You need 100 items crafted.
  • You need 50 weapon mods crafted.
  • You need 100 workshop items crafted.
  • You need 1000 resources scavenged.

While most of these counters are obvious, as long as you do the tasks regarding them, you should meet these milestones with relative ease. If you see a lock, pick it. If you see a terminal, hack it. If you see an enemy, kill it. Side quests can be done whenever you wish.

Magazines and Bobbleheads are probably recommended to be done when you do specific quests and go through an area. Then having all your SPECIAL bobbleheads would help massively.

I recommend hoarding everything you see, UNLESS, you know it has no use. Such as folders. The more resources you have, the more successful your settlement will be. Especially keep an eye out for special component like circuitry or gears or screws.

Now the most important thing you have to worry about is the Miscellaneous Objective. EVERY city you go to, talk to all the NAMED NPCs to see if they have work to give. These jobs will directly result in a miscellaneous objective. IF you already completed the task, then you will only get caps and no counter to your miscellaneous objective. So it’s best to receive all miscellaneous objectives before you ever get a chance to do them.
Achievement Walkthrough Toggle Toggle Walkthrough
Character Creation
  • In the English version of Fallout 4, the name you pick for your character MAY be recognized by the game accompanied with verbal audio. See this link here[fallout.wikia.com].

S.P.E.C.I.A.L.
  • While this decision is completely up to you, I would personally recommend putting intelligence at 9 or 10. The more intelligence you have, the more experience points you receive which will ultimately help you obtain level 50 at a much earlier rate (less grinding). Plus being a higher level generally equates to easier game-play. SPECIALs currently can exceed 10 with the use of perks and bobbleheads.
  • I will recommend as well as note perks that you’re going to need to complete all achievements in Fallout 4.
  • Also perk tiers require a specific generic level as well as a perk requirement. (i.e. Tier 3 Hacker requires you to be level 21)

Early Game Stage
  • Whenever you can, always level up both Locksmith AND Hacker until Tier 3. This will severely improve your chances for maxing out two specific companions as well as complete the 50 locks picked and 50 terminals hacked.
  • Strong Back is an extremely valuable perk due to the increase in carry weight as the game is now more favorable to hoarders for components
  • Items are scarce, so leveling up Medic to max will also reduce the amount of healing consumables that you consume. If you wish to rely more on food/water, then pick up

Mid Game Stage
  • Local Leader is the 6 Charisma perk that allows you to establish supply routes as well as access important buildings invaluable to the ‘Benevolent Leader’ achievement. It’s best to learn how settlements work in order to build more efficiently reserving components.

Late Game Stage
  • To get the ‘Pranksters Return’ achievement, you need to place a LIVE grenade/mine into ANYONE’s inventory through pickpocketing. You will need the PER1 skill, Pickpocket at Tier 2
 
 
SPECIAL: Strength
  • Your default carry weight is 200 units. For each point in Strength, you gain 10 units of carry weight. So at 10 Strength, you will have a carry weight of 300.
  • Your default melee damage multiplier is 1. For each point in Strength, you gain 0.1 added to your damage multiplier. So at 10 Strength, you will have 2x melee damage (1+10*(0.1)).

Strength
Perk STR REQ Tiers Usage
Iron Fist 1 5 Increases punching attack damage (+20%/tier)
Big Leagues 2 5 Increases melee weapon damage (+20%/tier)
Armorer 3 4 Grants access to armor mods
Blacksmith 4 3 Grants access to gun mods
Heavy Gunner 5 5 Increases Heavy Guns damage (+20%/tier)
Strong Back 6 4 Tier 1-2: +25 Carry Weight (each); Tier 3-4: Overencumbered Bonuses
Steady Aim 7 2 Improves hip-fire accuracy
Basher 8 4 Increases gun bashing damage (+25%/tier)
Rooted 9 3 Increased Damage Resistance and Melee Damage while not moving
Pain Train 10 3 Improves stagger and stuns when charging with Power Armor
 
 
SPECIAL: Perception
  • Perception no longer affect distance where enemies appear on compass
  • Perception will directly affect accuracy in V.A.T.S, lockpicking (actual difficulty as opposed to difficulty rankings), and stealing (success rate).

Perception
Perk PER REQ Tier Usage
Pickpocket 1 4 Increases success rate of pickpocketing (+25%/tier)
Rifleman 2 5 Increases damage and penetration of non-automatic rifles (+20%/tier)
Awareness 3 1 Display enemy damage resistances in V.A.T.S.
Locksmith 4 4 Increase lockpicking rank (Advance, Expert, Master). Tier 4: Bobby pins don’t break
Demolition Expert 5 4 Increases explosive damage (+25%/tier)
Night Person 6 2 Between 6PM-6AM: Tier 1: +2 INT/PER; Tier2: +3 INT/PER
Refractor 7 5 Increases energy resistance (+10/tier)
Sniper 8 3 Tier 1: Improved control/breath; Tier 2: Knock-down; Tier 3: +25% HS Accuracy in V.A.T.S.
Penetrator 9 2 V.A.T.S. Pentration
Concentrated Fire 10 3 V.A.T.S. Accuracy and Damage
 
 
SPECIAL: Endurance
  • Decreases AP depletion while sprinting
  • You have a default health bar of 80 hit points. You get 5 hit points per Endurance point. So at 10 endurance, you can get 130 hit points.
  • Hit Points gained per level is increased with a default of 2.5 and +0.5 per every endurance point. So at 10 endurance, you will earn 7.5 hit points per level.
  • In regards to Endurance, IF you get 10 endurance AND THEN pick up the Endurance bobblehead, you will in theory have 11 endurance AND will receive even more health than you already do get.
  • Also health is given retroactively, so you will end up with the same health no matter when you start increasing Endurance.

Endurance
Perk END REQ Tier Usage
Toughness 1 5 Increases Damage Resistance (+10/tier)
Lead Belly 2 3 Decreases radiation from consumables; Tier 3: No radiation from consumables
Lifegiver 3 3 Increases max health (+20/tier); Tier 3: Health regen
Chem Resistant 4 2 Decreases rate of chem addiction (+50%/tier)
Aquaboy/Aquagirl 5 2 Tier 1: No radiation, can breathe underwater; Tier 2: Undetectable underwater
Rad Resistant 6 3 Increases radiation resistance (+10/tier)
Adamantium Skeleton 7 3 Decrease limb damage (+30%/tier); Tier 3: No limb damage
Cannibal 8 3 Can feed from corpses; Human, Ghouls, Super Mutants
Ghoulish 9 3 Radiation causes health to regenerate; Tier 3: Possible friendly feral ghouls
Solar Powered 10 3 Between 6AM-6PM: Tier 1: +2 STR/END; Tier 2: Heal radiation damage; Tier 3: Health regen
 
 
SPECIAL: Charisma
  • Decreases chance of being addicted to alcohol or drugs
  • Improves bartering; buy at lower prices, sell at higher prices
  • Increasing Charisma to 11 will continue to affect barter prices
  • Increase maximum population per settlement at a 1:1 point to settler

Charisma
Perk CHA REQ Tier Usage
Cap Collector 1 3 Improves bartering further; Tier 3: Invest in stores to improve buying capacity
Lady Killer / Black Widow 2 3 The opposite sex receives additional damage (+5%/tier)
Lone Wanderer 3 3 Tier 1: +50 Carry/85% Damage Received, Tier 2: +100 Carry/70% Damage Receive (total w/ Tier 1); Tier 3: +25% Damage
Attack Dog 4 3 Canine companion can immobilize enemies; Tier 1: Higher accuracy in V.A.T.S.; Tier 2: Chance of Limb Damage; Tier 3: Chance of Bleeding Effect
Animal Friend 5 3 Control animals after pacifying
Local Leader 6 2 Tier 1: Establish Supply Lines; Tier 2: Workshop access to more shops
Party Boy/Party Girl 7 3 Alcohol buffs; no addiction, double effects, +3 LUK while under the influence
Inspirational 8 3 Companion buffs; No team attack on both ends; More Damage Resistance; Carry more weight
Wasteland Whisperer 9 3 Control creatures after pacifying
Intimidation 10 3 Control people after pacifying
 
 
SPECIAL: Intelligence
  • Improves amount of experience earned. Base EXP modifier is 1. Gain a +0.03 modifier for each point in Intelligence. So at 10 Intelligence, you’ll earn 1.3x EXP for tasks.
  • Retrieving the Intelligence Bobblehead after hitting 10 intelligence will set it to 11 for 1.33x EXP. Unsure if that actually makes a difference to be worth it though as EXP rounds down after the modifier.

Intelligence
Perk INT REQ Tier Usage
V.A.N.S 1 1 V.A.T.S. gives the route to the closest quest target
Medic 2 4 Increases effectiveness of stimpaks and radaway; starts at +40% (+20%/tier); Tier 4: Rate of effect is increased
Gun Nut 3 4 Gain access to gun mods
Hacker 4 4 Improve hacking tier (Advanced, Expert, Master); Tier 4: Cannot be locked out of a terminal
Scrapper 5 2 Tier 1: Salvage special components from weapons/armor; Tier 2: Salvage other specialc omponents from weapons/armor & can favorite components to be highlighted while hoarding
Science! 6 4 Gain access to high-tech mods
Chemist 7 4 Increases duration of chems (+50%/tier)
Robotics Expert 8 3 Control robots after hacking them
Nuclear Physicist 9 3 Increase radiation weapon damage and fusion core duration; Tier 3: Fusion cores can be detonated from Power Armors.
Nerd Rage! 10 3 Effect occurs when you are under 20% Health; Increase DR, Damage; Tier 1: +20/20; Tier 2: +30/30; Tier 3: +40/40 and kills regenerate health
 
 
SPECIAL: Agility
  • Decreases rate of detection when sneaking
  • Increases amount of Action Points

Agility
Perk AGI REQ Tier Usage
Gunsilnger 1 5 Increase non-automatic pistol damage (+20%/tier)
Commando 2 5 Increase automatic rifle damage (+20%/tier)
Sneak 3 5 Improves ability to stealth; +10% difficulty to detect per tier start at 20% to Tier 4; Tier 5: Distant enemies lose you
Mister Sandman 4 3 Improve sneak damage with silenced weapons (+15/30/50); Tier 1: Instantly kill sleeping enemies
Action Boy / Action Girl 5 2 Improve action rate regeneration speed (+50%/tier)
Moving Target 6 3 Increases damage and energy resistance when sprinting (+25/50/0); Tier 3: Sprinting uses 50% less Action Points
Ninja 7 3 Improve Sneak Damage and Melee Sneak Damage (2.5x & 4x/3x & 5x/3.5x & 10x)
Quick Hands 8 2 Improve reloading speed; Tier 2: reloading doesn’t consume AP in V.A.T.S.
Blitz 9 2 Increases V.A.T.S. melee range
Gun Fu 10 3 Tier 1: +25% Dmg to 2nd V.A.T.S. target; Tier 2: +50% Dmg to 3rd V.A.T.S. target; Tier 3: Crit Hit to 4th V.A.T.S. target and after
 
 
SPECIAL: Luck
  • Affects recharge rate of Criticals in V.A.T.S.

