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Hypothesis  is a Quest  for Fallout 4 . Speak to Dr. Holdren at BioScience and agree to his request for a tissue sample from a Super Mutant. Your target is the tagged enemy in the location, the rest of the mutants are optional kills.

Speak to Clayton

How to Unlock Hypothesis Quest in Fallout 4

  • Speak to Dr. Holdren at BioScience and agree to his request for a tissue sample from a  Super Mutant

Fallout 4 Hypothesis Quest Notes & Tips

Notes, Tips, and other helpful information for this quest are indicated in this section.

  • Notes, Tips, and others go here.
  • All Platforms:

Fallout 4 Hypothesis Quest Walkthrough

Rad%20Resist

Fallout 4 Hypothesis Quest Objectives

  • Collect a flesh sample
  • Take the flesh sample to  Clayton Holdren

Hypothesis Quest Rewards in Fallout 4

Quest Complete - Hypothesis Fallout 4 Rewards:

  • Pre-War Money 10x

hypothesis fallout 4

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Fallout 4: main story and side quest checklist

Fallout 4 is huge. Let's make sure we see and do all the essentials.

fallout_4

With Fallout 4 back thanks to the new VR version, we wanted to make sure that new players are up to speed on all the main story missions and side quests as part of a general refresh to our Fallout 4 guide .

Fallout 4's Commonwealth is pretty big, but more importantly it's extremely dense. There's so much to see and do, and plenty of it doesn't even register in your quest log. The least we can do is put together a checklist of the game's main content, so you've got some idea of what's out there and how far along you are.

Below you'll find a list of main story quests, provided by factions and companions, as well as the most important side quests. We've also included a few notes on how to find these quests where appropriate.

This is a far from comprehensive list of what's available in Fallout 4; think of it as a map pointing you to the key branches of what's on offer.

Fallout 4 Main quest path

  • Out of Time - Initial quest
  • When Freedom Calls - Completion leads into Minutemen quests
  • Jewel of the Commonwealth - Initiated before completing previous quest
  • Unlikely Valentine
  • Getting A Clue
  • Dangerous Minds
  • The Glowing Sea
  • Hunter/Hunted
  • The Molecular Level
  • Institutionalised

At this point the main quest can go in one of four directions, depending on which factions you've been working with, which faction you chose to help you with The Molecular Level, and whether you choose to continue in your current allegiance or switch sides. You'll notice three of the faction questlines contain one quest with the same name; you can't please everyone, and you will end up p**sing off one side or another, no matter what you do. See our how to get the best ending guide for further information - and spoilers.

Minutemen and base building quest path

The Minutemen are all about settling the Commonwealth peacefully. Somehow this involves a lot of shooting? Preston is your best friend here.

  • Sanctuary - Talk to Sturges to begin this tutorial quest
  • The First Step
  • Taking Independence
  • Defend the Castle
  • The Nuclear Option
  • With Our Powers Combined
  • Returning the Favour - Pick up at Abernathy Farm
  • Rogue Courser - Only available after main quest is complete
  • Taking Point: [settlement] (repeats)
  • Raider Troubles at [settlement] (repeats)
  • Ghoul Problem at [settlement] (repeats)
  • Kidnapping: [settlement] (repeats)
  • Greenskins: [settlement] (repeats)
  • Clearing the Way: [settlement] (repeats)
  • Resettle Refugees: [settlement] (repeats)
  • Defend [settlement] (repeats)
  • Defend Artillery at [settlement] (repeats)
  • Stop the Raiding [settlement] (repeats)
  • Resources (water, food or power) at [settlement] (repeats)
  • Suspected Synth [settlement] (repeats)

Brotherhood of Steel quest path

Big armored blokes are always worth chumming up to, and the Brotherhood are the biggest of the lot.

  • Reveille - triggers at the start of Act 2 if you have not previously encountered the Brotherhood
  • Fire Support - Granted by picking up military radio frequency AF95 near Cambridge
  • Call to Arms
  • Semper Invicta
  • Shadow of Steel
  • Tour of Duty
  • Show No Mercy
  • From Within
  • Outside the Wire
  • Liberty Reprimed
  • Blind Betrayal
  • Tactical Thinking
  • Spoils of War
  • Ad Victoriam
  • The Lost Patrol
  • A Loose End
  • Duty or Dishonor
  • Reactor Coolant
  • Getting Technical
  • Learning Curve (repeats)
  • Cleansing the Commonwealth (repeats)
  • Feeding the Troops (repeats)
  • Quartermastery (repeats)
  • Leading by Example (repeats)

The Railroad quest path

Sympathetic to synthetics? The railroad is the place for you.

  • Road to Freedom - Granted after listening to a conversation outside Nick Valentine's office - Follow the red line on the ground to the Old North Church. The password is "Railroad"
  • Underground Undercover
  • Operation Ticonderoga
  • Precipice of War
  • Rockets Red Glare
  • Burning Cover
  • Memory Interrupted
  • Boston After Dark
  • High Ground
  • Mercer Safehouse
  • Randolphe Safehouse
  • Weathervane
  • Butcher's Bill 1
  • Butcher's Bill 2
  • Variable Removal
  • To the Mattresses
  • A Clean Equation

The Institute quest path

Optionally kicks off at the end of Act 2 of the main quest - if you choose to get involved.

  • Synth retention
  • Battle of Bunker Hill
  • Mankind Redefined
  • Mass Fusion
  • Powering Up
  • End of the Line
  • Airship dawn
  • Nuclear Family
  • Building a Better Crop
  • Plugging a leak
  • A House Divided
  • Pest Control (repeats)
  • Hypothesis (repeats)
  • Appropriation (repeats)
  • Reclamation (repeats)
  • Political Leanings (repeats)

Companion quests

You'll recruit most of your companions in the main story or faction quest lines. We'll list exceptions here as we find them.

  • Story of the Century Piper recruitment. Granted on arrival at Diamond City.
  • Curtain Call Strong recruitment. Granted when investigating Trinity Tower.
  • Benign Intervention Cait's loyalty mission. Granted once you reach medium loyalty.
  • Emergent Behavior Curie's loyalty mission.
  • Long Road Ahead MacCready's loyalty mission.

