Fallout 4 Vault 75 Quest

Right so we have taken the Brotherhood to the edge of where we wanted to take them, now we just need to clear away any outstanding Side Quests that we have left hanging so we can dig back into the story missions with gusto!

First the misc side quests...

Taking Point: Coastal Cottage

You go through the Vault's large gate and use the elevator in front of you. You follow the path to the main atrium (a big room with a lot of raiders) You go to the very end and take the stair to the right. Follow the path and you'll soon be able to take a left to a room full of lockers. This vault is hidden in the basement of Malden Middle School. Locating and exploring the area starts the Vault 75 quest. The school is in the town of Malden. Fallout 4 Vault Locations guide shows where to find all of the pre-war vaults in the Commonwealth around Boston, what you can get from them About this mod. Adds a scavenger hunt style quest with audio logs scattered across the wasteland. Vault 75 - Secrets of the Overseer Fallout 4 mod Jun 11 2016 News I am currently working on a mod that I have called 'Vault 75: Secrets of the Overseer'. Imagine if Vault 81 was not the only vault to survive or rebel. Vault 75 is a side quest in Fallout 4 which is triggered when exploring Malden Middle School. In the basement of the Malden Middle School, go through the vault door and enter the elevator going down. On exit, turn right, then keep going a one way direction until encountering a door to the lab on.

Minutemen Scouts have reported a promising Settlement Site... We just need to clear it and set up a Beacon.

This should be old hat to you by now - but anyway Fast Travel to the closest point and then hoof it to the marker site, clear out the enemy and then build a small generator and beacon, and turn on the beacon.

You then just need to report in to Garvey your success.

Note: Due to the story mission you may have to wait to talk to Garvey until AFTER you make your alliance choice...

When you are dealing with Super Mutants listen carefully for the sound of Suicide Nuke Mutants - you want to keep your distance. Using grenades or Molotovs work well.

Randolph Safehouse 4

There is another dead drop waiting for us from Randolph Safehouse...

When you arrive at the drop you learn that the next target are the hostiles at Walden Pond. Yes, THAT Walden Pond!

When you arrive at and discover Walden Pond, read the note by the Gift Shop Basement Door (a Master Lock) and you learn that there is an alternate entrance if you cannot pick this lock.

Otherwise pick the lock and head inside, and be prepared to wipe out the defenders - and be sure to grab the Tales of a Junktown Jerky Vendor from their base.

Note: Due to the factions mission you may have to wait until you have chosen your faction before you can talk to her.

Nick's Detective Cases

Thought you were done with Nick Valentine's Detective Agency? Nope - as it turns out there are some Detective Quests that we can flag by going through his files! Head to the Agency in Diamond City and start with the file on the cabinet...

The Gilded Grasshopper

When you take the Marty Bullfinch file Ellie will give you a briefing and Nick will add his comments.

After you listen to the Holotape, head to the marker on the map (Faneuil Hall) and you will need to take out the Super Mutant defenders first.

Once you have dealt with the outside defenders head inside the Hall, where you will battle the inside Super Mutants as you make your way up to the roof. Once you exit outside, you will make your way along the catwalks and discover what actually happened to Marty Bullfinch!

When you reach the marker - take the Gilded Grasshopper - then read the note “Food for the Grasshopper” from your Inventory.

“Shem Drowne made it, May 25, 1742.

“To my brethren and fellow grasshoppers, Fell in ye year 1753 (1755) Nov. 13, early in ye mnring by a great earthquake by my old Master above.

“Again, like to have met with Utter Ruin by Fire, by hopping Timely from my Public Station, came of the broken bones and much bruised. Cured and Fixed.

“Old Master's son Thomas Drowne June 28, 1768, and Though I will promise to Discharge my office, yet I shall vary as ye wind.

“On the banks of the Charles, where forever rests Master Shem, there on can find a life's worth.”

So there you have it - we are looking for a grave... The closest Fast Travel spot is Cabot House, so head there and then hoof it to the marker, where you will find the grave. When you dig - God I cannot believe we are grave-robbing! - that will complete the quest.