Luck
Perk LUK REQ Tier Usage
Cap Collector 1 4 Increases amount of caps in containers; Tier 4: Chance enemies explode into caps
Scrounger 2 4 Increases amount of ammunition in containers
Bloody Mess 3 4 Increases bonus damage in combat up to 15% (+5%/10%/15%/15%); Tier 4: Exploding enemies may trigger nearby enemies to explode
Mysterious Stranger 4 3 Using V.A.T.S. may cause the stranger to help with damage; tiers increase chance of appearance
Idiot Savant 5 3 Random receive heightened experience (3x/5x/5x); Tier 3: May trigger 3x EXP over a period of time for kills
Better Criticals 6 3 Increase critical damage; (+50%/tier)
Critical Banker 7 3 Can save additional critical shots in V.A.T.S (2/3/3); Tier 3: Chance that using a critical shot will not expend the critical
Grim Reaper’s Sprint 8 3 V.A.T.S. kills have a chance to restore all AP (15%/25%/35%); Tier 3: Also can restore critical meter
Four Leaf Clover 9 4 Increases chance that ANY hit in V.A.T.S. increases Critical Meter
Ricochet 10 3 Chance that enemy projectiles will ricochet back to them and kill themself; Tier 3: Also recharges critical meter

 

Walkthrough – Act 1
Out of Time
  • Following the introduction, you find yourself with the task of escaping the vault.
  • MAGAZINE: RobCo Fun! Issue #1: On your way out, you’ll reach a kitchen with a Recreational Terminal. In this Terminal is the holotape for the game ‘Red Menace’. Simply eject the holotape, then load it back into the terminal to begin the game. Win/Lose the game and you will receive an achievement, ‘Future Retro’.
    Future Retro – Play a holotape game



  • Now, once you get to the vault door, simply pick up the pip-boy on the corpse and plug it into the controls to escape. Upon escape, you’ll get a final chance to edit your appearance and SPECIAL.
    War Never Changes – Enter the Wasteland



  • Head back home to Sanctuary and talk to your old friend.

Now that you’ve finished the first quest of the game, your next option is completely up to you. There are 4 factions to join: Minutemen, Brotherhood of Steel, Railroad, and Institute. The first three are available to you NOW with the Institute being available in Act 2 without losing any of the previous factions. Minutemen faction cannot be lost, but the other three can be. Each faction walkthrough will contain points where you eliminate other factions, so you know when you should stop to either save, or finish a different questline.


Things to note in Sanctuary Hill
  • MAGAZINE: Grognak the Barbarian Issue #1 is located on your kitchen counter. +1 to ‘Print’s Not Dead’
  • MAGAZINE: You’re SPECIAL is located on the ground in Shaun’s room. Increases ANY SPECIAL by 1 Point.

Next Step
While it’s highly recommended that you proceed with the minutemen questline, it is possible to jump straight to the Brotherhood of Steel or the Railroad. So you may do as you wish. However doing faction questlines will only establish factions so you can progress the main story. Main story questline begins below.

Jewel of the Commonwealth
  • Quest has several starting points depending on who you talk to, or if you simply head to Diamond City directly. The most common point to receive this quest is from Mama Murphy of the Minutemen follow ‘When Freedom Calls’
  • MAGAZINE: Live & Love Issue #2: On your way to Diamond City, you’ll most likely cross over College Square, a metro station. Inside behind the counter contains a safe and the magazine.
  • MAGAZINE: Guns and Bullets Issue #7: Not recommended at this point in the game, but you’ll also cross Fraternal Post 115 which contains this magazine. Very difficult area at this stage in the game.
  • MAGAZINE: Wasteland Survival Guide Issue #1: Under the bridge just north of Diamond City is the Wreck of the USS Riptide. Inside the ship on the table lies the magazine.
  • ACHIEVEMENT NOTE ‘Lovable’: When you arrive to Diamond City (Fenway Park), you’ll notice a girl at the gates arguing. This is the 3rd available companion, Piper. It is HIGHLY recommended that you travel with her in order to begin increasing her affinity. She likes when you lockpick things and when you’re nice to people in dialogue.
  • Very simple achievement, once you get to Diamond City, enter the city itself. When you walk down the catwalk, you should see a 5 sided white plate on the ground which is Home Plate. Follow the road to the right to go to 1st base. Take a left at 1st base, go down and hit 2nd base, turn left and hit 3rd base. Then return to home plate to unlock this achievement.
    Homerun! – Get a Homerun



  • ACHIEVEMENT NOTE ‘Mercenary’: See Miscellaneous Objectives regarding Diamond City.
  • This quest will lead you to Valentine’s Detective Agency.
  • MAGAZINE: RobCo Fun! Issue #3: Inside Valentine’s Detective Agency on his desk is the magazine along with the Zeta Invaders holotape game.

Unlikely Valentine
  • After receiving word that Valentine was taken to the Park Street station, make your way there. This turns out to actually be Vault 114.
  • SPEECH BOBBLEHEAD: At the end where you meet Nick Valentine, the desk behind him holds the bobblehead.
  • After saving Nick, you’ll find that he is another companion that you can have. He’s also a pretty good choice for the ‘Lovable’ as he prefers nice gestures and you hacking terminals.
    Unlikely Valentine – Complete “Unlikely Valentine”



Getting a Clue
  • Pretty straightforward quest, not gonna say too much about it. Kellogg’s house can be entered using a key or with Master picklocking skills (Tier 3).

Reunions
  • First portion is fairly straightforward, follow Dogmeat to every clue. You’re looking for cigars, ale, and blood which are in areas you expect them to be. Simply show it to Dogmeat and let him track for you. There will be a broken assaultron that is near a cigar. Talk to it. Continue your search.
  • This leads you to Fort Hagen. Fairly simply straight forward zone that makes you run into a lovely circle. Then again, every area does that.
  • MAGAZINE: Guns and Bullets #1: On the top floor southeast region of the map, it’s on an oval table in the kitchen.
  • ENERGY WEAPONS BOBBLEHEAD: After heading down the elevator, you’ll find a kitchen area. The bobblehead is on the shelf between two refrigerators.
  • MAGAZINE: U.S. Covert Operations Manual #6: Located in a bedroom east of the armory underground.
  • MAGAZINE: RobCo Fun! #4: This sits next to Kellogg’s Terminal at the very end. Contains the Pip Fall holotape game.
  • After the fight in Fort Hagen, loot the body, especially the brain enhancement and terminal password. Access the terminal password for clues and unlock the doors to exit.
    Reunions – Complete Reunions



QUESTLINE PROGRESSION NOTE: This is the end of Act 1. In order to progress the main storyline, you MUST begin the Railroad questline. The next main story quest is: Dangerous Minds, which leads to Hunter/Hunted.
 
 
Walkthrough – Act 2
Glowing Sea
  • After getting information about the Institute, you should head to the Glowing Sea to meet up with an Institute Scientist
  • MAGAZINE: Tesla Science #4: Inside Rocky Cave w/ Virgil
  • This leads up to a miscellaneous objective. See ‘Glowing Sea’ under Misc Obj section

Dangerous Minds
  • Nothing to explain here, just a ton of watching in this.
  • You do have to enter Goodneighbor, so I would recommend checking the Miscellaneous objectives here.
  • MAGAZINE: RobCo Fun! #5: Memory Den, on a desk in the basement w/ the holotape game Grognak and the Ruby Ruins
  • MAGAZINE: Live & Love #6: The Third Rail
  • MAGAZINE: Live & Love #8: Hotel Rexford
    Dangerous Minds – Complete “Dangerous Minds”



Hunter/Hunted
  • With information, you’re off to hunt a Courser.
  • Head to CIT Ruins, change your pip-boy radio to Radio Freedom which is the frequency that’s used.
  • Follow the signal until you reach Greenetech Genetics.
  • Do quest things.
  • MAGAZINE: Massachusetts Surgical Journal #7: Northside of the building between two red sofas
  • POSSIBLE MISC OBJ: At the end, you should see a synth named K1-98. Need confirmation.
  • If you have not already found the Railroad faction, Virgil will give you the quest Trail of Freedom if you don’t already have it. See Railroad questline.
    Hunter/Hunted – Complete “Hunter/Hunted”



The Molecular Level
  • You can build this with either of the three non-Institute factions with little resistance.
  • Sturges at Sanctuary for the Minutemen
  • Deacon at Switchboard for the Railroad
  • Proctor Ingram at Boston Airport for the Brotherhood of Steel
  • With either factions, you’ll be requested to hack into the Institute network and retrieve data. The data stick can be turned into ALL factions one after the other.
    The Molecular Level – Complete “The Molecular Level”



Institutionalized
  • Don’t forget to receive the serum for Virgil inside of the Bioscience division in the FEV lab (closed off, novice lockpicking or expert hacking)
  • It’s highly recommended to accept the Institute initially so you don’t get kicked out.
  • MAGAZINE: Astoundingly Awesome Tales #12: Living Quarters winding stairs, top floor on the balcony on a table
  • Do quest things.
    Institutionalized – Complete “Institutionalized”


Now that you’ve gotten passed Act 2 of Fallout 4, now you’re thinking… where do I save my game in order to receive all three endings without restarting all over again. I’ll put a very brief note here, but it’ll be displayed in the endings section and in each faction section.
  • Saving at this point isn’t bad either.
  • You cannot lose the Minutemen unless you flat out kill them if that is even possible.
  • The railroad requires you to deceive the institute so you must continue with institute quests.
  • At the Mass Fusion quest, that is the first breaking point. You must pick between the Brotherhood of Steel and the Institute/Railroad. I/R are bunched b/c they’re synonymous for the time being.
  • At the End of the Line quest, you will have to pick between the Institute and Railroad endings there. To pick the railroad, you will need to have done the quests up to Powering Up to keep up.
  • Do not antagonize any faction via killing. The Battle of Bunker Hill is an exception, you can probably kill everyone if you wanted to.
 
 
Walkthrough – Minutemen Route
When Freedom Calls

Red Rocket Truck Stop
  • You meet your second companion, Dogmeat here who will unconditionally love you. Awww
  • To the south of the truck stop is a Mole Rat Den containing a Fusion Core (used to power Power Armor)

Concord/Museum of Freedom
  • MAGAZINE: Taboo Tattoos Issue #10: If you reach the Concord Civic Access, in the sewers on the west end, you’ll find a room with a mattress and a corpse.
  • Upon arriving here, you’ll meet the first faction of the game: The Minutemen who request your help. Do the quest and help out.
  • PERCEPTION BOBBLEHEAD: On the top floor of the Museum of Freedom where all the Minutemen are holding out, the bobblehead is on a desk. (1/20)
  • MAGAZINE: RobCo Fun! Issue #2: Atomic Command – Holotape Game is on the terminal in the same room as the bobblehead.
  • Now you’ll have to get the power armor working for the quest, you can either hack the terminal down below for the quickest method, or if you pick up the fusion core in the mole rat den you can use that, or do as the quest suggests.
  • After you complete the quest, you’ll return to Sanctuary and being the next quest: Sanctuary
    When Freedom Calls – Complete “When Freedom Calls”



Sanctuary
  • MISC. OBJ: Upon returning to Sanctuary, you’ll get the next quest by talking to Sturges. This will actually complete a miscellaneous objective as well. The quest will have you setup your settlement with the proper living requirements. Build beds, water pumps, plant crops, and defenses. Upon this quest tutorial on how to build, you will have completed the quest.
    Sanctuary – Complete “Sanctuary”




  • MISC OBJ: After doing all that good stuff, talk to Mama Murphy. She has a miscellaneous objective to build her special chair.
  • Now onto the next minutemen quest: The First Step.