Private detective cases

A unique quest chain accessible from files in Nick Valentine's office, one after another; talk to Nick and Ellie for more information.

  • The Disappearing Act
  • The Gilded Grasshopper Collect the folder then listen to Marty's holotape to initiate.
  • Long Time Coming Nick Valentine's loyalty quest

Major side quests

These are the big quests we think you should go out of your way to see, either because they're extra inetresting or rewarding in some way.

  • Confidence Man Speak to Vadim at the Dugout Inn in Diamond City.
  • Diamond City Blues Speak to Darcy or Henry at the Colonial Taphouse in Diamond City.
  • The Secret of Cabot House Quest chain. Speak to Edward Deegan at Diamond City Markets.
  • The Silver Shroud Speak to Kent Conolly in the Memory Den in Goodneighbour.
  • The Big Dig Speak to Bobbi No-Nose in a back alley in Goodneighbour.
  • Here there be Monsters Speak to Donny on the docks near the Shamrock Hotel in Boston.
  • Last Voyage of the USS Constitution Speak to Lookout, a Mr Handy robot found in Charlestown.
  • Human Error Visit Covenant, a settlement in the mid north.
  • The Devil's Due Look for a holotape in a side yard of the Witchcraft Museum in Salem.
  • Kid in a Fridge Follow the voice south of University Point.
  • Vault 81 / Hole in the Wall Find Vault 81 in the west of the map.

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Welcome to Polygon's Fallout 4 guide and walkthrough . 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.

Whatever your experience level, our Beginner’s guide and Fallout 4 tips pages are useful primers 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.

Fallout 4 walkthrough and 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 organized these 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.

  • 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.
  • 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.

Faction and optional quests

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.
  • Greenskins : Kill Mutants for Mutants.
  • Clearing the Way : Kill ‘em all to make room for a new settlement.
  • 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

  • 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

  • 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.
  • 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.
  • 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

  • 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.
  • 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.
  • 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.

System and feature explainers

This is where you’ll find a series of tips and tricks to help the unfrozen acclimate to the post-apocalyptic future.

  • All Companions and romance options
  • Beginner’s guide
  • All factions and how to join them
  • The best perks for you
  • 13 Fallout 4 tips for everybody
  • Vault-Tec Workshop
  • How to get unlimited adhesive
  • How to get rich / farming guide
  • Holotape locations

Far Harbour

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

Main quests

  • Far from Home
  • Walk in the Park
  • Where you belong
  • Visions in the Fog
  • Best Left Forgotten
  • The Way Life Should Be
  • Cleansing the Land / Reformation
  • Close to Home

Acadia quests

  • Acadian Ideals
  • Data Recovery
  • The Arrival

Children of Atom quests

  • What Atom Requires
  • The Trial of Brother Devin
  • The Heretic

Far Harbour quests

  • Living on the Edge
  • Hull Breach
  • Safe Passage
  • Rite of Passage
  • The Changing Tide
  • The Hold Out
  • Turn Back the Fog
  • Hull Breach 2

Misc quests

  • Talk to KYE 1.1
  • Find the Marine Combat Armor Shipments
  • Shipbreaker
  • Trapper Attack on Dalton Farm
  • Inform Factions of Acadia’s Existence
  • All companions and romance
  • All factions
  • PlayStation 3
  • PlayStation 4
  • PlayStation 5
  • Xbox Series
  • More Systems

Help with the Hypothesis radiant quest? Is this a bug?

Playstation 4 pc playstation 5 xbox series x xbox one pc, fallout 4 (playstation 4).

  • I collared a Super Mutant Overlord at Wilson Atomatoys Corporate HQ as apart of one of Mason's radiant quests of Nuka World. However, I also had Clayton's Institute quest for Super Mutant tissue samples in my quest log which was for the same location. Right now, my quest marker takes me to the Nuka World Market, but the Super Mutant Overlord isn't even there. I also can't talk to Clayton to drop the quest for another radiant quest. Dialogue irrelevant to the quest pops up. Is this a bug and are there any possible fixes on the PS4? PorterGage - 7 years ago - report
  • Yes Radiant quests can bug out. You can try and become hostile to the institute to fail all institute affiliated quests associated with them. This will clear your quest list and maybe fix your issue? Note this will make you enemies of the institute so dismiss X6-88 back to the institute otherwise if he was at a settlement he will be hostile and attack everyone. ILoveTrackbikes - 3 years ago - report 0   0

More Questions from This Game

  • Fallout 4 quest bug or what? Side Quest PC 2 answers
  • I can't get the quest for "the big dig" in fallout 4? Tech Support PS4 3 answers
  • How do you fix it when the underground undercover quest glitches? General XONE 2 answers
  • how do I get rid of quest items and keys that I can't drop? Side Quest XONE 1 answer
  • Is there any other way of joining the brotherhood except for the paladin danse quest? Side Quest PS4 1 answer

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An image of the teleporter from Fallout 4

Fallout 4 Underground Undercover quest guide – How to initiate the Synth rebellion 

Image of Antonia Haynes

Underground Undercover is a main quest in the Railroad faction storyline in Fallout 4 , and it involves helping the Synths within the Institute stage a rebellion and escape.

There are a lot of steps to this quest, so we will be looking at what you need to do to complete this Fallout 4 mission and claim your reward.

Underground Undercover Fallout 4 quest guide

1) speak to desdemona before you teleport to the institute, 2) upload the holotape , 3) meet up with patriot, 4) file your mission report on p.a.m.’s terminal, 5) go to cambridge polymer labs, 6) complete the research project, 7) return to railroad hq, 8) go to the institute, 9) kill the guards, 10) keep helping father, 11) speak with z1-14 for the last time, 12) warn the railroad.

An in game screenshot of Desdemona from Fallout 4.