We just need to report back to the Detective Agency to wrap it up and get another case!

The Disappearing Act

After we return to the Agency we are prompted to read the file for the Earl Sterling Case. That file is on the desk in front of Nick - The client is Vadim Bobrov, and the case is a disappearance - a bartender named Earl Sterling from the Dugout has gone missing.

So first thing first, we need to get that key.. A good place to start would be with the client, right? So it is off to the Dugout to talk to Vadim - who fills you in on Earl. He gives you the key you need.

Quest

Now head to Earl's house and search it - among the flotsam you find on the floor a receipt for some surgery!

At the Center talk to Dr. Sun - and you learn that Dr. Crocker claimed that Earl vanished BEFORE he paid. That is NOT what this receipt says!

Go to the left of the doc and investigate the blood trail... We need to go into that basement - but we need to do it without anyone seeing us... But hey, that is what Stealthboys are for!

Use a Stealthboy and pick the lock, then get down and you will find Crocker! When you talk to him you figure out what the doc has done...

I opted to arrest him - you do what you want to. Doc Sun appears and you tell him what happened - just be honest - he will understand. Doc Sun takes charge and we can leave, having solved the case.

So yeah, we need to go report what has been found to Ellie... That closes the case and the quest!

That also wraps up the cases for Valentine's Detective Agency - so hey, well done you!

Using custom names for your personal weapons and armor can help prevent accidentally selling or scrapping them.

Vault 81

During your exploration to the west of Boston you will discover Vault 81 - but they will not just let you in - you have to do a deal for them. And the deal that they want is three Fusion Cores. Overseer McNamara explains that you have to work with them in order to gain access to the Vault - so three Fusion Cores? Seems cheap enough!

Delivering the Cores completes the quest and grants you access to the Vault.

Here Kitty, Kitty

When you arrived at Vault 81 a grey cat named Ashes got loose. When you meet Erin - the little girl who owns that cat - she asks you to find him for her. You agree to flag this quest.

You head outside and look for Ashes, who you tell to go home. Seriously.That advances the quest, so you need to then return and talk to Erin to complete the quest.

Hole in the Wall

When you finish the quest Here Kitty, Kitty you will learn that Erin's friend - the boy who showed you around - was bitten by a Molerat. When you go to the Clinic as requested you overhear a conversation in which Bobby the Junkie admits he is partly at fault, and then reveals the existence of a hidden Vault inside the Vault.

Follow Bobby and he will reveal the entrance - head inside and loot and kill until you find the the lab with the bot named Curie who has the serum that will cure Austin. Talk to her via the window and tell her you are authorized to release her.

Use the nearby lift and return to the Clinic where you have a choice - give the serum to them to cure Austin or keep it for yourself. If you give them the Serum part of your reward is luxury quarters here in the Vault...

The kid will die without the cure - so you do what you like but I gave him the cure :)

Vault 75

Vault 75 Admin Area

In the basement of the Malden Middle School you will find the lift going down to Vault 75. Getting on the lift flags this quest...

Your goal is to explore Vault 75 - which has been taken over by Gunners.

As you explore the Vault you will encounter a door that is secured by an access card - you need to track down the Gunner Leader to obtain that card by killing and looting him. Then you use it to reach the restricted area and you find another door protected by a different card.

You then must track down and kill the random (but marked) Gunner to obtain THAT card. Using it, you can access the second door. Note: in the room with the Gunner with the second card is the Science Bobblehead Doll on a desk.

Once you reach the Overseer's Office and use the terminal there to read its files that completes this quest.

Taking Point: Kingsport Lighthouse

Another Minuteman Assigned Settlement Establishment Quest, this one takes you to the Lighthouse at Kingspoint.

When you arrive you will find that this potential Settlement Site has been taken over by The Children of Atom, who have trapped a Glowing One in the Lighthouse top section where the carbon-arc light and Fresnel Lens is normally maintained and operated.