The First Step
Tenpines Bluff
  • This is the first of many “assist the settlement” missions given by the Minutemen faction. In order for a settlement to establish itself, the raiding enemies must be dealt with in order to thrive and survive.
  • The quest calls to eliminate raiders at Corvega Assembly Plant.

Corvega Assembly Plant
  • REPAIR BOBBLEHEAD: On the rooftop of Corvega Assembly Plant on the metal catwalks, you will find the bobblehead on the southeast corner.
  • MAGAZINE: Grognak the Barbarian Issue #5 is located on the top floor inside next to Jared’s terminal.
  • Clear out all the enemies INSIDE of the plant. The outside is not required, but recommended. Return to Sanctuary.

Sanctuary
  • Talk to Preston to turn in the quest. However, you must continue the dialogue to join the Minutemen and unlock the achievement ‘The First Step’.
    The First Step – Join the Minutemen




MISC OBJ: From time to time, you will receive warnings that a settlement is under attack. Do not make the mistake that I made and ignore these. These are miscellaneous objectives and should be done IMMEDIATELY. Getting 50 miscellaneous objectives in general is very difficult due to missable objectives or failed objectives.

After assisting Tenpine Bluffs with the raiders at Corvega Assembly Plant, you will have to assist two more settlements and ally with them in order to progress in the Minutemen route.

Allying with Settlements
  • Talk to Preston Garvey
  • He sends you on a quest to help a settlement at X location
  • Eliminate group of hostiles designated by said settlement
  • Report back to settlement
  • Report back to Preston Garvey

Community Organizer – Ally with 3 Settlements

Upon allying with 3 settlements, you will have satisfied the requirements for this achievement.

Taking Independence
  • Once you’ve allied with at least 3 settlements, talking to Preston Garvey will initiate this quest.
  • The quest will consist of retaking The Castle located on the southeast region of the commonwealth. To avoid much spoiler, at most I will say this: You will fight a giant monster. You may want to do some major exploration and hoarding before you actually attempt this.
  • If you do end up doing this quest, try to force yourself to land the killing blow on the giant monster. It counts towards the ‘… The Harder They Fall’ achievement, but not required. See Misc Achievements for more detail.


Taking Independence – Complete “Taking Independence”



Old Guns
  • Note: Following the Taking of Independence, it’ll take a few days before Ronnie Shaw arrives at The Castle in order to progress with this questline (roughly 3 days).
  • When finding an alternate route to the armory, you’ll hit a hallway that’s blocked by rubble, use the workshop to scrap the rubble and gain access.
  • After building the Artillery, you cannot assign the default settler on the radio nor Ronnie Shaw. So if you don’t have another settler, build some resources: water, food, bedding so someone moves in. To assign: in workshop menu hit on Command [E] on the settler and then go to the artillery and hit Assign [E].

Old Guns – Complete “Old Guns”

See Walkthrough Endings from here.
 
 
Walkthrough – Brotherhood of Steel Route
Joining the Brotherhood of Steel

If you did “The First Step”, there’s a good chance that you picked up Military Frequency AF95 around the Super Duper Mart where you hear some Brotherhood of Steel being held up at a nearby Police Station. This is the introduction to the Brotherhood of Steel and you receive the quest ‘Fire Support’.

Fire Support asks you to assist the people at Cambridge Police Station. Following that, you’ll meet Paladin Danse in a nice power armor. You can express your desire to join the Brotherhood of Steel, but with many skeptics, you’re asked to assist to prove yourself to the rest of the crew. This leads up to ‘Call to Arms’ where you must retrieve the Deep Range Transmitter at Arcjet Systems.
MAGAZINE: Tesla Science Issue #1 is next to the CEO Terminal at Arcjet systems.

After returning from the quest, you’ll end up getting the quest Semper Invicta where you return back to the Police Station. Completing this quest will induct you into the Brotherhood of Steel as well as give you access to two radiant quests: Quartermasterly and Cleansing the Commonwealth.

Semper Invicta – Join the Brotherhood of Steel




Shadow of Steel
  • Not much to say here. Unless you haven’t looted the Cambridge Police Station

Tour of Duty
  • Not much to say here.

Fort Strong
  • Achievement Note ‘…The Harder They Fall’: Behemoth here. Land final hit for 1 counter against giant creatures.
  • MAGAZINE: US Covert Operations Manual #8: General Brock’s desk first floor

From Within
  • If you want to succeed this mission, save before talking to Li. You need to pass the persuasion check in order to get her to leave.

Outside the Wire
  • Not much to say here.

Liberty Reprimed
  • Head of Development depends if you convinced Doctor Li back.
  • If not, you’ll have to retrieve Doctor Scara from the General Atomics galleria.
  • MAGAZINE: Astoundingly Awesome Tales #10: Sentinel Site near the big stockpile room that you have to get to in a metal hut at the end of a tunnel.

Blind Betrayal
  • Unfortunate events occur. Head to Listening Post Bravo.
    Blind Betrayal – Complete “Blind Betrayal”



Tactical Thinking
  • This is ultimately the end of the Railroad route prior to Mass Fusion if you progress the Brotherhood of Steel quests this quickly. So if you haven’t done Mass Fusion, then this is the first chance to fail the Railroad ending.

Spoils of War/Mass Fusion
  • They’re grouped together because Mass Fusion is required for Spoils of War.
  • This is where you pick between the Institute and the Brotherhood of Steel
  • MAGAZINE: Tesla Science #7: Computer bank in the mezzannine room
  • STRENGTH BOBBLEHEAD: While going down the elevator, you’ll be stopped and have to reactivate the elevator. Head all the way in this area to the 6th floor, look over the middle area and you should see a statue. The bobblehead is on the head of the statue.

Ad Victoriam
  • At one point you will have to go over a river. May be difficult with power armor. Just a note.
    Ad Victoriam – Complete “Ad Victoriam”



The Nuclear Option
  • Do quest things. Last trip to the Institute.
    The Nuclear Option – Complete “The Nuclear Option”



A New Dawn
  • You are promoted to Sentinel
  • Proctor Teagan should have a weapon for you.
 
 
Walkthrough – Railroad Route
Road to Freedom
  • Follows real world Freedom Trail.
  • Boston Commons: A7
  • Massachusetts State House: L4
  • Old Granary Burying Grounds: A2
  • Old State House: O6
  • Old Corner Bookstore: 3I
  • Faneuil Hall: 5R
  • Paul Revere’s House: 8D
  • Old North Church: 1R
  • 1R A2 3I L4 5R O6 A7 8D spells RAILROAD
  • Or skip to Old North Church, enter the basement. Follow until you find the dial puzzle / Freedom Trail Ring. Spin to letters of RAILROAD, hitting the center button after each letter. Can be any of the available letters.

Tradecraft
  • To prove your loyalty to Desdemona, you’ll have to help with the loss of the old Railroad HQ at Switchboard
  • MAGAZINE: US Covert Operations #2 at Switchboard: in the executive office in the office area
  • Tradecraft – Join the Railroad



Underground Undercover
  • Requires you to complete ‘The Molecular Level’
  • Meet up with Patriot in the Institute by hacking into a terminal. When at ANY terminal, load the Network Scanner holotape then return to the main menu of the terminal to send a message
  • Do quests up until Pinned for Institute quests in order to finish this quest
  • Underground Undercover – Complete “Underground Undercover”


Precipice of War
  • Begins after Underground Undercover; may require Operation Ticonderoga
  • The escape tunnel will not be accessible after this so you must use the main entrance from now on to leave

Rockets’ Red Glare
  • Nothing missable on the Prydwen
  • Elder Maxson has ‘The Final Judgement’ if you want to specifically loot him
  • Rockets’ Red Glare – Complete “Rockets’ Red Glare”



The Nuclear Option
  • The End

Burning Cover
  • Aftermath
 
 
Walkthrough – Institute Route
Synth Retention
  • There’s a chance that your synth contact is fighting a Brotherhood of Steel vertibird when you arrive
  • The decision at the end, it’s best to get rid of Gabriel in any way you wish.
  • MAGAZINE: US Covert Operations Manual #7: On a red chair on the main ship

The Battle of Bunker Hill
  • You can inform whichever faction you’re with when this occurs if it occurs.
  • You can kill your accompanying synth at the end and still get the Institute ending.
  • Running through the place with good relations with both railroad and brotherhood of steel will result no one attacking you except for the turrets. Ignore turrets anyways.
  • Institute: Code Phrase the Synths
  • BoS: Kill Synths & Courser
  • Railroad: Free Synths & Kill Courser

Mankind-Redefined
  • Events occur. Avoiding spoilers.
  • Mankind-Redefined – Complete “Mankind-Redefined”



Mass Fusion
  • ENDINGS NOTE: Doing this quest for the Institute will make BoS your enemy and their ending impossible.
  • MAGAZINE: Tesla Science #7: Computer bank in the mezzanine room

Pinned
  • Encounter with the Minutemen, you can handle it yourself and convince everything to ceasefire.
  • A fight with a Brotherhood of Steel vertibird may occur here.

Powering Up
  • Speech has no effect, pick whatever you want.
  • Replace transmitter. The lights on the machine tell you if you got a piece right at Diamond City Radio Station. 3 = 1 right, 4 = 2 right, 5 = all right.
  • After the meeting, IF you are doing Railroad ending, make sure to have Underground Undercover progressed to “Keep helping Father”. After the meeting, you will finally be able to progress the situation.
  • Powering Up – Complete “Powering Up”



End of the Line
  • If you’re on the side of the Institute, you will effectively destroy the Railroad.
  • If you’re on the side of the Railroad, then you inform Desdemona and proceed with the Railroad questline. Because you don’t kill the core members of the Railroad, you will no longer continue Institute quests. Move to Railroad ending starting after Underground Undercover.

Airship Down
  • If you succeeded to this point, then you’re already enemies of the Brotherhood of Steel. Eliminate them.
  • Elder Maxson has ‘The Final Judgement’ weapon.

Nuclear Family
  • After the events at the airport, return to the Institute for the ending.
  • Nuclear Family – Complete “Nuclear Family”

 
 
Walkthrough – Endings
Below is a brief description on getting all the endings. Save notes are placed in each faction run-through.