The quest begins when you have done all the work necessary to create the teleporting device to enter the Institute. Desdemona will tell you about Patriot , the Railroad’s person inside the Institute who has been helping the Railroad get Synths out of the organization.

Talk to Tinker Tom , and he’ll give you an encoded holotape that can be uploaded to any terminal in the Institute to contact Patriot. Once you have obtained it, step onto the teleporter pedestal to transport to the Institute.

An in game screenshot of a terminal from Fallout 4.

Interact with any Institute terminal and load in the holotape called “Network Scanner.”  You’ll then receive a message from Patriot and a marker on your Pip-Boy will direct you to an in-person meeting with Patriot in the maintenance room in the Advanced Systems area .

An in game screenshot of Liam from Fallout 4.

Patriot’s real name is Liam Binet . He’ll lead you to his Synth accomplice, Z1-14 . They will formulate a plan to rescue 13 Synths , but you’ll need a Pre-War username and password to bypass the security. Liam asks you to discuss the issue with the Railroad; you can then leave the Institute and return to the Railroad HQ.

An in game screenshot of P.A.M from Fallout 4.

At Railroad HQ, speak to Desdemona. She’ll direct you to the modified Assaultron P.A.M. and her terminal to input a report . P.A.M will then direct you to Cambridge Polymer Labs and the login details of a worker there, Wilfred Bergman .

An in game screenshot of Cambridge Polymer Labs from Fallout 4.

To start your search for Bergman’s login credentials, go to the Cambridge Polymer Labs laboratory area. The terminal you need is on the second floor . The room is locked with an Expert-level terminal . If you can, hack it (you can use Nick Valentine if he’s your current companion).

If you don’t have Nick or can’t hack Expert terminals, go into the opposite room on the second floor where you’ll find a collapsed ceiling that acts as a ramp, allowing you to get into a space in the roof. Walk through the roof space until you can go no further and jump down through a hole beneath you.

An in game screenshot of a terminal from Fallout 4.

You’ll need to complete a research project side quest in the labs if you want to get out of the building, as a robot called Molly has locked the exits.

In the main work area of the labs, there’s a terminal with two slots on one side and one slot on the other side. You’ll need to find the correct two chemical agents and one isotope. You need lithium hydride (sample 3111) and gold (sample 611). The chemical agents aren’t too hard to spot, as they are in silver canisters.

The gold sample can be found in the same room as Bergman’s terminal, whereas the other sample is on the floor below. The isotope you need— U-238 — is in an irradiated area that needs to be unlocked with a terminal. The Isotope Containment terminal is on the same floor as sample 3111, in the room next door. When this is done, head into the irradiated area to pick up the U-238 (the room is found to the right of the stairs you initially went up). Pop some Rad-X and have RadAway to hand before you head in.

Go to the terminal and insert the collected canisters on the left and the isotope on the right. You’ll earn the Piezonucleic Power Armor Chest, and Molly will let you out of the Clean Room so you can exit the building.

Head back to Railroad HQ and speak with Desdemona. She’s concocting a bigger plan: She wants to try and free every Synth in the Institute . Desdemona wants you to cut Liam loose once you give him the password and work solely with his Synth accomplice Z1-14.

An in game screenshot of Z1-14 from Fallout 4.

Fast travel back to the Institute and give Liam the password or speak to Z1-14. You need to do both, so order doesn’t matter. Z1-14 will agree to Desdemona’s plan, but he needs time to organize the Synths. You’ll be instructed to wait for 24 hours before speaking to him again. Choose a seat and press the prompted button to wait .

Once you have waited, speak to Z1-14 again, and he will confirm enough Synths are willing to get in on the plan. The main issue now is the group is unarmed . Z1-14 has a plan to take out some Institute guards and stage the deaths so the Synths can take their weapons. Since the Synths are yet to be armed, you’ll need to go down to the tunnels and take out the guards.

You can also go to the room opposite where you met Liam and transfer any weapons you want into a locke r to aid with the Synth rebellion.

An in game screenshot of the player fighting Synths from Fallout 4.

Follow the Pip-Boy marker to find the elevator to take you down to the tunnels. Take out the guards and return to Z1-14.

An in game screenshot of Father from Fallout 4.

Z1-14 will tell you to keep helping Father so suspicions aren’t raised. You’ll need to complete the Institute quest line up to the “Powering Up” quest ; the final Institute mission. When you get to this mission, you’ll be tasked by Father to eliminate the Railroad.

You’ll be prompted to speak with Z1-14 a final time, and he’ll tell you the Brotherhood of Steel has found the Railroad and is planning an attack. He asks you to warn the Railroad (it’s not a timed task, so don’t worry if you want to finish other missions first), so head to the HQ and speak to Desdemona .

When you have warned the Railroad, the final quest of the game will begin, and you’ll have locked in your allegiance with the Railroad . The Underground Undercover quest will be complete, and you’ll be rewarded with the Railway rifle weapon.

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10 weirdest & strangest fallout 4 side quests that you may have missed.

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How To Get Every Ending In Fallout 4

Every major fallout 4 faction, ranked, 10 harsh realities of playing fallout 4.

  • Fallout 4 's side quests offer a mix of lighthearted, serious, and downright weird adventures to keep players entertained.
  • From eerie environments to unsettling discoveries, these quests can leave a lasting impression on the Sole Survivor.
  • Whether exploring a strange wedding, meeting a ghoul child in a fridge, or uncovering a cannery's dark secrets, expect the unexpected in the Commonwealth.

While Fallout 4 's main story focuses on a missing child and the fate of the Commonwealth, the huge RPG also offers a plethora of faction-based and side quests to keep the Sole Survivor busy. While some of those will be lighthearted, there are many that tackle the more serious aspects of a post-apocalyptic world. And then there are some that are just plain weird or even spine-chilling.

While the Brotherhood of Steel might send the Sole Survivor to hunt down tech and the Minutemen need another settlement defended, there are some side quests in Fallout 4 that can leave a lasting impression for other reasons. From uncomfortable discoveries to eerie environments, there is no shortage of strange adventures in the Commonwealth . Whether it's because they were particularly creepy or left the Sole Survivor with head-scratching questions, these quests are worth playthrough at least once.

