Anyone who has been involved in the gaming world knows that one of the industry’s biggest franchises is none other than Fallout. The franchise explores an alternate reality of our own world, in which pop culture and everyday♓ life never advanced past the era of the🃏 40s and 50s, but technology surpassed us long ago to the point that robots, power armor, and destruction are par for the course.
In this reality, a war broke out, and the world as we know it was bathed in fallout. In the wake of the war, the survivors both on the surface and in the underground bunkers known as Vaults emerged to rebuild some semblance of a society. This is the franchise that has captured the hearts and minds of gamers everywhere. Heck, we’ve covered this game several times over the last couple of years. You can find a couple of my articles on the game here and here.
Yet despite all of the love and admiration, the gamers have given this game and even the major fandom that has grown in response to it, there are several missions or quests in this franchise that are not so great. Particularly in the most recent release in the franchise, Fallout 4. Today we are going to dive head first into some of the most pointless, unrewarding quests in the game. These are the 25 quests that everyone does in Fallout 4 even though they have the absolute worst and pointl⭕ess rewards. En♋joy…
25 ⛎ Best Left Forgotten: Travel Inside A Synth's Head ... Get 500 XP
This first completely useless and unnecessary quest can be found in the Fallout 4 DLC Far Harbor.
While in this coastal town, you come across a major synth related quest featuring the Synth leader DiMA and lost memorie♒s within his mind.
You must travel inside the synth’s head m💫uch like you do for Nick Valentine and Kellog’s memory implant, but you are given very little direction to accomplishing this goal and your only reward is 500 XP.
24 The Great Hunt: A Fearsome Beast ♏Turns Out To Be A Mirelur🃏k... Real Intimating
A part of the side quests found in the Far Harbor DLC, you are told by The Mariner that a fearsome beast that has sunk several ships along the coast roams the waters and small island near Far Harbor. The harbor’s leader Avery warns you that it’s 🌊only a myth and dangerous to put yourself at risk, but you can join The Mariner in their hunt for the monster. How♏ever, upon arriving at the island you find the monster is nothing more than a miniature Mirelurk, with glowing red eyes. It’s a complete waste of time.
23 Kid In Fridge: Find A Kid Whose Be🍰en Missing For 200 Years... Get Some Caps (And Karma, I Guess)
Near thꦆe south of University Point, you’ll hear a faint call from someone nearby asking for help. You’ll find a locked fridge, whereupon opening it you’ll find a little ghoul boy who survived the bombs falling over 200 years earlier.
He’ll ask for help finding his parents, and you’ll have to take him to the outskirts of Quincy, where you’ll reunite him with his ghoul parents.
H📖owever local raiders will start harassing the family, so you’ll have quite a powerful fight against these seꦬasoned raiders. For all your trouble, you’ll only gain a few caps. Perhaps some good karma personally as well, but nothing to help in your other quests.
22 ꦿ Order Up: Save Diner — The Merchant Abandons It And Join Your Settlement 𝄹
A random encounter at Drumlin Diner will showcase a standoff between a mother/son diner owner pair and two raiders and chem dealers. You’ll have to decide whether to ignore the confrontation, help the chem dealers get their money or end the lives of the chem dealers and save the family inside. You can also make a💖 compromise with the right charisma. For all of your trouble, however, you’ll only get a few caps and a new merchant to work with.
21 Devil's Due: Rumors Of A Haunted Mansion — Tur💞n🌠s Out It's Just A Deathclaw
Upon learning of the🌺 Museum of Witchcraft from random conversations in Diamond City, you’ll find bodies strewn about the museum groundsꦿ.
Upon finding an open entrance, you’ll discover a horror-filled setting.
The Museum itself is filled with bodies, tight corridors, and monstrous howls building the tensions around you. It seems prime for a scary confrontation, but the beast waiting inside is none other than an o꧟rdinary Deathclaw, the beasts roaming the wasteland anyway. Quite the let down.
20 ꦰMinutemen Settlement Quests: Needy Settlers And Little XP
One thing that is a constant in the game is the amount of help the Minutemen need. Being made their general by the surviving soldier Presto🉐n Garvey, you’re constantly being bombarded with quests by him. While some are cool, like retaking the Minutemen fort The Castle, you mostly have to go around helping various settlements. You’ll have to rescue settlers who were taken, end threats to the settlements and find and build new settlements. Worst of all these quests can pop up at random times, and if you don’t get there in a certain amount of time you fail the quest. It’s quite annoying.
19 Sanctuary: Rebuild Your Home With Zero 🌺Help
One of the first tasks that is actually something you have to do throughout all the game is to rebuild your home neighborhood from bef🐼ore the war.
Called Sanctuary now, you have to help Preston and his group of survivors make it a home.
You’re constan🐲tly having to get rid of debris, build homes, resources, defenses, and no one in the settlement can do anything until you assign them. Once in a while, it would j🎀ust be nice if the NPC’s took the initiative to assign themselves a task while you are away, rather than starve to death even though a field of corn is right next to them.
18 ꦺ Lynn Woods Siren: Lots Of Enemies, ෴Zero Rewards.
Near the Lynn Woods raider c🎀amps, you will find a massive tower. If y𒈔ou decide to scale that tower, you’ll find it empty except for one lone button to push. If you are curious and push that button, a loud horn will sound, attracting two powerful Deathclaws and waking up the raider camps nearby. You’ll have to fight for your life against these monsters and the raider army below, and you’ll get no reward for all your trouble.
17 The Sight: Sad Ending For Pointless Visions 🦂
This quest refers to the visions Mama Murphy receives if you supply her with Jet, a chem ꦬused in the game.
If you do this throughout the game she will give you up to five visions, (aꦉll dependent on the path you choose in the game),൲ and then she will sadly pass away from the chem use.
However doing this not only ends this elderly woman’s life, but the “visions” are all things you will find out for yourself anyway if you just play the main missions of🐠 the game, and so a waste of your time and an unnecessary end for this character.
16 Feedin♈g The Troops: Steal Food For 100 XP? Really?🐓
When you are aligned 🔯with or working with the Brotherhood of Steel, you can speak with Proctor Teagan and ask if he has anything he needs from you. He’ll direct you to go to a specified settlement and ask for all of their food supplies, and to acquire them by any means necessary. This means either convincing the settlement or eliminating the settlers and claiming it for the Brotherhood. For all this trouble you’ll receive 100 XP.