Minutemen
This is by far the least rewarding ending for achievements, and the only ending achievement is also available in the Brotherhood of Steel ending. This is also most likely the only true good ending.
  • Inside Job
  • Form Ranks: In order to get this quest, you MUST be banished from the Institute. Which means you can no longer do Institute missions. If you can’t do Institute missions, then you also cannot complete the Railroad missions. Note: If you already have all settlements prior to this quest, kill off two settlements that you keep getting quests for then do them again. LOSE INSTITUTE ENDING AND THUS RAILROAD ENDING
  • Defend the Castle: Requires 8+ settlements
  • The Nuclear Option: FIN: NO MORE ENDINGS
  • With Our Powers Combined: Brotherhood of Steel attacks

Brotherhood of Steel
Depending on which ending you do first between Brotherhood of Steel or Railroad (assuming you don’t do minutemen), Nuclear Option is a quest shared by all 3 non-Institute factions.
  • From Within
  • Outside the Wire
  • Liberty Reprimed
  • Blind Betrayal
  • Tactical Thinking: LOSE RAILROAD ENDING
  • Spoils of War: Contains ‘Mass Fusion’ quest: LOSE INSTITUTE ENDING
  • Ad Victoriam
  • The Nuclear Option: FIN: NO MORE ENDINGS
  • A New Dawn

Railroad
Depending on which ending you do first between Brotherhood of Steel or Railroad (assuming you don’t do minutemen), Nuclear Option is a quest shared by all 3 non-Institute factions.
  • Underground Undercover: See Institute up til End of the Line to complete this.
  • Operation Ticonderoga
  • Precipice of War: War against Brotherhood of Steel
  • Rockets’ Red Glare
  • The Nuclear Option: FIN: NO MORE ENDINGS
  • Burning Cover

Institute
  • Synth Retention
  • The Battle of Bunker Hill: This quest involves the Institute, the BoS, and the RR. Depending which ending you’re doing, you can pick any of the 3 sides to assist within this battle. Choosing the other options will not eliminate any faction endings. Just angry leaders.
  • Mankind-Redefined
  • Mass-Fusion: This is the end point between picking Institute/Railroad or Brotherhood of Steel. Before this quest is the latest possible master save for all endings.
  • Pinned
  • Powering Up
  • End of the Line: LOSE RAILROAD ENDING
  • Airship Down
  • Nuclear Family: FIN: NO MORE ENDINGS

Prepare for the Future – Decide the Fate of the Commonwealth

Doing ANY of the four endings would net this achievement.


Achievement Guide
Hidden Achievement
War Never Changes War Never Changes
Enter The Wasteland

 Head back home to Sanctuary and talk to your old friend

Hidden Achievement
When Freedom Calls When Freedom Calls
Complete “When Freedom Calls”

Upon arriving at the museum of Freedom, you’ll meet the first faction of the game: The Minutemen who request your help. Do the quest and help out.

Now you’ll have to get the power armor working for the quest, you can either hack the terminal down below for the quickest method, or if you pick up the fusion core in the mole rat den you can use that, or do as the quest suggests.

After you complete the quest, you’ll return to Sanctuary and being the next quest: Sanctuar

Hidden Achievement
Unlikely Valentine Unlikely Valentine
Complete “Unlikely Valentine”

After saving Nick, you’ll find that he is another companion that you can have. He’s also a pretty good choice for the ‘Lovable’ as he prefers nice gestures and you hacking terminals.

Hidden Achievement
Reunions Reunions
Complete “Reunions”

 First portion is fairly straightforward, follow Dogmeat to every clue. You’re looking for cigars, ale, and blood which are in areas you expect them to be. Simply show it to Dogmeat and let him track for you. There will be a broken assaultron that is near a cigar. Talk to it. Continue your search.

This leads you to Fort Hagen. Fairly simply straight forward zone that makes you run into a lovely circle. Then again, every area does that.

After the fight in Fort Hagen, loot the body, especially the brain enhancement and terminal password. Access the terminal password for clues and unlock the doors to exit.

Hidden Achievement
Dangerous Minds Dangerous Minds
Complete “Dangerous Minds”

Nothing to explain here, just a ton of watching in this.

You do have to enter Goodneighbor, so I would recommend checking the Miscellaneous objectives here

Hidden Achievement
Hunter/Hunted Hunter/Hunted
Complete “Hunter/Hunted”
  • With information, you’re off to hunt a Courser.
  • Head to CIT Ruins, change your pip-boy radio to Radio Freedom which is the frequency that’s used.
  • Follow the signal until you reach Greenetech Genetics.
  • Do quest things.
  • MAGAZINE: Massachusetts Surgical Journal #7: Northside of the building between two red sofas
  • POSSIBLE MISC OBJ: At the end, you should see a synth named K1-98. Need confirmation.
  • If you have not already found the Railroad faction, Virgil will give you the quest Trail of Freedom if you don’t already have it. See Railroad questline.
Hidden Achievement
The Molecular Level The Molecular Level
Complete “The Molecular Level”
  • You can build this with either of the three non-Institute factions with little resistance.
  • Sturges at Sanctuary for the Minutemen
  • Deacon at Switchboard for the Railroad
  • Proctor Ingram at Boston Airport for the Brotherhood of Steel
  • With either factions, you’ll be requested to hack into the Institute network and retrieve data. The data stick can be turned into ALL factions one after the other.
Hidden Achievement
The Nuclear Option The Nuclear Option
Complete “The Nuclear Option”

 Depending on which ending you do first between Brotherhood of Steel or Railroad (assuming you don’t do minutemen), Nuclear Option is a quest shared by all 3 non-Institute factions.

  • From Within
  • Outside the Wire
  • Liberty Reprimed
  • Blind Betrayal
  • Tactical Thinking: LOSE RAILROAD ENDING
  • Spoils of War: Contains ‘Mass Fusion’ quest: LOSE INSTITUTE ENDING
  • Ad Victoriam
  • The Nuclear Option: FIN: NO MORE ENDINGS
  • A New Dawn
Hidden Achievement
Institutionalized Institutionalized
Complete “Institutionalized”
  • Don’t forget to receive the serum for Virgil inside of the Bioscience division in the FEV lab (closed off, novice lockpicking or expert hacking)
  • It’s highly recommended to accept the Institute initially so you don’t get kicked out.
  • MAGAZINE: Astoundingly Awesome Tales #12: Living Quarters winding stairs, top floor on the balcony on a table
  • Do quest things.
Hidden Achievement
Mankind-Redefined Mankind-Redefined
Complete “Mankind-Redefined”

You will get this for attending a meeting at the institute. If you have turned hostile against the institute you will not be able to get this trophy.

Hidden Achievement
Powering Up Powering Up
Complete “Powering Up”

 Replace transmitter. The lights on the machine tell you if you got a piece right at Diamond City Radio Station. 3 = 1 right, 4 = 2 right, 5 = all right.

After the meeting, IF you are doing Railroad ending, make sure to have Underground Undercover progressed to “Keep helping Father”. After the meeting, you will finally be able to progress the situation

Hidden Achievement
Nuclear Family Nuclear Family
Complete “Nuclear Family”

This is the alternative ending to “The Nuclear Option”. You will get this ending from the institute which means it is missable if you choose to side with a different faction.

Depending on which ending you do first between Brotherhood of Steel or Railroad (assuming you don’t do minutemen), Nuclear Option is a quest shared by all 3 non-Institute factions.

  • Underground Undercover: See Institute up til End of the Line to complete this.
  • Operation Ticonderoga
  • Precipice of War: War against Brotherhood of Steel
  • Rockets’ Red Glare
  • The Nuclear Option: FIN: NO MORE ENDINGS
  • Burning Cover
Hidden Achievement
The First Step The First Step
Join the Minutemen

Talk to Preston to turn in the quest. However, you must continue the dialogue to join the Minutemen and unlock the achievement ‘The First Ste

Hidden Achievement
Taking Independence Taking Independence
Complete “Taking Independence”

Once you’ve allied with at least 3 settlements, talking to Preston Garvey will initiate this quest.

The quest will consist of retaking The Castle located on the southeast region of the commonwealth. To avoid much spoiler, at most I will say this: You will fight a giant monster. You may want to do some major exploration and hoarding before you actually attempt this.

If you do end up doing this quest, try to force yourself to land the killing blow on the giant monster. It counts towards the ‘… The Harder They Fall’ achievement, but not required. See Misc Achievements for more detail.

Hidden Achievement
Old Guns Old Guns
Complete “Old Guns”

Note: Following the Taking of Independence, it’ll take a few days before Ronnie Shaw arrives at The Castle in order to progress with this questline (roughly 3 days).

When finding an alternate route to the armory, you’ll hit a hallway that’s blocked by rubble, use the workshop to scrap the rubble and gain access.

After building the Artillery, you cannot assign the default settler on the radio nor Ronnie Shaw. So if you don’t have another settler, build some resources: water, food, bedding so someone moves in. To assign: in workshop menu hit on Command [E] on the settler and then go to the artillery and hit Assign [E].

This is by far the least rewarding ending for achievements, and the only ending achievement is also available in the Brotherhood of Steel ending. This is also most likely the only true good ending.

  • Inside Job
  • Form Ranks: In order to get this quest, you MUST be banished from the Institute. Which means you can no longer do Institute missions. If you can’t do Institute missions, then you also cannot complete the Railroad missions. Note: If you already have all settlements prior to this quest, kill off two settlements that you keep getting quests for then do them again. LOSE INSTITUTE ENDING AND THUS RAILROAD ENDING
  • Defend the Castle: Requires 8+ settlements
  • The Nuclear Option: FIN: NO MORE ENDINGS
  • With Our Powers Combined: Brotherhood of Steel attacks
Hidden Achievement
Semper Invicta Semper Invicta
Join the Brotherhood of Steel

 If you did “The First Step”, there’s a good chance that you picked up Military Frequency AF95 around the Super Duper Mart where you hear some Brotherhood of Steel being held up at a nearby Police Station. This is the introduction to the Brotherhood of Steel and you receive the quest ‘Fire Support’.

Fire Support asks you to assist the people at Cambridge Police Station. Following that, you’ll meet Paladin Danse in a nice power armor. You can express your desire to join the Brotherhood of Steel, but with many skeptics, you’re asked to assist to prove yourself to the rest of the crew. This leads up to ‘Call to Arms’ where you must retrieve the Deep Range Transmitter at Arcjet Systems.
MAGAZINE: Tesla Science Issue #1 is next to the CEO Terminal at Arcjet systems.

After returning from the quest, you’ll end up getting the quest Semper Invicta where you return back to the Police Station. Completing this quest will induct you into the Brotherhood of Steel as well as give you access to two radiant quests: Quartermasterly and Cleansing the Commonwealth.

Hidden Achievement
Blind Betrayal Blind Betrayal
Complete “Blind Betrayal”

 Unfortunate events occur. Head to Listening Post Bravo.

Hidden Achievement
Ad Victoriam Ad Victoriam
Complete “Ad Victoriam”

 Part of the brotherhood story. Can be missed if you choose to side with a faction other than the brotherhood.

Hidden Achievement
Tradecraft Tradecraft
Join the Railroad

 To prove your loyalty to Desdemona, you’ll have to help with the loss of the old Railroad HQ at Switchboard

Hidden Achievement
Underground Undercover Underground Undercover
Complete “Underground Undercover”

Requires you to complete ‘The Molecular Level’

Meet up with Patriot in the Institute by hacking into a terminal. When at ANY terminal, load the Network Scanner holotape then return to the main menu of the terminal to send a message.