Fallout 4 has four different endings correlating to one of the four main factions; the Minutemen, the Brotherhood, the Railroad, or the Institute.

10 Visions In The Fog

Mind-bending trip through the fog of far harbor.

"Visions in the Fog" is part of the main questline for the excellent Fallout 4 DLC Far Harbor . The quest begins after speaking with Grand Zealot Richter, who will send the Sole Survivor to one of the Children of Atom's sacred sites . The aim is to drink irradiated water and go on a vision quest in order to join the odd faction. However, the relatively straightforward goal is not what makes this a weird quest.

"Visions in the Fog" is an unsettling quest to complete as the strange effect of the water twists the world and how it is perceived. Shapes warp and shift as the Sole Survivor travels through the landscape , giving a feeling of vulnerability in the altered state. The overall effect can feel overwhelming, as suddenly every shadow feels like a threat and actual enemies can easily get the drop on the character.

9 Wedding Day

True love conquers all.

Like all good RPGs, Fallout 4 includes its fair share of romance with plenty of the Sole Survivor's companions available for a cuddle to gain the Lover's Embrace perk. However, love isn't limited to just the main characters and with the quirky side quest " Wedding Day, " there is the opportunity to help some lovebirds tie the knot. What makes this a little more unusual is that while the groom is a middle-aged human teacher, the bride is a robot .

While chatting to the Miss Nanny Diamond City schoolhouse assistant, Miss Edna, the General Atomics classic may start asking about love and romance. Telling her that love is worth the risk and could happen to anyone will be enough to convince her to tell her colleague Mr. Zwicky how she feels . After that, if Diamond City is returned to after a few days, the Sole Survivor might be lucky enough to see the happy couple exchanging their vows with Pastor Clements.

8 Kid In A Fridge

Billy seems to alter established fallout ghoul lore.

From creepy and atmospheric to just plain weird and confusing, and one of the oddest Fallout 4 side quests that the Sole Survivor can stumble across. While exploring the area south of University Point, a voice can be heard coming from a fridge. Opening the battered kitchen appliance will reveal Billy, a ghoul child who claims to have been trapped inside for 200 years since the bombs fell. Billy wants to find his parents and will need to be escorted back to the family home just outside of Quincy, where, inexplicably, both his parents are still alive and also ghouls.

“Kid in a Fridge” is a somewhat lighthearted quest, but even within the Fallout universe, it makes no sense whatsoever. There are no answers in the game to how he survived for 200 years without food and water in an airtight container , and the more Billy is thought about and analyzed, the more questions arise, which makes "Kid in a Fridge" definitely one of the strangest quests to encounter.

7 The Devil’s Due

Who wouldn’t want to be trapped with a deathclaw.

For good old-fashioned scary weird, then "The Devil's Due" is a fantastic quest that can be picked up by overhearing gossip, usually from a guard in Diamond City. Located in the northeast of the Commonwealth, the Museum of Witchcraft is as spooky as it sounds, although not for the reasons one might expect . Outside will be the body of a Gunner and a holotape which will set the scene for this creepy quest.

It is once the Sole Survivor is inside that the fun really begins, with brilliant environmental storytelling and lots of triggered events . Growling can be heard while traveling through the building, with body parts occasionally dropping down to provide jump scares. Longtime Fallout fans will have already guessed who the culprit is long before the Deathclaw is revealed, but it is her reasons for being there that can add an extra level of tragedy to this chilling quest.

6 Mystery Meat

Perhaps better to be vegetarian in the wasteland.

Longneck Lukowski's Cannery is a factory located in the northeast of the Commonwealth, just a little south along the coast from Kingsport Lighthouse. Upon arriving there, the Sole Survivor will overhear an argument between the owner, Theodore, and a trader who is upset about her customers becoming ill after eating Theodore's meat and the quest "Mystery Meat" will begin. After she leaves, Theodore will hire the Sole Survivor to clear out some mole rats, but tells them not to go into the basement.

Of course, when entering the basement, the reason becomes clear, as Theodore has been using mole rats in his meat to increase profits. Further exploring, though, will reveal why "Mystery Meat" is such a weird quest because, on top of the mole rats, Theodore is also using feral ghoul flesh in his product . After his disgusting secret is exposed, Theodore will become hostile, with the only option to stop his vile business being to kill him.

If Theodore is approached during the fight, he will plead to be spared and offer to split the profits of the business with the Sole Survivor. Theodore will then continue selling ghoul meat, but the Sole Survivor can get some caps every few days for agreeing to this evil Fallout 4 deed .

There are some great factions in Fallout 4 with a mixture of new and returning groups for the Sole Survivor to meet and potentially join up with.

5 Human Error

Things are far too good to be true in covenant.

The settlement of Covenant is a curious place and strange all on its own without even delving into the quest "Human Error." Located not too far from Lexington, the walled-off village sits directly between Mystic Pines and Taffington Boathouse. When first arriving, the Sole Survivor will be asked to take a test to be allowed entry and any who have played Fallout 3 will recognize this as a modified G.O.A.T. from the beginning of the previous game.

Things only get stranger from there as the settlement has an eerie Stepford Wives feel, which is compounded when speaking with a caravan guard called Honest Dan who is looking for some missing traders. A thorough investigation will reveal that the town is a front for anti-synth conspiracists who have been kidnapping people to try to perfect a test to detect synths. From here, Covenant can either be sided with and the "testing" continues or the captives freed, resulting in the settlers becoming hostile.

4 Pickman’s Gift

Pickman’s art is not to everyone’s taste.

The Pickman Gallery can be visited either after speaking with Hancock and getting the short quest "Art Appreciation," or by exploring the area north of Boston close to the Cabot House and Old North Church. Inside, the works of a deranged mind are displayed along with several very angry raiders who are looking for the artist. It seems Pickman has been killing their friends to use in his art, which is a collection of unsettling paintings and sculptures.