After you clear out the Children of Atom and the Glowing One -- if you have trouble with that look down at the fishing boat at the dock below for the last Child of Atom or two - you will then need to build and activate a Recruitment Beacon.

The Workbench is inside the base of the Lighthouse - and as is often the case with this sort of mission, when you access it to build the objects needed you will likely find most (but not ALL) of the resources that are required are already present in the Workbench. For this mission you need to build the following objects:

Recruitment Radio Beacon

  • x2 Circuitry
  • x2 Crystal
  • x6 Copper
  • x10 Steel
  • x3 Ceramic
  • x1 Rubber

Power Generator, Small

  • x2 Gear
  • x4 Steel
  • x2 Rubber
  • x1 Ceramic

Wires (to connect them)

  • x2 Copper

What we found we lacked was sufficient Rubber and Crystal - but we did not have to head back to Sanctuary - we just needed to scrap some stuff! Outside by the road are old tyres you can get the Rubber from. Inside the house in the little office alcove with the computer terminal is a small bar setup with a Crystal decanter you can get the Crystal from.

So there you go! Mischief Managed! Generator and Broadcast Tower built - signal sent!

That just leaves us needing to report back to Preston Garvey that the new Settlement is ready to go!

IF This is your Permanent Play-Through

If you have decided that The Underground Railroad is to be your faction-of-choice and so this is going to be your permanent play-through, then you will not be reloading an earlier save to do another faction, which means any upgrades and improvements that you make in the game are useful in that you WILL continue to benefit from them.

Fallout 4 Vault 75 Questions And Answers

If THAT is the case, you may want to pay attention to the following bits of advice.

What we suggest you do - to give this Settlement a better-than-equal chance of really taking off - is to do some modest housekeeping and upgrading while you are here now, within the limits of the resources that you have.

So start by removing the dead bodies from the house and lighthouse and dropping them into the sea.

Then salvage those nasty beds and build clean new ones. Preferably smaller ones so you can fit more beds in the available space upstairs. Remember for the beds to be used by Settlers they need to be indoors with a roof over them.

The Settlement has needs - these include:

  • Food (x12 which is x6 of two types)
  • Water (x2 Water Pumps down in the back yard)
  • Power (The Generator you have is find for now)
  • Defense (We suggest x5 Heavy Turrets placed strategically to protect the buildings)
  • Beds (x8 Sleeping Bags upstairs)

You should instantly attract one Settler to start - I suggest that you use them as the Caravan Link to Sanctuary. If it will not allow you to link supply lines to Sanctuary (if you already have max links there) link to The Castle as that will amount to much the same thing since it is already linked to Sanctuary anyway.

Now run some wires along the outside of the house and connect them to a new Medium-sized Generator you build behind the house and you will have provided power to the inside of the house for lights and the like. Add wall-mounted lights to the outside for added security, and then add basic furniture like a larger kitchen table and chairs for comfort and utility!

Adding some containers is probably a good idea, and then finally and even though right now you lack the Settlers to tend to them, it would be a good idea to plant a total of 12 food-producing plants. We went with x6 Corn and x6 Mutfruit - so that later when there ARE idle Settlers it is all set to just assign them to the food crops and voila! We have a properly set up basic Settlement!

When you report back to Preston Garvey that completes this quest.

Be sure to save your game after making all of this progress, right?

That is pretty much that for the outstanding cases - it is now time to resume the story and pick a faction...

How to win friends, kill Raiders and influence survivors after the nukes drop

Welcome to Polygon's guide to Fallout 4. Bethesda's expansive post-apocalyptic role-playing game will lead players down many different paths. Whatever shape your journey takes, we're happy to help steer you toward the right paths and over any troublesome hurdles.

Fallout 4 is bigger than it's ever been, thanks to Far Harbor — and our guide is, too. You can find our Far Harbor walkthrough in the table of contents below.

It's time to go underground with Fallout 4's Vault-Tec Workshop. This downloadable content allows you to build and manage your own vault, Vault 88, and comes with many new vault-related structures and items. Clean bed linens and new toilets for all!

