Part of what makes Fallout 4 a great game to replay multiple times is the ability to join different factions that will all have different quests to do, just like some other Fallout games. For many of these factions, players have to choose who they will support, as working with certain factions will make others hostile towards the player.
All the factions have different quests, resources, and characters that might make players want to join them. For those that want to know what adventures they could have with each faction, these are the best faction quests.
10 The Battle Of Bunker Hill (The Institute)
Technically, this is an Institute quest, but it's a defining moment to choose the Institute or other factions. For this quest, Father, the leader of the Institute (and the survivor's son), will tell the player to reset and bring back some synths that ran away to Bunker Hill.
The player can choose to follow Father's orders, or they can talk to other faction leaders and get different orders that will side with them. The only exception to this is the Minutemen, who aren't involved in this fight. This is a point-of-no-return for most factions, as the choice of who the player sides with determines who they fight in this battle.
9 Call To Arms (Brotherhood Of Steel)
This will be the first time that players can travel and fight with Paladin Danse, so they'll be able to get a feel for whether or not he'd be a good companion later on. The quest asks players to follow Paladin Danse to an abandoned building to get a Deep Range Transmitter for the Brotherhood of Steel.
There will be quite a few security measures active in the building, but there's also lots of great loot to get. Players can find magazines and some heavy weaponry, including a Fat Man and a Junk Jet. They also get a cool weapon for completing the quest.
8 Show No Mercy (Brotherhood Of Steel)
After players meet many of the members of the Brotherhood of Steel on the Prydwen airship, the leader, Elder Maxson, wants players to jump into action. He tells the player that they're about to attack Super Mutants that have taken over Fort Strong.
This might just seem like any other fight with Super Mutants, but the main difference is that this time, players can use the minigun on a Vertibird, and they will even take down a Super Mutant Behemoth. Players will eventually have to go inside the fort, where they can also get a lot of gear from the fort's armory.
7 Ad Victoriam (Brotherhood Of Steel)
While it's pretty cool to repair Liberty Prime in the quest Liberty Reprimed, especially for fans who remember Liberty Prime from Fallout 3, Ad Victoriam lets players see Liberty Prime in action.
It's quite a sight to see this giant robot marching around Boston, and it can handle most of the battles even when players are supposed to defend them. It's also a quest that might be satisfying for players that don't like the Institute, since Liberty Prime destroys lots of their resources and lets the player and the Brotherhood get in without teleporting.
6 Tradecraft (The Railroad)
This is a good quest to get an impression of what working with the Railroad will be like. Lots of their missions involve stealth (whether they work out that way or not), so this is a pretty easy way to see if this faction is for the player or not.
A Railroad member named Deacon will ask players to prove that they are Railroad material by taking them to their old base. This quest can be a fun way to hear some funny voice lines from Deacon, and players can also get an upper hand if they pass speech checks with his friend Ricky Dalton. When players complete the mission, they can loot lots of magazines and aid items, they'll earn a unique gun, and they'll get Deacon as a companion.
5 Rockets' Red Glare (The Railroad)
Deacon and the player will take a Vertibird after the Brotherhood of Steel attacks the Railroad, and they'll fly it to the Prydwen to blow it out of the sky. This quest can be difficult since the Brotherhood has lots of heavy armor and weapons, but players can get through it a bit easier if they are dressed like a Brotherhood member.
Even if the fights are hard, the loot can be worth it, since players can get lots of useful items on the ship, and they can even take Elder Maxson's laser gatling gun. Just be sure to loot as much as possible before blowing up the airship.
4 When Freedom Calls (The Minutemen)
Once players reach Concord near the beginning of the game, they can go into the museum and help Preston Garvey fight against Raiders. It's simple enough, and the Museum has lots of good loot, including a bobblehead.
When players get to the roof to attack more enemies, they can also use a suit of power armor and a minigun, which will help when they have to take out a Deathclaw a few minutes later. Not only is this a fairly easy quest to do, but it's a great way to get helpful loot early on in the game.
3 Sanctuary (The Minutemen)
This quest doesn't involve any fighting, but it's still a valuable quest to experience since it will teach players how to build settlements. All that players have to do is go back to Sanctuary where the main character used to live, and they can ask Sturges about what needs to be done around the settlement.
Sturges will ask the player for help with doing things like building beds for everyone, putting up defenses, planting crops for food, and building a water purifier. It's a simple mission, but it can be a great lesson for players who might want to add to the settlement or build new settlements later on.
2 Taking Independence (The Minutemen)
Who wouldn't want to live in a castle? The Minutemen sure do, and the player can help them move back into the fort that they used to control. Players have to clear out any eggs, leading them to fight the queen that laid those eggs as well.
Once all enemies are cleared out, players can help the Minutemen set up a radio transmitter so more people might come and join the cause. Players can now build in the Castle as well, and it's a great place to explore different areas for any loot that had been left behind.
1 The Nuclear Option (The Minutemen)
Every faction that isn't the Institute will have a quest to finish that will be called The Nuclear Option that involves destroying the Institute from within. However, the Minutemen version of this quest feels like it has a bit more emotion to it than other versions of it at times.
One point of note (which also happens in the Railroad version) is that players find the synth child version of Shaun. He will beg the player to take him with them, and the player can either refuse or say that he can come and he will be cared for by Sturges. It's a good, full-circle moment since players had been chasing down Shaun for so long, even though this boy turned out to not be the real Shaun.
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