Do quests up until Pinned for Institute quests in order to finish this quest

Hidden Achievement
Rockets' Red Glare Rockets’ Red Glare
Complete “Rockets’ Red Glare”

Nothing missable on the Prydwen

Elder Maxson has ‘The Final Judgement’ if you want to specifically loot him

Hidden Achievement
Sanctuary Sanctuary
Complete “Sanctuary”

Upon returning to Sanctuary, you’ll get the next quest by talking to Sturges. This will actually complete a miscellaneous objective as well. The quest will have you setup your settlement with the proper living requirements. Build beds, water pumps, plant crops, and defenses. Upon this quest tutorial on how to build, you will have completed the quest.

Hidden Achievement
Community Organizer Community Organizer
Ally with 3 Settlements

Upon allying with 3 settlements, you will have satisfied the requirements for this achievement.

Hidden Achievement
Benevolent Leader Benevolent Leader
Reach Maximum Happiness in a Large Settlement

 There is no real easy way to get this. It seems to be incredibly bugged. This video guide is the best and easiest way to get this achievement.

Hidden Achievement
Gun-For-Hire Gun-For-Hire
Complete 10 Side Quests

Side Quests do not include main quests, nor faction related quests.

Three required side quests include the Secret of Cabot house questline, so if you haven’t done them yet, see Charisma Bobblehead for details.

Hidden Achievement
Mercenary Mercenary
Complete 50 Misc. Objectives

Miscellaneous objectives are single tasks without a quest. You cannot see a list of miscellaneous objectives, nor do I believe there is a list of miscellaneous objectives available. And since they’re so short, it’s also hard for me to really list 50 concrete objectives. As time passes, more and more objectives will be confirmed. If you’re certain of some that aren’t on this list, feel free to comment.

For a generic method of locating miscellaneous jobs so you don’t have to keep referencing the guide, the jobs ALWAYS appeared as the LEFT choice. Up was talk, right was never mind, and down was barter with most traders. Though you will have to exhaust some dialogue for various characters to get to this point.

Another note: if you already completed a task and you try to accept the objective, you’ll only receive the reward and not the objective completion.

Each number is separate miscellaneous objective. Astericks denotes possible repetition of miscellaneous objective.

Fastest Method
  • Using Vertibird Signal Grenades are the easiest way to reach 50 miscellaneous objectives. There are two ways for you to do this.
  • BROTHERHOOD OF STEEL: When you join the Brotherhood of Steel, you are given ‘Vertibird Signal Grenades’ by Elder Maxson. Using one will create a miscellaneous objective to ‘Board to Vertibird’. Occurs everytime you throw one. More can be bought from Proctor Teagan on the Prydwen.
  • After the Railroad Ending, Desdemona will grant the players vertibird signal grenades as well with Tinkerer Tom providing additional grenades.

 

Minutemen
  • 1*. Mama Murphy will request a drug that you must retrieve for her.
  • 2*. All ‘Defend’ random objectives for settlements are considered to be miscellaneous objectives, so do them while you can. It seems the later in the game you are, the less defend missions you are given. So do them while they’re hot.

 

Brotherhood of Steel
  • 1. When you join the Brotherhood of Steel, you are given ‘Vertibird Signal Grenades’ by Elder Maxson. Using one will create a miscellaneous objective to ‘Board to Vertibird’. Occurs everytime you throw one. More can be bought from Proctor Teagan on the Prydwen.
  • 2. Proctor Quinlan accepts ‘Technical Documents’. You must retrieve the misc. quest prior to technical documents showing up. Also, I have no idea how to actually complete this miscellaneous quest.
  • 3. Upon ranking up to Knight, talking with Elder Maxson will result in a miscellaneous objective to check out your personal storage on the Prydwen.

 

Diamond City
  • Possible Misc: When arriving at Diamond City, you’re asked to get a copy of the Public Occurrences from Piper.
  • 1. Up in the mayor’s office, talk to the secretary and you can buy the Home Plate house for 2,000 caps and receive a miscellaneous objective to visit your house.
  • 2. Up in the mayor’s office, talk to the secretary and ask about any job listings. You will receive a miscellaneous objective to find the wanted board.
  • 3*. The wanted board described in 2 will occasionally generate miscellaneous objectives for you to do. (Need more information on time)
  • 4. Running around the guards will trigger a miscellaneous objective to see Abbot at the wall (or Green Monster). This leads to the side-quest ‘Painting the Town’. But seeing him counts as a miscellaneous objective.
  • 5. Near the farm in Diamond City, look for a homeless guy named Sheffield. Give him a Nuka-Cola to complete his misc. objective.
  • 6. Eventually, guards will tell you that the Bobrov brothers who run the Dugout Inn need some help. Completing this misc. objective will lead to the ‘Confidence Man’ side-quest.
  • 7. At the very back of Diamond City, you should see a lake/pond. The small kid who runs the water purification plant will ask you to clean the lake by picking up 5 items. This is worth 2 miscellaneous objectives. 1 for picking up 5 items. 1 for returning to him.
  • 8. A guard will randomly approach you informing you about “The Combat Zone”. Enter the “The Combat Zone”
  • 9. Nick Valentine will task you with the misc. objective to ‘Investigate the Museum of Witchcraft’
  • 10. Doctor Duff inside Science! Center will ask you to retrieve a Bloatfly Gland after you asking for a biology lesson.

 

Goodneighbor
  • 1. Talk to Fahrenheit to talk to Bobbi; Missable if you talk to Bobbi first
  • 2. Fred Allen asks you to retrieve a HalluciGen Canister
  • 3. Hancock asks you to traverse through Pickman’s Gallery
  • 4. Upon entering the Third Rail, you get an objective to Talk to MacCready
  • 5. After buying a beer in the Third Rail from Whitechapel Charlie, you get an objective to clear out Goodneighbor Warehouses
  • 6. Return to Whitechapel Charlie after clearing warehouses
  • 7. Upon completing the side quest “The Dig”, talking with Fahrenheit will trigger another objective to ‘Talk to Hancock’
  • 8. After the above objective, Hancock has a speech. After the speech, you’ll get another miscellaneous objective to ‘Talk to Hancock’.
  • Goodneighbor guards may have a few miscellaneous objectives. Will not number until the objective is defined.
  • Missing more of goodneighbor misc objectives.

 

The Slogs
  • 1. Arlen Glass requests that you go to AtomicToy Factory Plant and retrieve toy parts.
  • 2. Return to Arlen Glass

 

Bunker Hill
  • 1. Joe at the bar will ask you to find his grandpa. Find his grandpa.
  • 2. Return to Joe
  • 3. Deb wants you to clear out the National Guard Training Yard.
  • 4. Must be done after Deb’s; Kessler wants you to save surviving caravan traders.
  • 5. Kessler wants you to kill Zeller.
  • 6. Return to Kessler

 

Vault 81
  • 1. Taking the tour with Austin. Can be failed if you don’t follow him.

 

University Point
  • 1. Around University Point, there will be a refrigerator standing out near a house and you get a miscellaneous objective to ‘Investigate the Sound’. Leads to the ‘Kid in the Fridge’ side-quest. Note: Side-quest runs through an area with power-armor enemy, legendary super mutant, and missile launcher equipped enemy.

 

Atom Cats Garage
  • 1. When talking to Zeke, he will tell you to talk to Rowdy.
  • 2. Rowdy will tell you to go install the pump at Warwick Homestead.
  • 3. Report that you installed the pump to June Warwick.
  • 4. Return to Rowdy
  • 5. Eliminate Gunners
  • 6. Talk to Zeke after defeating gunners; Join Atom Cats

 

Glowing Sea
  • 1. Give Virgil the Serum: You’ll receive this miscellaneous objective when asking Virgil for help on reaching the Institute. The Serum is located inside the FEV lab of the Institute’s Bioscience division at the very end of the lab. When you return to Virgil, REMOVE YOUR POWER ARMOR. If you enter his cave with power armor equipped AFTER visiting the Institute, they’re hostile and you’ll immediately fail the objective.

 

Railroad HQ
  • 1. One of the workers will state that PAM requests your assistance. Talk to PAM

 

Parsons Insane Asylum
  • 1. Following the completion of the side quest: The Secret of Cabot House, roughly a week after the aftermath you’ll receive a miscellaneous objective to return to Jack at Parsons Insane Asylum regarding the artifact. See Charisma Bobblehead for more about the side quest.

 

Greenetech Genetics
  • During the Act 2 quest ‘Hunter/Hunted’, you’ll find a synth named K1-98. She asks for you to free her. Need confirmation if this is a miscellaneous objective, a side quest, or neither.
Hidden Achievement
Scavver Scavver
Gather 1000 Resources Used For Crafting

Overall, as long as you keep hording everything you see and turning them to scrap, you shouldn’t have any issues obtaining 1000 resources.

From my own experience, I don’t think resources gained from scrapping directly from the building interface counts towards this, so those bundle of tires, or broken houses probably do not count towards the 1000.

Hidden Achievement

Overall, this achievement is self-explanatory. It’s recommended to have the Locksmith perk at tier 3 so you can pick any lock that comes your way.

Hidden Achievement
RobCo's Worst Nightmare RobCo’s Worst Nightmare
Hack 50 Terminals

Like the lockpicking achievement, it’s recommended to have the Hacker perk at tier 3 so you can hack any terminal that shows up.

Hidden Achievement
Armed and Dangerous Armed and Dangerous
Create 50 Weapon Mods

If you craft mods often, you should get this with no issues.

You can craft cheap mods, such as baseball bat upgrades for a very small amount of resource.

There’s word that you can find any gun that supports a muzzle and can create the muzzle for FREE. Remove the muzzle, and craft the muzzle again for free (repeatedly).

Hidden Achievement
Wasteland D.I.Y. Wasteland D.I.Y.
Craft 100 Items

 Does not include weapon mods

Does not include settlement objects

Half of my craft was from drugs, combining jet and psycho and what not.

The other half of my craft was from cooking creature meats which is extremely cheap to do.

Both are done at a Cooking Station (there’s one in Sanctuary near the bridge by default)

Hidden Achievement
Never Go It Alone Never Go It Alone
Recruit 5 Separate Companions

List of companions as well as affinity preferences below. The only thing that needs to be noted about this achievement is that you must actually invite them to go with you at least once to be considered as ‘recruited’ and thus be able to alter affinity levels.

Hidden Achievement
Lovable Lovable
Reach Maximum Relationship Level with a Companion

Personally early game, it’s safest to do either Piper or Nick. But late game, there’s a way to farm Danse’s affinity by entering two power armors, resting for an hour, then entering two power armors, etc which can be done infinitely.

If there is an asterisk next to it, then see here.
* Cait likes this prior to completing her companion quest. Afterwards, no effects.
** Cait likes this prior to completing her companion quest. Afterwards, she DISLIKES it.