This is also the first Workshop add-on to have quests. Run Vault-Tec approved experiments and decide what kind of Overseer you want to be. In this guide, we'll help you navigate your way through Vault-Tec Workshop.

HOW TO USE THIS GUIDE

Whatever your experience level, our Beginner's guide is a primer on how to make the most of your time during the initial hours of your playthrough. Many of our tips will be familiar to Fallout fans, but a refresher never hurts. We also touch upon the new Settlements feature of Fallout 4, which is helpful for a number of the early quests.

Speaking of which, we've organized quests based on the likely order many players might experience during their playthroughs. It assumes you're taking your time with the game rather than mainlining the story. Fallout 4 begins at an extreme corner of the map, which increases the likelihood that you'll come across many of these quests in the order we did.

The same goes for the collectibles in this guide. In a game that is rich in unique items and collectibles, we decided to focus on four categories: Magazines and Bobbleheads for their usefulness in enhancing stats, Holotapes for the occasional arcade game unlock, and Lunchboxes, given the series' history with these pieces of child-sized luggage.

You can also expect updates detailing perks and the Commonwealth's myriad locations.

Table of contents

Beginner's guide (updated)

This is where you'll find a series of tips and tricks to help the unfrozen acclimate to the post-apocalyptic future. After playing dozens upon dozens of hours of Fallout 4, we've expanded this guide with even more.

Companions Guide

Everything you need to know about the 13 friends you can make in The Wasteland — and the perks they can grant you.

Faction guide

Are you a Minuteman or part of a Brotherhood? What does the Institute stand for, and why would you sign up? Ever wanted to ride on a Railroad? Find out everything you need to know about Fallout 4's factions in this section of the guide.

Perks guide

Fallout 4 has more perks than you can shake a box of Rad-X at. We'll tell you to what's valuable and how to use them. We've also included several suggested builds, based on your play style.

13 tips for everybody

Fallout 4 is hard. These 13 tips should help.

Here's how to get unlimited adhesive in Fallout 4

You don't have to dwell in Fallout 4's wasteland for long to realize that the most valuable commodity isn't caps ... it's glue.

A guide to getting rich, getting high, and blowing everything up (without cheating)

The fastest path to riches is farming,

QUEST GUIDES

Fallout 4 is an open-world game, and you can explore the wasteland at your leisure. Though it's open-ended, Fallout 4 is filled with quests — some optional, some required — that pull you through the game. We've broken down the quests into a few categories, each of which you can navigate to below.

  • ACT 1
    • Prologue: Enjoy your normal life and family while you can.
    • Out of Time: Escape Vault 111.
    • Jewel of the Commonwealth: Meet Piper and the mayor in Diamond City.
    • Unlikely Valentine: Visit the Valentine Detective Agency.
    • Getting a Clue: More sleuthing from the Valentine Detective Agency.
    • Reunions: Trek to Fort Hagen.
  • ACT 2
    • Dangerous Minds: It's braaaaaainz!
    • The Glowing Sea: Bad for swimming, good for Geiger counters.
    • Hunter/Hunted:From MIT to CIT.
    • The Molecular Level: Beam me up, Scotty.
    • Institutionalized: Come join us.