Exploring the gallery gives insight into the strange world of this artist until he is eventually met in the tunnels beneath, under attack from raiders. If Pickman is aided, he can be spoken to and his sinister calmness is disturbing as the serial killer will thank the Sole Survivor and promise a reward. This reward is equally creepy, as Pickman's Blade will cause targets extra bleeding damage.

3 Brain Dead

A wacky murder mystery with fun pre-war characters.

"Brain Dead" is a strange and funny quest that can be picked up during the Far Harbor DLC when returning to Far Harbor after competing "Walk in the Park." Once back, a Miss Nanny named Pearl can be found asking for help in the settlement and following Captain Avery around. She will explain that there has been a murder and asks for the Sole Survivor to investigate at the Cliff's Edge Hotel.

Upon arriving, the Sole Survivor will be led into one of Fallout 4 's seven vaults , Vault 118, a luxury vault filled with affluent pre-war dwellers who are all now robobrains. What follows is a fantastically silly murder mystery with a great twist regarding the victim and murderer. With a great mix of humor, characters and a very different vault setting, "Brain Dead" is one of the best Far Harbor side quests for XP .

2 The Secret Of Cabot House

Learn the secret of the strange alien artifact.

"The Secret of Cabot House" is the final quest in the trio involving the mysterious Cabot family. The family lives in their pristine pre-war home in the northern area of Boston, just over the bridge from Bunker Hill, and will initially hire the Sole Survivor for seemingly odd jobs. However, as "The Secret of Cabot House" begins, they will be asked to accompany Jack Cabot to Parsons State Insane Asylum to prevent raiders from releasing the family patriarch.

The entire quest is packed with environmental storytelling as the true nature of the asylum and Jack's role in his father's imprisonment is unveiled. Things only get stranger when Lorenzo is met and the odd artifact is shown , with the Sole Survivor having to make a moral choice between father and son. "The Secret of Cabot House" is a wonderfully weird quest pulled straight out of Lovecraft, with hints of eldritch horrors or perhaps aliens behind Lorenzo's crown.

1 Dunwich Borers

Flashbacks of an eldritch god.

Although not technically a quest on its own, there are several side quests throughout Fallout 4 that will direct the Sole Survivor to Dunwich Borers, a quarry in the northeastern area of the Commonwealth, directly east of The Slog. At first, there is nothing remarkable about this quarry, with raiders who will attack on sight as the area is cleared. However, once the interior area of the site is entered, strange things will begin to happen .

The Sole Survivor will experience flashbacks to the pre-war quarry and hear odd rumbling and footsteps. The further into the area the Sole Survivor travels, the more disturbing the flashbacks become, including some rituals while gigantic statues look out from beneath the earth , all adding to the sense that something terrible happened here. Finally, an altar to the eldritch entity Ug-Qualtoth can be found, along with the unique machete Kremvh's Tooth, as the final stop on this disturbing Fallout 4 journey.

Bethesda's action RPG Fallout 4 puts players into the vault suit of the Lone Survivor, a pre-war soldier from an alternate future cryogenically frozen inside Vault 111. After their infant son is kidnapped, they venture out into the irradiated wasteland of the Commonwealth to scour the ruins of Boston for any sign of him. In doing so, they encounter various factions and companions and use an array of skills and abilities to navigate the apocalyptic remnants of society.

Fallout 4

Fallout 4: The Big Dig Walkthrough

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Fallout 4: What to do When You Can't Find Dogmeat

Best fallout 4 power armor modifications, fallout 4: 6 facts you didn’t know about ghouls, quick links, how to start the big dig, the big dig walkthrough, side with bobbi or fahrenheit.

Fallout 4 has seen a massive increase in players ever since Bethesda worked with Amazon to release the Fallout TV show. For those wanting the best gameplay in a Fallout game, this game is certainly the one to try out.

Within the game, players will come across countless quests (and some are better than others ). One game that players will come across is known as "The Big Dig," and it is a pretty suspicious quest. Here's how players can find and complete this quest.

Fallout 4: How to Access the USS Constitution

The U.S.S. Constitution is an interesting historical ship in Fallout 4. Here's how to find it and complete its quest.

To begin this quest, players should head to Goodneighbor, a neighborhood around Boston . The area is actually to the northwest of the Harbormaster Hotel , an area that is essential to the quest "All Hallow's Eve." Once players make it to Goodneighbor, they can head to the backstreet to the building known as " Bobbi's Place " (which is also located on the local map). Once there, Bobbi will ask if the player is interested in a job, and if they say yes, she will let them in.

Once inside her house, Bobbi will tell you that the job is a very delicate job that requires not asking any questions and just doing what she says. She will then send you down a hole to a place known as " The Dig ." Upon reaching the area, the player and the two who have already been hired are attacked by Mirelurks, who need to be killed. The fellow workers will then run off, leaving you and Bobbi to figure out what to do next.

The Darkest Things You Can Do In Fallout 4

Staying true to the Fallout pedigree, Fallout 4 allows players to make some truly evil choices. These are the darkest of them.

Bobbi will send the player to Diamond City to meet her in order to continue the dig. Once there, she will say that she has someone in mind to help with the mission, but there is a bit of a problem. Apparently, the person she wants to hire is currently in jail, which means the player needs to break them out. She will then admit that her ultimate goal is to break into the strongroom under Diamond City in order to steal from the mayor and make tons of Caps. The player will then need to head to Diamond City's Security Office .

Inside the Security Office, the player will find Mel sitting in a cell. There are several ways to break him out, especially after speaking with him. Remember, if a guard catches anyone committing a crime, they will turn hostile. Here is every way that he can be broken out of his cell:

  • Pickpocket a key from a guard and sneak him out.
  • Steal a key from the office nearby and sneak him out.
  • Hack the Police Protectron nearby to kill the guards.
  • Bribe the guards to let him out.
  • Wait one day, and he will be released from jail.

Once Mel is released, tell him about Bobbi's plan, and he will meet the player and Bobbi at The Dig.

Here's what to do when you can't find Dogmeat in Fallout 4 to help you quickly reunite with your furry companion!