Companion Location Generous Mean Nice Peaceful Selfish Violent Positive Negative
Cait Combat Zone N/A Alcohol Consumption*, Naked, Lockpicking both Owned and Unowned, Pickpocketing, Chems** Eating Corpse, Murdering Non-Hostiles, Chems**
Codsworth Sanctuary Hills + N/A + N/A N/A Giving Items, Healing Dogmeat, Modifying Armor/Weapon Chem Usage, Chem Addiction, Murdering Non-Hostiles, Lockpicking Owned, Pickpocketing, Passing Speeches, Theft
Curie Vault 81 N/A + + + N/A Giving Items, Healing Dogmeat Chem Usage, Murdering Non-Hostiles, Pickpocketing, Theft
Danse Cambridge Police Station No Effect + N/A + Modifying Armor/Weapon, Entering Power Armor, Entering Vertibird, Assisting Brotherhood of Steel quests Chem Addiction, Murdering Non-Hostiles, Lockpicking Owned, Pickpocketing, Theft
Deacon Railroad HQ N/A + + N/A N/A Giving Items, Hacking Terminals, Healing Dogmeat, Lockpicking Owned and Unowned, Passing Speeches Chem Addiction, Chem Usage, Eating Corpses, Murdering Non-Hostiles
Hancock Goodneighbor + N/A + + Chem Addiction, Naked, Giving Items Murdering Non-Hostiles, Theft
MacCready Goodneighbor N/A N/A + Lockpicking Owned, Passing Speeches, Theft Chem Addiction, Giving Items, Murdering Non-Hostiles
Piper Diamond City + + N/A Giving Items, Healing Dogmeat, Lockpicking Unowned Eating Corpses, Murdering Non-Hostiles, Lockpicking Owned, Pickpocketing, Theft
Preston Museum of Freedom / Sanctuary + + N/A + Giving Items, Modifying Weapons Chem Addiction, Eating Corpses, Murdering Non-Hostiles, Lockpicking Unowned, Pickpocketing, Theft
Strong Trinity Tower + N/A + + Eating Corpses, Murdering Non-Hostiles Healing Dogmeat, Lockpicking Owned and Unowned, Passing Speeches, Entering Power Armor, Entering Vertibird
Valentine Long Time Coming Quest N/A + + N/A Giving Items, Hacking Terminals, Healing Dogmeat, Supporting Synths/Railroad Quests Eating Corpses, Murdering Non-Hostiles, Lockpicking Owned, Pickpocketing, Theft
X6-88 The Institute N/A + + N/A Hacking Terminals, Modifying Weapon/Armor, Passing Speeches, Using Power Armor Chem Addiction, Chem Usage, Giving Items, Healing Dogmeat, Naked, Entering Vertibird
Hidden Achievement
Fix-Er-Upper Fix-Er-Upper
Build 100 Workshop Items

 Must have finished ‘When Freedom Calls’ to gain access to a workshop (Might be wrong, but this is the earliest one for sure).

If you want to save resources and get this achievement, simply scrap all the useless things in Sanctuary and build 100 signs ontop of each other then load an earlier save.

Else, you can build 100 things you actually need and keep it like that because building things actually results in experience points. Choice is yours!

Hidden Achievement
Future Retro Future Retro
Play a Holotape Game

 This can be obtained in multiple locations as there are several Holotape games. You are bound to come across one without even trying. The first location that you will find one is in the vault at the very start of the game.

Following the introduction, you find yourself with the task of escaping the vault.
MAGAZINE: RobCo Fun! Issue #1: On your way out, you’ll reach a kitchen with a Recreational Terminal. In this Terminal is the holotape for the game ‘Red Menace’. Simply eject the holotape, then load it back into the terminal to begin the game. Win/Lose the game and you will receive the achievement.

Hidden Achievement
…The Harder They Fall …The Harder They Fall
Kill 5 Giant Creatures

 

  • This achievement is actually a continuation of Fallout 3’s super behemoth achievement ‘The Bigger They Are’
  • You MUST land the killing blow to the behemoth for the kill to count.
  • Super Mutant Behemoths and Mirelurk Queens are giant creatures
  • 1. Mirelurk Queen encountered at The Castle in the Minutemen quest ‘Taking Independence’
  • 2. Super Mutant Behemoth encountered at Fort Strong in the Brotherhood of Steel quest ‘Shadow of Steel’
  • 3. Mirelurk Queen encountered at Murkwater Construction Site (very south center of the map)
  • 4. Swan, a Super Mutant Behemoth, encountered at Swan’s Pond (northeast of Diamond City)
  • 5. Behemoth southwest of Walden’s Pond (You should see a stonehedge of cars)
  • 6. Ancient Behemoth south of Greentop Nursery (east of Vault 75). The spawn requires you to pickup the janky moon monkey inside the red car.
  • 7. Ancient Behemoth east of Gunner’s Plaza
  • 8. Mirelurk Queen on Spectacle Island after switching the circuit breaker on the ship
  • 9. Mirelurk Queen in the basement of Massachusetts State House.

 

Levels

If you complete the main questline at minimum, you’ll definitely be across the level 25 threshold as well as breaking into the 30s. Every point in intelligence increases your exp modifier by 0.03, so 10 int is 1.3x exp, or 11 int is 1.33x exp. There’s also a luck perk named ‘Idiot Savage’ that can reward 3x-5x exp for ANY action so you could save then keep trying to turn in quests for higher experience. The main source of experience points will be given through quests, so doing quests should be made a priority. There are radiant quests that have an ENDLESS number of tasks available with each faction.

  • Minutemen: Taking Point, Kidnapping, Clearing the Way, Ghoul Problem… etc
  • Brotherhood of Steel: Quartermasterly, Cleansing the Commonwealth, Leading by Example, Learning Curve, Feeding the Troops
  • Railroad: Safehouse quests, High Ground, Jackpot, Concierge, etc.
  • Institute: Pest Control, Appropriation, Reclimation, Political Leanings
Hidden Achievement
Ranger Corps Ranger Corps
Discover 100 Locations

Self-Explanatory.

If you want a ton of easy locations, simply walk around the Boston Commons, and a bit south. Check your compass for outlines of areas and simply go towards them to ‘discover’. Should be completed without even trying.

Hidden Achievement
Print's Not Dead Print’s Not Dead
Read 20 Magazines

There are 123 Magazines.

Many magazines that you encounter in the main questline are designated in the walkthrough.

Check out this map[www.fallout4map.com]

Fallout 4 Magazine map

Hidden Achievement
Prankster's Return Prankster’s Return
Placed A Grenade Or Mine While Pickpocketing

Requires a grenade/mine, a pickpocketing perk tier of 2. Simply crouch, pickpocket anyone, insert the explosive and exit the menu. Target will explode.

Hidden Achievement
Masshole Masshole
Kill 300 People

Fairly straight forward achievement due to the amount of raiders you generally run into, plus three of the major factions are strictly made up of humans only.

Hidden Achievement
Animal Control Animal Control
Kill 300 Creatures

There are endless amounts of creatures that you’ll run into: Mole Rats, Bloodbugs, Radroaches, Deathclaws, Radscorpions, Mirelurks, Yao Guai, Mutated Hounds, and Super Mutants..

Hidden Achievement
Homerun! Homerun!
Get a Homerun

Very simple achievement, once you get to Diamond City, enter the city itself. When you walk down the catwalk, you should see a 5 sided white plate on the ground which is Home Plate. Follow the road to the right to go to 1st base. Take a left at 1st base, go down and hit 2nd base, turn left and hit 3rd base. Then return to home plate to unlock this achievement.

Hidden Achievement
Touchdown! Touchdown!
Get a Touchdown

In short, you have to die to a mini-nuke. It can be shot from a fat man or be triggered by a super mutant suicider. Some possible places you can venture for this below, but not limited to:

  • Fat man on top of Gunner’s Plaza
  • Suicide mutant at Revere Satellite Array
  • Suicide mutant is either in College Square or Park Street Square
  • Fat Man at Libertalia
Hidden Achievement
They're Not Dolls… They’re Not Dolls…
Collect 10 Vault-Tec Bobbleheads

 See “…They’re Action Figures” for a full bobblehead guide.

Hidden Achievement
…They're Action Figures …They’re Action Figures
Collect 20 Vault-Tec Bobbleheads

 
Bobbleheard listing order is: SPECIAL then skills appear alphabetically.

Bobblehead Location Description Effect Notes regarding area
Strength Mass Fusion On the head of the statue in the main lobby; head to 6th floor then crouch down and over to get it +1 Strength Point Area is visited during Mass Fusion main quest
Perception Museum of Freedom On the desk where the Minutemen are hanging out +1 Perception Point Holotape game/magazine on terminal nearby
Endurance Poseidon Energy In the main room inside of a hut after the mini-boss/legendary raider +1 Endurance Point Magazine next to the bobblehead
Charisma Parsons State Insane Asylum On Jack’s Desk before the Elevator +1 Charisma Point Go to Parsons, kill mercenaries. Go to Bunker Hill, talk to Edward Deegan. Do that side questline til you enter Parsons. Magazine at the very end in the cell. Basement.
Intelligence Boston Public Library Northeast corner of the library on a computer bank +1 Intelligence Point This is a side quest if you talk to Daisy in goodneighbor first; the magazine here is tedious to get
Agility Wreck of the FMS Northern Star After navigating through the ship and up top, get to the bow of the ship where the bobblehead will be sitting on the edge on some wood. +1 Agility Point Magazine is on the ship; north side
Luck Spectacle Island Southend of the island on a green ship in a locker +1 Luck Point Beware of Mirelurks (Legendaries)
Barter Longneck Lukowski’s Cannery Inside the cannery area, in a control room at the top on a desk 5% Better Barter Prices Magazine next to bobblehead
Big Guns Vault 95 From entering, head downstairs then living room area and it’ll be near a radio +25% Critical Damage with Big Guns N/A
Energy Weapons Fort Hagen Basement area in the kitchen room +25% Critical Damage with Energy Weapons Reunions Questline
Explosive Saugus Ironworks At the end with Slag next to a steamer trunk; Blast Furnace map +15% Damage to Explosives Magazine nearby
Lockpicking Pickman’s Gallery At the end of the area where you find Pickman Lockpicking is permanently easier. Talk to Hancock in Goodneighbor before clearing this place out
Medicine Vault 81 Next to Curie in the hidden/other Vault 81 Stimpaks heal 10% more Give 3 fusion cores to enter; misc objective: Austin’s tour; talk to Erin Combes for quest, do questline, Austin gets a disease, help Austin to access hidden Vault 81
Melee Trinity Tower Top of the tower where Strong/Rex are locked up +25% Critical Damage with Melee Weapons Super mutants
Repair Corvega Assembly Plant Ontop of the catwalk on the roof towards the southwest Fusion Cores last 10% longer The First Step Quest
Science Vault 75/Malden Middle School Inside the vault on a desk looking over the cafeteria Extra guess on hacking terminals Completing quest opens opportunity for Alien Blaster
Small Guns Gunners Plaza On the desk of the broadcoast room; west side ground floor +25% Critical Damage with Ballastic Weapons Requires master level lockpicking to enter Broadcast room without key
Sneak Dunwich Borer Next to the 4th terminal in the quarry; giant metal poles are labeled, there’s a fork later on, go straight not left for 4 Become 10% harder to detect when sneaking Magazine at the 3rd Terminal
Speech Vault 114/Park Street Station On the desk in Nick Valentine’s “cell” All vendors carry 100 more caps when bartering Unlikely Valentine Quest
Unarmed Atom Cats Garage On the hood of the car in the larger building +25 Critical Damage with Unarmed Attacks Magazine nearby and see Miscellaneous Objectives

Map Courtesy of Fallout4map.com: Link[www.fallout4map.com]

Hidden Achievement
Born Survivor Born Survivor
Reach Level 5

 Pretty easy to get to level 5

Hidden Achievement
Commonwealth Citizen Commonwealth Citizen
Reach Level 10

 Reaching level 10 is also pretty easy.

