Fallout: The Traveler/Quests

This page lists all quests in Fallout: The Traveler.

Background
Fallout: The Traveler includes a wide selection of main quests, faction quests, side quests, companion quests and radiant quests. After the completion of the first main quest line (that is finding and defeating Liberty and heading to the City of Halcyon), the Traveler must choose one faction to be loyal to in order to open their main quest arc. As you follow the main quest arc for a single faction alongside their own Faction quests, the quests for the other factions (with the exception of Yes Man quests) will fail as you gain infamy for siding against them when you progress through the quests for whichever faction you side with. The point at which you fail the other factions' quests varies depending on your actions and quests already completed. Once you side with a faction you can change to another faction's quest arc, only if you have not progressed down the preceding faction's quests to the point that you fail the other quest arcs from gaining infamy. In some situations, this can be delayed (or even accelerated) or make a truce with other factions with certain actions or certain dialogue choices.

Some people may require completing another quest before they will assist you. You can check your Paimon-Pip for dependencies.

The game does not end after the battle of Halcyon or nuking one of the major factions in the Yes Man/Independent Traveler path. Instead, it continues with new post-story content, while the outcomes of the main quests have a visible impact on the world. If The Last Road DLC installed, completed most of the story DLCs, and killing Arlecchino in the base game, the Traveler gets an "invitation" note from Dainsleif/Nora/Narg/Isadora/Lucy (depending on the completion of the main game under a faction loyal to) to travel to the Monarch Battlezone at anytime they want to or not following the Traveler's encounters with the Fatui Enclave.

Main Quests
Note: you can skip the entire story-line of Finding The Trail and head straight to find Liberty to complete the quest and initiate "Duel! The Traveler vs. the Patriarch".

Main Quest Arcs
For these quests you must choose one faction to be loyal to. As you follow the main quest arc for a single faction alongside their own Faction quests, the quests for the other factions (with the exception of Yes Man quests) will fail as you gain infamy for siding against them when you progress through the quests for whichever faction you side with. The point at which you fail the other factions' quests varies depending on your actions and quests already completed. Once you side with a faction you can change to another faction's quest arc, only if you have not progressed down the preceding faction's quests to the point that you fail the other quest arcs from gaining infamy. In some situations, this can be delayed (or even accelerated) or make a truce with other factions with certain actions or certain dialogue choices.

For more information on the scenarios surrounding the game end quests see Fallout: The Traveler endings.

Faction Quests
The quests that are not part of the Main quests and most do not contribute to the main storyline. Though the actions of those may effect in each major faction's own main quest arcs or minor faction quests (i.e One of the Traveler's actions in each of the Faction Quests are required to gain a truce with other minor or major faction). Note that faction quests will not be able to be completed if you have a low reputation with the associated faction.

Faction Warning Quests
Based off the warning quests "Don't Tread on the Bear" and "Beware the Wrath of Caesar" from New Vegas. Warning quests are triggered at certain points of the faction's main quests in Act IV. Warning quests fails when any of the Main Faction's Act IV "Turning Point Quests" starts.

Side Quests
These quests are not affiliated with any main and minor faction and some may affilate with Town Factions, which can earn reputation.

Companion Quests
Companion Quests consist primarily of chapters related to the background and personalities of each playable character or alternatively Event Quest lines. Hangout Events belong to this category of quests.

Tasks
Tasks are basically the Miscellaneous quests from Fallout 4.

Commissions
Commissions are type of side quests that are made exclusively to the Immersion mode. For more information, see here

Radiant Quests
The game also includes a radiant quest system, unlike in Fallout 4 where it was simple fetch or kill and return quests, The Traveler's radiant quests are more like sidehustle or jobs for roleplaying purposes. These radiant quests use randomized characters, hostile encounters, locations, dialogue and other elements and often can be repeated infinitely. Rewards are depending on the level (i.e the higher level of the Traveler gains more XP and Caps than usual). Acquiring Radiant Quests can be found from job boards, terminals and sometimes, certain NPCs such as Katheryne from the Adventurer's Guild, which located in almost every settlement in the Wasteland. Each job board/terminal represents the settlement it is located in, each one offers a different selection of quests with objectives based on the settlement's relations to other factions. Some Radiant Quests are unique to others, such as the Caravan Guard Duty, exclusive to Crimson Caravan.

Trivia

 * Most of the main quests, faction quests and sidequests are named after the update names and Archon Quests of Genshin Impact.
 * The Yes Man questline is the only main quest arc that you can choose use a nuke or not at the end like in Fallout 76.