Fallout: The Traveler/Quests

This page lists all quests in Fallout: The Traveler.

Background
The game includes main quests, faction quests, side quests, companion quests, radiant quests and Comissions

The game does not end after the battle of Halcyon. Instead, it continues with new post-story content, while the outcomes of the main quests have a visible impact on the world.

Act II
Note: you can skip some certain quests depending on your actions.

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

Act IV
For these Main quests after Act III 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, though the actions of those may effect in the main quests (some Faction Quests are required to gain a truce with other 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.

Comissions
Commissions are daily quests players can complete for rewards, but some have a unique story tied to them and have specific requirements.

Radiant Quests
The game also includes a radiant quest system. These radiant quests use randomized characters, 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)

Trivia

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