Hidden Achievement
Unstoppable Wanderer Unstoppable Wanderer
Reach Level 25

 Level 25 should come naturally if you complete the story. Not too much xp required to get this far.

Hidden Achievement
Legend Of The Wastes Legend Of The Wastes
Reach Level 50

 Getting to level 50 will take quite a bit of time. The is not enough XP to be earned from the quests in the main story to get to level 50. There are a lot of things you can do to boost the amount of XP you get and boost the time it takes, but there arent any major shortcuts you can take. By the time you are close to the platinum you shouldnt be too far off it. If you are a fan of the game, you can purchase the DLC packs and this will give you a lot more content to earn XP with without having to resort to XP grinding, which gets very boring. Once you have completed every quest that you can find you will be left with the standard repeatable quests that can be obtained from whatever faction you sided with. Minutemen will give you quests to check out other settlements, Brotherhood give you quests to clear out locations and recover some equipment, Railroad will give you quests to find dead drops. Grinding these quests will get very boring, but it is the only way to get the XP quickly.

 

Using mentats will increase your intelligence which will boost the amount of XP that you get. If you can do everything possible to boost this stat you will gain more XP for everything that you do. The increase isnt massive, but its easy to pop a few pills to boost the amount of XP that you get.

Hidden Achievement
Prepared for the Future Prepared for the Future
Decide the Fate of the Commonwealth

This will pop when you complete the main story. It doesnt matter what decisions that you make. This will pop no matter what you decide to do.

Hidden Achievement
Mechanical Menace Mechanical Menace
Complete “Mechanical Menace”

Upon loading the game with the DLC installed, this is the very first quest you encounter:

  • Listen to the Caravan Distress Signal in your Radio. It will tell you that the caravan was hit just east of the Watts Consumer Electronics
  • Go there, eliminate the two hostile robots.
  • Speak with the robot, Ada, after the battle. I would assume that killing the robot would fail the mission. You’re rewarded with a Robot Workbench Blueprint to build at any settlement through the workbench.
  • Next Quest: A New Threat


A New Threat

  • Head to General Atomics Factory.
  • Eliminate the Quantum Robobrain and loot the Mechanist Brain/Device then talk to Ada.
  • Build the Robot Workbench if you haven’t already through a Settlement Workbench
  • Install the Robobrain at a Robot Workbench
  • Next Quest: Headhunting
Hidden Achievement
Headhunting Headhunting
Complete “Headhunting”

 This is part of the main questline for the Automatron DLC.

  • You’ll be following a RoboBrain signal that’s located just southwest of the General Atomics Factory where you just received the first RoboBrain. Head there and dispatch the enemy for the second.
  • You’ll find another Quantum Robobrain. Now the unnamed device is now identified as Radar Beacon. Get the Beacon.
  • After talking to Ada again, the next Radio Beacon is located at Fort Hagen Satellite Array. Head there. After clearing out the enemies, you’ll need to get inside the hangar. The terminal to open the door is above the checkpoint.
  • Inside, you’ll be in for quite of a fight. The final radio beacon is on the machine. You’ll have to escape and go through a few more battles. Escape is near the top, if you get lost (like I did).
  • Now, once you exit the Hangar, talk to Ada.
  • Head back to the Robot Workbench and create a new Automatron. Do whatever you wish, but make sure to use Jezebel’s head.
  • Talk to Jezebel.
  • Next Quest: Restoring Order
Hidden Achievement
Restoring Order Restoring Order
Complete “Restoring Order”

 

  • Install the M-Sat on a robot.
  • Visit the Robco Service Facility marked on your map. Examine the Strange Device and have your robot companion scan the it to unlock a door.
  • Inside, you’ll find lots more things to activate using the M-Sat, but for the most part, it’s very straightforward. Up until you get to the clinic.
  • If you’ve pressed the button in the big room with the rails, you may assume that the button inside the clinic has the same simple function of closing the door, but it’s actually an elevator. Go inside and press the button next to the stretcher.
  • When you descend, make sure to pick up the Medical Facility Password from the Integrated Tankbot to access the terminal to proceed.
  • The last area will have a LONG series of robots to fight, so be prepared.
  • After all that, talk to Ada.
Hidden Achievement
Robot Hunter Robot Hunter
Unlock 10 Robot Mods

Mods are unlocked by looting various robot parts from enemy robots. Specific robots will generally drop specific parts pertaining to their makeup. As you will encounter SEVERAL robots in the final area, this should be no trouble to unlock provided you’re looting the robots as you go.

Hidden Achievement
The Most Toys The Most Toys
Build 10 Robot Mods

Simply build any 10 mods at the Robot Workbench. Try not to build the same parts over and over as you simply reuse the parts that you removed if you’re on a singular robot.

Hidden Achievement
Docile Docile
Have 5 Tamed Creatures in a Settlement

This achievement seems to have a random trigger method, so my suggestion is to build several Beta Wave Emitters which will keep your captured wildlife tamed and stop them from attacking the settlement.

The more creatures you have, the better chance you have at getting this achievement, so make sure not to kill them off, or build multiple cages of the easier creatures. The cat seems to always produce a House Cat which is nice.

Hidden Achievement
Instigator Instigator
Start a Spectated Arena Fight in a Settlement

First off, you’ll want to build three things: Build both arena platform colors. Each platform consumes 4 wood, and 10 steel.

Next, you’ll need the Quitting Time Siren. This tower is the MOST important part of the achievement as it requires a SPECTATED fight. When you’re ready, throw a settler onto any of the platforms. Then sound the siren. Next, get another settler and throw them onto the opposite arena.

This should trigger your achievement.

Hidden Achievement
Trapper Trapper
Build One of Every Cage Type

 There a total of 4 Small Cages, 6 Medium Cages, and 6 Large Cages. You must build all 16 of them:

Cage Size Ingredients
Mutant Hound Small 6x Steel, 1x Copper, 2x Brahmin Meat
Mole Rat Small 6x Steel, 1x Copper, 4x Radroach Meat
Dog Small 6x Steel, 1x Copper, 3x Canned Dog Food
Cat Small 6x Steel, 1x Copper, 2x Softshell Mirelurk Meat
Feral Ghoul Medium 10x Steel, 2x Copper, 4x Mongrel Dog Meat
Gorilla* Medium 16x Steel, 4x Gear, 4x Copper, 5x Mutfruit
Gunner Medium 10x Steel, 2x Copper, 500x Bottlecaps
Insect Medium 10x Steel, 2x Copper, 4x Mole Rat Meat
Raider Medium 10x Steel, 2x Copper, 6x Jet
Super Mutant Medium 10x Steel, 2x Copper, 5x Brahmin Meat
Brahmin Large 16x Steel, 4x Copper, 4x Gear, 4x Razorgrain
Deathclaw Large 16x Steel, 4x Copper, 4x Gear, 4x Yao Guai Meat
Mirelurk Large 16x Steel, 4x Copper, 4x Gear, 4x Mirelurk Egg
Radscorpion Large 16x Steel, 4x Copper, 4x Gear, 4x Stingwing Meat
Radstag Large 16x Steel, 4x Copper, 4x Gear, 4x Carrot
Yao Guai Large 16x Steel, 4x Copper, 4x Gear, 4x Radstag Meat

*Gorilla Cage not required due to events leading to the cage being unavailable.

Regarding meats, simply kill the animal and harvest them for meat. Alternatively, capture these animals using the cages, and then kill the animal caught and harvest it that way.

After your cage catches a wasteland wildlife, cut the power from the cage to release the animal. This can be done by either temporarily removing the wire connected to it, or by hooking it up to a terminal. IN ORDER TO CATCH ANOTHER WILDLIFE, YOU MUST REPAIR THE CAGE TO REPLENISH ITS FOOD BAIT.

Hidden Achievement
Far From Home Far From Home
Complete the quest “Far From Home”

 

  • This quest is automatically started once you start the game. If you’re on a new game, you’ll probably have to reach Diamond City as this involves Valentine’s Detective Agency.
  • After getting the quest, you will be tasked with listening to the radio: Valentine’s Detective Agency Radio
  • Make your way to Diamond City and the detective agency and talk to Ellie. After that, head to the marker on the map at the far north-east section.
  • Talk to the parents some more if you want. You’ll ask the same three questions about their missing daughter.
  • Head into her room. It’s the room with all the machines. On her desk is a tape regarding the radio, play it. Next to her bed is another tape labeled dreams. There’s also a tape in the hallway next to the lamp regarding the lamp. Now on her dresser behind the toolbox is a journal, read it to find out about a key to a safe.
  • Head to the boathouse now. Read Grandfather’s Note ontop of the safe near the waterside. You can either picklock the safe, or get the key from the picture frame.
  • Talk to the parents, then take the boat to Far Harbor.
Hidden Achievement
Where You Belong Where You Belong
Complete the quest “Where You Belong”

 

  • Talk to the leader of Acadia. Then make your way to Chase. She’s blocking the path downstairs. Upon talking to her, you may receive the Arrival quest. After that, make your way down to Kasumi for some information.
  • Islander’s Almanac #2: On the mid floor where most of the Synths are, there should be a bar-like area with a round counter. The issue is on the counter.
  • You’ll get a few tasks. If you have Master Terminal Hacking, you’ll be able to hack Faraday’s Terminal. If you do hack it, make sure to download Faraday’s Program for Kasumi. Then talk to Kasumi and you’ll finish the quest that way.
Hidden Achievement
The Way Life Should Be The Way Life Should Be
Complete the quest “The Way Life Should Be”

 

  • Make your way through the facility then you’ll get a terminal to hack. It’s novice, so you won’t have any issues. Take the elevator up.
  • Dig the unmarked grave.
  • Play the holotape, take Avery’s Locket, and take Avery’s Skull. Now you can confront several people including the High Confessor and DiMa. DiMa is the important one for this quest. Upon your decision, you will complete the quest. Make sure to keep the Key.
  • Should you decide to help DiMa, you will begin Reformation.
Hidden Achievement
Cleansing The Land Cleansing The Land
Complete the quest “Cleansing the Land”

 

  • First task is getting the nuclear key in the Harbor Grand Hotel. Find the keypad to unlock the secret room then use the terminal inside. Listen to the tape, take it if you want. There’s a holotape next to Frany’s body on the ground. You’ll get a marker towards Fringe Cove Docks to the southwest. The key will be underwater near the docks.
  • The wind turbine kill switch is located to the northwest. It can be used to turn off the turbines.
  • Ultimately, disabling the Far Harbor’s defenses is the ultimate goal of this mission. That also makes it missable should you advance too far into the questline. But destroying Far Harbor may also not be in your preferences, so save.
  • Alternatively, finish Reformation and you this quest will also complete itself.
Hidden Achievement
Close To Home Close To Home
Complete the quest “Close to Home”

Talk to Kasumi. Return back to the Commonwealth. Talk to Kenji.