Once everyone is back at The Dig, Mel will announce that he has built a robot named Sonya. Sonya will blast through the dig site to make it easier to reach the strongroom. From here, enter the dig site and look for walls that can be interacted with; these are the ones that Sonya can destroy. Bobbi mentions that the group will want to continue heading southwest to reach the location under Diamond City. However, Mel will consistently mention that he thinks they are heading too far south to be headed toward Diamond City.

As the group continues through the tunnels, they will run into enemies each time they enter into a new area. Eventually, Bobbi will mention that they have reached below a brewery, which will require the player to interact with a nearby terminal in order to continue. Once the door is opened, several Feral Ghouls will attack the group. Once they are taken care of, head to the final wall the Sonya needs to destroy.

There are a lot of great Power Armor mods to use in Fallout 4. Here's how to make some of the best.

At this point, a lot of players report a glitch that doesn't allow them to interact with the final wall of the quest. However, this isn't a glitch at all. Instead of interacting with the wall, speak to Mel once he and Bobbi are in the room. He will mention that beyond the wall is the strongroom, but he doesn't believe Bobbi that it is actually below Diamond City. The player will need to tell him they are ready to blow through it. Once this final wall is down, Bobbi and Mel will disagree that they are under the mayor's office of Diamond City. No matter which the player sides with, Bobbi will get her way, and Mel will have Sonya destroy the ceiling, allowing the trio to enter the strongroom.

Fallout 4 players might not spend a lot of time thinking about the feral ghouls inhabiting the world, but here are a few facts they should know.

Once inside the strongroom, the group is stopped by Fahrenheit, who will tell the player and Mel that Bobbi has lied to them. The strongroom isn't in Diamond City at all; instead, it is owned by Goodneighbor's mayor, Hancock. From here, the player must decide what to do:

  • Stay with Bobbi
  • Betray Bobbi
  • Convince Bobbi to leave

If Bobbi is convinced to leave, Fahrenheit will give the player the Ashmaker, a legendary minigun. If she is betrayed, the player will be forced to kill Bobbi to help the mayor, and Fahrenheit will give them the Ashmaker. Finally, if they stay with Bobbi, Fahrenheit will be killed, and the gun can be looted from her body. For convincing her to leave or killing her, Hancock will become a follower. If the player stays with Bobbi, they will need to kill her for the mayor before he becomes a follower. The best option is to convince her to leave , but if that isn't an option, then killing her is probably the best choice.

Fallout 4

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Fallout 4 players realise they've been building settlements wrong for years

Fallout 4 players realise they've been building settlements wrong for years

For the love of– how did we not see this sooner.

Emma Flint

We can’t be alone in our love of building settlements in Fallout 4 .

During every playthrough, without fail, I focus on making my settlements as nice as possible; Shaun can wait to be found.

Yet, after all this time, I, and many other players, are discovering they’ve been coming at these Fallout 4 settlements all wrong.

Oh, the shame!

Are you ready to leave the vault in Fallout 4 ?

A Reddit thread alerted us to the error of our ways, and while we’re grateful to know where it all went wrong, the shame and embarrassment clings to us.

Did you know you caravans can come to your settlements?

“I missed this for years,” admitted the same Redditor who alerted us to this detail.

Apparently, to make your caravan dreams come true, all you need to do is complete two Bunker Hill quests.

It’s really that simple.

Once you’ve done this, head into the resources section of your settlement building menu and select misc.

This is almost on par with how horrified we felt when we learned we’d been managing our inventory all wrong for years. Again, it’s a small comfort to know that plenty of other fans have made these mistakes too.

At least we know now though, eh?

When this section of the Bethesda fandom comes together, it can do great things – like campaign to get Mr House on the Las Vegas sphere .

It won’t actually help anyone cover over the cracks of their past playthrough mistakes, but it would be a satisfying nod to one of the best games in the franchise.

We all know the way to get the best Fallout experience is to visit New Vegas.

Alongside caravans being able to stop at your settlements, there are numerous other “small things” “easily missed” when wandering the Wasteland.

It’s high time you took a breather to check you’re not missing out on too many helpful features.

Topics:  Bethesda , Fallout , PlayStation , Xbox , PC

  • Fallout 4 fans horrified to learn they've been managing their inventory the hard way for years
  • Fallout players horrified to discover they've been hacking terminals wrong for years
  • Fallout 4 players discover unreal trick for unlimited items and EXP
  • Fallout 4 players warned to stay away from game's latest update

Choose your content:

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Xbox game pass' latest upcoming addition is one you won't want to miss..

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Steam's latest free download is one of the freakiest games we've ever seen

Necrophosis looks grotesque.

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Skyrim players can finally fix one of the game's oldest issues via this download

A new mod for the elder scrolls v: skyrim has fixed one of the game’s most boring features, taking inspiration from cyberpunk 2077 to do it..

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Xbox drops two bangers for you to download and play this weekend

Dive in before it's too late.

Fallout Wiki

The Institute (location)

  • View history

The Institute is a location in the Commonwealth in 2287 .

  • 1 Background
  • 2.1 The Institute
  • 2.2 Advanced Systems
  • 2.3 BioScience
  • 2.4 FEV lab
  • 2.5 Old Robotics
  • 2.6 Public works
  • 2.7 Reactor
  • 2.8 Robotics
  • 2.9 Sublevel 21-D
  • 2.10 Synth Retention
  • 3 Notable loot
  • 4 Related quests
  • 6 Appearances
  • 9 References

Background [ ]

The Institute is the hidden headquarters of the organization known as the Institute , located deep underground. The Institute was built upon the ruins of the Commonwealth Institute of Technology . [1] While the college itself lay in ruins for more than two centuries, at the time of the Great War , those present took refuge underground. [1]

The Institute was formally founded by the children of the original survivors from the C.I.T., who dug into the earth and built increasingly sophisticated residential facilities and laboratories, starting an ongoing process of infrastructure expansion. [2]

Due to the absence of sunlight, the Institute is perpetually illuminated by artificial means. A quiet time running from 10 p.m. to 6 a.m. has been established for the well-being of the inhabitants. [3] The Institute has its own day and night cycle system, as the window lights on the ceiling will close when it is considered night. The shutters also have holes or small lights in them which mimic stars.