MINUTEMEN QUESTS

  • Main Faction Quests
    • When Freedom Calls: Kill the Raiders in the Museum of Freedom.
    • Sanctuary: Learn the art of crafting.
    • Taking Independence: Seize a castle and expand your influence.
    • Old Guns: Decorate with weapons.
    • Inside Job: Build a teleporter.
    • Form Ranks: Recruit more Minutemen.
    • Defend the Castle: An Institute assault forces your hand.
    • The Nuclear Option (The Minutemen): Sneak into and defeat The Institute.
    • With Our Powers Combined: Use your settlements against The Brotherhood of Steel.
  • Radiant Quests: Recruitment
    • The First Step: Clear out the Corvega Assembly Plant.
    • Raider Troubles at Oberland Station: Kill the Raiders in Back Street Apparel.
    • Kidnapping: Rescue a settler or get out your wallet.
    • Abernathy Farm: Retribution: Coming soon …
    • Greenskins: Coming soon …
    • Clearing the Way: Coming soon …
    • Taking Point: Starlight Drive-In: Create a radio beacon.
    • Ghoul Problem: I ain't afraid of no Ghoul.
    • Rogue Courser: Find and kill a Courser.
    • Resettle Refugees: Solve a humanitarian crisis.
  • Radiant Quests: Ownership
    • Defend a Settlement: Build turrets to defend settlers.
    • Defend Artillery at a Settlement: Defend a settlement's artillery.
    • Stop the Raiding: Kill some Raiders to help your fellow settlers.
    • Kidnapped Trader: To pay or not to pay a hostage's ransom.
    • Water, Food or Power: Your workshop talents are always needed, always appreciated.
    • Suspected Synth: Find an artificial man among men.

BROTHERHOOD OF STEEL QUESTS

  • Main Faction Quests
    • Reveille: A second faction appears.
    • Fire Support: Join the shootout at the Cambridge Police Station.
    • Call to Arms: Follow Paladin Danse to ArcJet Systems.
    • Semper Invicta: Accept your first quests as an official member of the Brotherhood of Steel.
    • Shadow of Steel: Hitch a ride on an airship to get a promotion.
    • Tour of Duty: It's orientation day at the Prydwen.
    • Show No Mercy: It's time to hunt mutants.
    • From Within: Convince Dr. Li to return to the Brotherhood.
    • Outside the Wire: Slip a holotape into a terminal within the Institute.
    • Liberty Reprimed: Take the Institute down.
    • Blind Betrayal: Discover the hidden Cylon.
    • Tactical Thinking: Derail a faction, permanently.
    • Spoils of War: A radioactive roof infiltration.
    • Ad Victoriam: Maybe the easiest escort mission ever.
    • The Nuclear Option (Brotherhood of Steel): Brothers of Steel versus the artificial men.
    • A New Dawn: The war is over, but the job is far from done.
  • Miscellaneous Quests
    • The Lost Patrol: Track down three fallen recon team members.
    • Duty or Dishonor: Perform an investigation that leads to a revelation.
    • A Loose End: Say goodbye, Virgil (because maybe you're going to kill him).
    • Getting Technical: Papers, please.
    • Blood Bank: Let's hunt for blood.
    • Reactor Coolant: Coming soon …
  • Radiant Quests
    • Cleansing the Commonwealth: Eliminate the ghouls — and the Feral Ghoul Stalker.
    • Quartermastery: Get thee to the Wicked Shipping Fleet Lockup.
    • Leading By Example: Most. Adorable. Escort mission. Ever.
    • Learning Curve: A rare Fallout escort mission.
    • Feeding the Troops: Even Brotherhoods gotta eat.

INSTITUTE QUESTS

  • Main Faction Quests
    • Synth Retention: Speak to Father, kill some Synths, get a room.
    • The Battle of Bunker Hill: Track down and recover escaped Synths.
    • Mankind Redefined: Father has some big news to share.
    • Mass Fusion: A faction bridge gets burned, and we take a radiation shower.
    • Pinned: Recruit Wallace the scientist.
    • Powering Up: Say hello to the people.
    • End of the Line: Eliminate The Railroad.
    • Airship Down: Eliminate the Brotherhood and Liberty Prime.
    • Nuclear Family: Say goodbye to Father.
  • Miscellaneous Quests
    • Building a Better Crop: Deliver some genetically modified seeds and learn the truth about Roger.
    • Plugging a Leak: Solve a mystery within The Institute.
    • A House Divided: Some scientists don't like you. Maybe kill them. Maybe don't.
    • Banished from The Institute: Sever your ties.
  • Radiant Quests
    • Pest Control: Kill some Ghouls for Dr. Binet.
    • Hypothesis: Kill a Super Mutant for Dr. Holdren.
    • Appropriation: Dr. Watson wants some blueprints. The Brotherhood of Steel has them. Fix that.
    • Reclamation: Find and tag a Synth for Dr. Secord.
    • Political Leanings: Retrieve a report for Dr. Ayo.