Hidden Achievement
The Islander's Almanac The Islander’s Almanac
Collect all issues of “The Islander’s Almanac” magazine

 It’s been noted that if you put a copy of the magazine down on a bookshelf and pick it back up, you can get this achievement without having to find all 5 editions.
1. The Long Plank: Next to where you met Longfellow
2. Acadia: Second floor at the bar on the counter
3. National Park’s Visitor Center (Northeast): On the counter inside the building near the workshop
4. Brooke’s Head Lighthouse (South): At the top of the lighthouse on a shelf
5. Northwood Ridge Quarry (South): Just west of the Lighthouse is the Quarry. Enter the quarry itself and you’ll find another fort of trappers. It’s on a table next to a bed

Hidden Achievement
Hooked Hooked
Defeat 30 Far Harbor Sea Creatures

 Naturally obtained. If not, try a defend objective at a settlement.

Hidden Achievement
New England Vacationer New England Vacationer
Hidden achievement descriptions are missing by default. Why is it missing?

 Self-explanatory. You should get this naturally, if not, run around the map towards areas you haven’t unlocked. Once you have discovered 20 locations in far harbor it will pop

Hidden Achievement
Push Back The Fog Push Back The Fog
Unlock 3 Far Harbor Workshop Locations

1. Complete Walk in the Park Questline to unlock Longfellow’s Workshop
2. Help Cassie Dalton with killing the Feral Ghouls then she’ll ask you to defeat the Legendary Fog Crawler at Dalton Farm (Northwest) to unlock the Dalton Farm’s Workshop
3. During The Hold Out, talk to Uncle Ken at National Park Visitor Center to unlock the Workshop. This requires you to complete Living on the Edge and Rite of Passage before talking to Mitch for this quest.

Hidden Achievement
Just Add Saltwater Just Add Saltwater
Cook One of the New Far Harbor Recipes

 Easiest method is to loot an angler for its meat then cook it into a poached angler.

Hidden Achievement
Show Off Show Off
Display a weapon on a weapon rack, armor on an armor rack, and power armor in a power armor display

I won’t hassle too much about items this time around. But a quick run down. Go to any settlement with materials and build yourself at least 1 armor rack, 1 weapon rack, and 1 power armor display. All three are listed under Decorations > Display.

Weapon Rack – Simply put any 1 item that fits the description of the rack. I threw a random lead pipe on mine.
Power Armor Display – I did hook up power to it prior to doing this, so if you’re having issue, try giving it power. Similar to the Power Armor repairs, put a power frame near the display, then exit. Interact with the display and the power armor will move itself into the display.
Armor Rack – Probably the most ambiguous for me. After building your armor rack, place any piece of armor into the rack. Then select that item and select Equip. The keyboard hotkey is T.

Hidden Achievement
Time Out Time Out
Assign a settler to a pillory

 In the workshop, go to resources then to miscellaneous. The pillory should be one of the last items to the right (Subject to change when Vault-Tec Workshop arrives). After you build it, simply assign one of the settlers to it.

Hidden Achievement
Mass Production Mass Production
Produce 100 objects from your builders

 This is probably the most complicated, but not too difficult. You will need two things. The first is ANY type of builder all of which are located in the power section. There’s a Builder, Weapon Producer, Ammo Producer, etc. Pick whichever one you intend to build with. Most players should have 500 Steel, so producing 100 steel balls for 5 steel a piece should suffice for this achievement. Steel Balls are built using the first Builder.

Now that you’ve got your builder, you’ll a power source and a terminal. A terminal is located in the power section under Miscellaneous. Build the terminal and wire it to a building unit. Now use the terminal and check what you want to build. When you pick an item, it’ll give you ALL the ingredients required to build the item. Click any of the ingredients and the terminal will build that item should the materials be available.

Now lastly, the materials. If you inspect the builder, you can take/transfer items. Simply transfer the materials required into the builder and it’ll periodically build the items should it have enough.

Build 100 items like this, and the achievement should pop. If you don’t want to count, simply build a Conveyer Storage and it’ll act as a collection unit and count for you. If this goes too slow, build more builders and hook them up to more terminals.

Note: If your builder no longer builds and simply reproduces the materials, rebuild the builder and it should fix itself.

Hidden Achievement
Oversight Oversight
Become Overseer

 There’s two ways to become the Overseer.

  1. The natural way is to complete all of the experiments and when given the chance, ask the Overseer to leave.
  2. Save. Kill the Overseer. This will fail the quests and make the new inhabitants hostile. So saving is recommended. This purely the fast way for it.


Quick-Note: In order to access vault-tec workshop items outside of the vault, you must complete all of the experiments.

Hidden Achievement
Better Living Underground Better Living Underground
Unlock all build areas of Vault 88

 

  • Get the Vault-Tec Workshop and then go clear out all the rubble and trains that are blocking your path to other parts of the vault.
  • The sectors are labeled.
  • East Sector is filled with mirelurks and a mirelurk queen. The control board is before the workshop in the room with ghouls on a shelf at the end of the first train tunnel.
  • North-east Sector is much longer. Keep going through it until you go through a very small rocky tunnel. You’ll go up some concrete stairs, keep going. Then you’ll be in a larger room. The workshop is to your left. The control board you already passed right where the concrete stairs were.
  • North Sector workshop is near the North-East Sector workshop. Take the only path you can and you’ll get there in no time. Follow the marker through a tunnel and into train platform for the control board.
Hidden Achievement
Vault Dweller Vault Dweller
Equip Vault 88 suit and Pip-boy on a settler

 The Vault 88 Suit on the trunk is probably yours. The trunk itself holds 10 Pip-Boys and 10 Vault Suits. After retrieving these, give 1 Suit and 1 Pip-Boy to Clem. The Pip-Boy is listed under Miscellaneous. The pip-boy will equip automatically, but the suit needs to be equipped manually when you give it to him. (T is default key on keyboard)

Hidden Achievement
Raiding for a Living Raiding for a Living
Complete 12 quests for any Nuka-World Raider Gangs

Once you’ve completed ‘An Ambitious Plan’, each of the leaders will extend an offer for you to do quests for them. Simply do 12 total quests for the three Nuka-World Raider Gangs: Disciples, Operators, and Pack.

Hidden Achievement
Diebrarian Diebrarian
Collect every issue of Scav! Magazine

 

  1. Galactic Zone: To the left of the Star Control, go up the stairs and jump off the ledge into a courtyard. It’s on a wooden crate.
  2. Junkyard: Inside the hangar, go up top and back towards the entrance so you’re above it. It’s on the desk next to the safe.
  3. Funhouse: Take the mirror maze, pass the rotating rockets, then over the pool and into the psychedelic corridor. Go right, left, then straight. It’ll be next to a corpse.
  4. Grandchester Mystery Mansion: Go inside and head upstairs to the attic. It’s on a crate.
  5. Dry Rock Gulch: On the roof of the middle building. You’ll have to climb red containers along the edge of the park to get there.
Hidden Achievement
Beverageer Beverageer
Create 20 different flavors of Nuka-Cola
Hidden Achievement
Hostile Takeover Hostile Takeover
Establish 8 Raider Camps in the Commonwealth
Hidden Achievement
All Sugared Up All Sugared Up
Defeat 40 Nuka-World Creatures while under the effect of any Nuka-Mix flavor
Hidden Achievement
Eyes on the Prize Eyes on the Prize
Redeem 100,000 tickets at the Nuka-Cade

 First off, you’ll need to get 100,000 Nuka-Cade Tickets. To do that, go play Bandit Roundup using an explosive automatic weapon. Shoot the targets (with explosive weapons, you don’t have to aim). If you get a perfect score, you get 1,000 tickets. Repeat until you’re at 100,000 tickets. Then spend them all for this achievement.

Hidden Achievement
Taken for a Ride Taken for a Ride
Complete “Taken for a Ride”

 

  • First task is to survive the gauntlet. Follow the linear path and you’ll reach a hallway with several turrets. Destroy them all and continue.
  • The next room is a room of traps. So take it slow and dismantle all the traps on your way forward. If you want gears and springs for materials, these are great. You’ll want to head upstairs and you’ll eventually be at a point with three doors.
  • Take the left door. You will need expert lock picking which you should have if you’ve played most of the main game. After that, head down to the access tunnels. Here, there’s a terminal so you can control turrets. I left them off. Follow the arrows to a door that requires expert lockpicking and continue.
  • Continue and you’ll get to a power generator maze. Very straight forward. Keep going and you’ll reach some subway tunnels littered with mines. Disarm the mines, or run through them. You’ll get to a stage with water. You can see a mirelurk peering out at the left. There are several mirelurks down there, and you’ll have to go down as the wooden planks are a ruse. Get to the end of the cave and you’ll be back in the access tunnel with the arrows pointing at an obvious door.
  • The door has a trap on it at the bottom right, disarm it and open the door. There’s also a wire trap right after the door. A little bit before the slope is a scale which is also a trap. There are more scales on the slope. At the top you’ll get several traps, on the ground and in the air, disarm them and continue. The last wire trap you may have to jump on the red cannister on the right to disarm.
  • The next room is a gas trap and the door will lock on you. There are 4 valves. First one is immediately on your left near the corpse. The second is to the right within the gated walls. The third is in the far back right. The fourth is behind an expert locked door on the left side of the room. There’s also a terminal of expert difficulty here. The door will help you unlock the door near the third valve. Head through the door and exit to the maintenance shed.
  • Climb the stairs and you’ll be faced with ant swarms. Dispatch them and move on. Follow the linear path and you’ll be attacked from above by raiders with traps littered in front of you. Make your way all the way to the end to the Cola-Cars Arena.
  • Now go through the door after being introduced to the Cola-Cars Arena. Now go down and follow your markers and you’ll be talking to the mystery man ‘Gage’ from before. He informs you of a weapon that’ll help you in the next fight. ‘Thirst Zapper’.
  • The strategy is to shoot the guy hooked up to the grid with the squirt gun to short circuit his armor then deal as much damage as possible. Rinse and repeat until he dies. Loot the overpass for his key and password. Talk to Gage through the window.
Hidden Achievement
The Grand Tour The Grand Tour
Complete “The Grand Tour”

 

  • Head west from the Fizztop Grille where you talked to Gage. This will exit the civil area and into the feral zone of Nuka-World.
  • Head west to Galactic Zone. This will start a subquest: Star Control.
  • Complete: Star Control
  • Head north to Dry Rock Gulch. This will start a subquest: High Noon at the Gulch
  • Complete: High Noon at the Gulch
Hidden Achievement
Home Sweet Home Home Sweet Home
Complete “Home Sweet Home”
Hidden Achievement
Power Play Power Play
Complete “Power Play”