The Institute [ ]

Institute-Quarters-Fallout4

The main hub of the Institute, the concourse is a large cylindrical subterranean structure with four floors. Hallways wrap around the outside of the cylinder, with the central open atrium featuring trees, fountains, and a helix-shaped elevator to the surface levels where the teleporter is located. The four main divisions of the Institute (Advanced Systems, BioScience, Robotics, and Synth Retention) are along the perimeter of the concourse, as are residential areas and both traders.

Advanced Systems [ ]

Institute-AdvancedSystems-Room1

The Advanced Systems division specializes in applied physics, including plasma weaponry and teleportation, as well as other special projects, such as the Institute reactor . Evan Watson , who gives the quest Appropriation , is here. Young Shaun can also be found here following the first meeting with Father . The division's head is Madison Li . The area consists of a small central lab with multiple workstations, connected to which are a firing range used to test new weaponry, Madison Li's office, and the forcefield -blocked entrance to the Institute reactor (an old C.I.T. experimental nuclear reactor), only accessible during the quests The Nuclear Option or Powering Up .

BioScience [ ]

Institute-Bioscience-Fallout4

The Bioscience division specializes in botany, genetics, and medicine, and is the primary supplier of water and edible foodstuffs for the Institute . It cultivates highly specialized breeds of flora for use in food and medicine, and has started experimenting with creating synthetic animals, such as gorillas . Isaac Karlin , who gives the quest Building a Better Crop , and Clayton Holdren , who gives the quest Hypothesis , are here. The division's head is Clayton Holdren. The area consists of a large central lab with a series of connected adjacent workshops and storerooms. The area consists of a large central lab with a series of connected adjacent workshops and storerooms, as well as two entrances to the FEV lab : a Master-locked terminal to deactivate a laser grid on the north side of the central lab, and a Novice-locked door in the back hallways to the east.

FEV lab [ ]

Institute FEV Lab

The FEV lab is an abandoned section of the facility where the Institute tried to unlock the secrets of the FEV , and is the source of most of the super mutants in the Commonwealth. [4] . The experimental serum that Virgil asks the player character to retrieve to cure his mutation is found here. The two entrances to the FEV lab, one via a Master-locked terminal and the other via a Novice-locked door, are in the BioScience division.

Old Robotics [ ]

Old Robotics

Old Robotics is a sealed, dilapidated section of the facility, only accessible during the quest The Nuclear Option . It's inhabited by many hostile synths and four laser turrets , which can be deactivated using a terminal. On the main floor, there is a sentry bot which can be activated using the robotics terminal; it will fight the synths on the assembly floor, but will also be hostile to the player character. The exit is through a circular hatch in the back of the main assembly floor, which will lead to the BioScience division.

Public works [ ]

4n1m4L's test logs

The public works are accessed from an underwater pipe due south of Ticonderoga , which leads into a small flooded underground room. The rest of the sewer system is only accessible during the quest The Nuclear Option on behalf of the Minutemen.

Reactor [ ]

Institute-ReactorMain-Fallout4

The reactor room is only accessible through the Advanced Systems division during the quest The Nuclear Option , or after completing the quest Mass Fusion for the Institute. Upon entering, a long sloped hallway leads to a larger room with the reactor in the middle, accessible by a catwalk. Depending on which faction the Sole Survivor chooses, the events that take place here will vary.

Robotics [ ]

Fo4 Institute Robotics

The Robotics division specializes in the construction of third-generation synths. Alan Binet , who gives the quest Pest Control , is here, and is the division's head. The area consists of a single large room containing the Institute's massive synth assembler. A constant stream of synths are assembled in a central pool, then climb out and walk into the inaccessible processing section.

Sublevel 21-D [ ]

Institute Storage

Sublevel 21-D is a very small area accessible only by an elevator in the concourse. It contains a storage room and heavy construction equipment being used to expand the Institute's infrastructure.

Synth Retention [ ]

Institute-SRBReclamationChambers-Fallout4

The Synth Retention division specializes in the recovery and rehabilitation of escaped synths. The division is the command and research space of the Synth Retention Bureau . Justin Ayo , who eventually gives the quest Political Leanings , and Alana Secord , who gives the quest Reclamation , are here. X6-88 can also be found here if the Sole Survivor did not recruit him as a companion. The division's head is Justin Ayo. The area consists of a command center, armory, lobby, and reclamation chamber featuring a reclamation chair .

Notable loot [ ]

Loot will become unavailable if banished from the Institute , or after completing The Nuclear Option for any of the three factions. See the section articles linked below for lists of items.

  • Advanced Systems
  • Old Robotics
  • Public works
  • Sublevel 21-D
  • Synth Retention

Related quests [ ]

  • A House Divided
  • Airship Down
  • Appropriation
  • Banished from the Institute
  • Building a Better Crop
  • End of the Line
  • From Within
  • Institutionalized
  • Mankind - Redefined
  • Mass Fusion
  • Nuclear Family
  • Outside the Wire
  • Pest Control
  • Plugging a Leak
  • Political Leanings
  • Powering Up
  • Reclamation
  • The Battle of Bunker Hill
  • The Nuclear Option
  • Underground Undercover
  • Virgil's Cure

Far Harbor (add-on)

  • This can be used to fast travel anywhere on the map with only two minutes passing in-game by going to the Institute before then teleporting to one's actual destination.
  • Teleportation works differently in Survival mode : the player can fast travel out of the Institute, but only to the C.I.T. ruins . However, they can teleport to the Institute no matter where they are.
  • Fast traveling will still be unavailable if the player is Encumbered .
  • Companions will not be able to travel to the Institute, with the exception of X6-88.
  • If the Institute is destroyed, the radio station Classical Radio will be shut down and become unavailable. However, songs from that station can still be played on any jukebox at any owned settlement .
  • Each resident's name is on the corresponding door, visible when the doors are closed.
  • Father will remain in the area where he is initially found.
  • Based on the player's decisions, Institute scientists will have varying dialogue.
  • If one completes the Institute ending, upon returning to the Institute, there will be a memorial of Shaun in front of the Robotics section which the player character can interact with.