RAILROAD QUESTS

  • Main Faction Quests
    • Road to Freedom: At journey's end, follow freedom's lantern.
    • Tradecraft: Meet Deacon on the Old Highway for an adventure.
    • Underground Undercover: An Institute insider aids the Railroad's cause.
    • Burning Cover: The Railroad passes the torch to The Minutemen.
    • Operation Ticonderoga: Check on a safehouse for Desdemona.
    • Precipice of War: Nothing is sacred as the Brotherhood invades the church.
    • Rockets' Red Glare: The next step in turning the tables.
    • The Nuclear Option (The Railroad): The Railroad's main mission and purpose reaches its conclusion.
  • Miscellaneous Quests
    • Boston After Dark: Escort H2-22 for Old Man Stockton, meet High Rise, and prove your worth to Dr.Carrington.
    • Memory Interrupted: Visit the Memory Den for P.A.M.
  • Radiant Quests
    • Butcher's Bill 1: Check on the Augusta Safehouse.
    • Butcher's Bill 2:Check on the status of Agent Blackbird.
    • Mercer Safehouse: Kill hostiles, secure turrets.
    • Jackpot: Visit the Mutant-inhabited Medford Memorial Hospital.
    • Concierge: Eliminate the hostiles.
    • Weathervane: A favor way high up.
    • Randolph Safehouse: Do a favor for Drummer Boy.
    • Variable Removal: Take out a Counselor for P.A.M.
    • To the Mattresses: Lucky Tatum sleeps with the fishes.
    • Lost Soul: Save a Synth.
    • A Clean Equation: Tie up the remaining Steel loose ends.
    • High Ground: Go vertibird hunting.

SIDE QUESTS

  • Returning the Favor: Return something precious.
  • Pull the Plug: Mario's not the only video game plumber.
  • Story of the Century: Conduct an interview.
  • Benign Intervention: A partner comes clean, goes clean
  • The Big Dig: Explore a tunnel and meet Bobbi No-Nose, Mel and Fahrenheit.
  • Confidence Man: Convince Travis the DJ that he's good enough, smart enough and people like him.
  • Curtain Call: Help a DJ, get a companion.
  • Miscellaneous: Detective Case Files
    • The Disappearing Act: Investigate Earl Sterling's disappearance.
    • The Gilded Grasshopper: Shem Drowne's grave beckons.
    • Long Time Coming: Solve a 200-year-old cold case.
  • Diamond City Blues: Follow a marital spat to a chem lab.
  • The Devil's Due: Make like an eggcellent errand boy.
  • Emergent Behavior: From one body to another
  • Here There Be Monsters: What you get when you cross a kid with a sea monster with a Chinese submarine with Captain Zao with an ICBM.
  • Human Error: Caravan CSI
  • Kid in a Fridge: The one with the kid in the refrigerator.
  • Last Voyage of the U.S.S. Constitution: Get a ship airborne ... or don't.
  • Long Road Ahead: A road to a cure and a MacCready
  • Cabot House quests
    • Special Delivery: Find serum for Jack Cabot, an unusual benefactor.
    • Emogene Takes a Lover: Girl meets cult.
    • The Secret of Cabot House: Quell an uprising at the asylum housing Lorenzo Cabot
  • The Silver Shroud: Become the hero.
  • Vault 81 and Hole in the Wall: Complete two quests in one to help a prosperous vault and a sick child.

COLLECTIBLES GUIDES

Bethesda sprinkled Fallout 4 with a light dusting of collectibles, many of which will make your character stronger, while o let you play games. Also, there are lunchboxes. These guides will help you catch 'em all find every one of them.

Far Harbor guide

Far Harbor brings a new, story-based component to to Fallout 4, and we bring you a guide.

Main quests

Acadia quests

Fallout 4 Vault 75 Quest

Children of Atom quests

Far Harbor quests

Fallout 4 Vault 75 Card

Miscellaneous quests