Appearances [ ]

The Institute appears in Fallout 4 and Fallout Shelter Online . The location is mentioned several times in Fallout 3 and in Mr. House 's obituary in Fallout: New Vegas .

PC

Gallery [ ]

Relay room

References [ ]

  • ↑ 1.0 1.1 Fallout 4 loading screens : "According to local history, the Institute formed from the remains of C.I.T., the Commonwealth Institute of Technology. But the college itself has lain in ruins for more than two centuries."
  • ↑ Sole Survivor : "Who built this place, originally? Has it been here long?" Allie Filmore : " The construction of the Institute is the work of generations of scientists. The original survivors of the war, our progenitors, took refuge in the basement of the old Commonwealth Institute of Technology. Over time, their sons and daughters dug deeper into the earth and built increasingly sophisticated habitats and laboratories. It's a process that's still going on today. Even now, we're digging out tunnels for new facilities and infrastructure. Just think what this place will look like a hundred years from now. I hope I'm there to see it." ( Allie Filmore's dialogue )
  • ↑ Evan Watson : "In case anyone didn't mention it, quiet time runs from 10 p.m. to 6 a.m." ( Evan Watson's dialogue )
  • ↑ FEV research notes

Fo4 Institute Seal

  • 1 Fallout 4 perks
  • 2 Vault-Tec bobblehead (Fallout 4)
  • 3 The Ghoul

hypothesis fallout 4

Fallout 4 Fans Are Begging Bethesda To Stop Updating The Game

L ast month, Bethesda released a “next-gen” update for Fallout 4 across all platforms intended to improve the aging RPG. Instead, it broke tons of popular mods and made the game buggier for some players, too . To fix that, Bethesda has released another update. The reaction from fans has mostly been negative, with people asking Bethesda to stop updating Fallout 4. Please.

On April 25, Bethesda published an update for Fallout 4, its nearly decade-old post-apocalyptic open-world RPG. The patch had been teased years earlier but didn’t land until shortly after the launch of the Fallout show on Amazon . The “next-gen” update was intended to fix some old issues, improve performance, and, overall, make it a better game in 2024. Instead, it broke popular mods , caused a fan-developed expansion to be delayed, added new glitches, and was seen by many as unneeded. And Bethesda’s attempt to fix its blunder with another new update is going over about as well as a nuclear bomb blast.

On May 13, following a recent announcement, Bethesda pushed out a new update for Fallout 4 — “Next-Gen Update 2" —intended to fix up the last patch. The patch notes were shared on the day of the update and revealed it to be mainly focused on fixing performance on consoles and adding new settings options for those players. Players online report fewer crashes on PS5, and the annoying red texture bug seems to have been fixed. That’s about all the good news.

Across social media, Reddit, and Steam forums, players have complained that bugs and problems introduced with the new update still remain.

This includes a bug that makes VATS less reliable, a sound de-sync issue on PC that is annoying players, some quests still being broken for some players, a lack of a true ultra widescreen option on PC, and more. Other players have complained about poor performance in some areas that were running fine before, new crashes when trying to do certain actions, and a lack of an FOV slider on consoles.

Fallout 4 mods are broken...again

PC players are also annoyed that this new update has broken mods again. Specifically, it appears Fallout 4 Script Extender (F4SE) is no longer compatible. This mod was the backbone for many popular small and big mods, including the recently delayed Fallout: London fan-created expansion .

While F4SE will be fixed, again, many players are fed up with Bethesda’s Fallout 4 patches and just want the company to leave the game alone. Across the internet, you can find PC players begging the Starfield publisher to just stop updating the game on Steam and let modders fix these problems instead. Their reasoning is that Bethesda seems unable or unwilling to fix certain things or to add much-requested features, and that modders do a better job at improving the game at this point.

In fact, a lot of players have pointed out that before the next-gen update, Fallout 4 on PC—with the right mods—was a much better-playing and more modern-looking game compared to the current official version. But who knows, maybe a future update from Bethesda will fix all of Fallout 4...for real this time.

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IMAGES

  1. Hypothesis

    hypothesis fallout 4

  2. Fallout 4: Hypothesis walkthrough

    hypothesis fallout 4

  3. Hypothesis

    hypothesis fallout 4

  4. Fallout 4: Hypothesis walkthrough

    hypothesis fallout 4

  5. Fallout 4

    hypothesis fallout 4

  6. Fallout 4

    hypothesis fallout 4

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  6. Quest Failed: The FONZIE Technique

COMMENTS

  1. Hypothesis

    Hypothesis is an Institute radiant quest in Fallout 4. This quest can be received from Clayton Holdren at various points throughout the Institute questline. If he doesn't give it to you on his own accord as soon as you talk to him, ask if he needs anything done. Once active, the quest will direct you to a randomly chosen super mutant stronghold like Faneuil Hall or the Scrap palace, where you ...

  2. Hypothesis

    Hypothesis. By Brendan Graeber , Michael Koczwara , Jared Petty , +45.2k more. updated Nov 3, 2016. This is an Institute Side Quest that becomes available after completing Institutionalized ...

  3. Fallout 4: Hypothesis walkthrough

    Fallout 4: Hypothesis walkthrough. By Polygon Staff Nov 11, 2015, 11:32pm EST. Dr. Holdren in the Institute's BioScience division would like you to retrieve a tissue sample from a specific Super ...

  4. Fallout 4

    Fallout 4 Institute Side QuestHypothesisKilling the Level 68 Super Mutant Warlord (w/ 6 Bullets) @ 1:30Tales of a Junktown Jerky Vendor - How to Run a Succes...

  5. Hypothesis

    Hypothesis. This repeatable quest is given by Clayton Holdren of Bioscience. The task involves retrieving a tissue sample from high level supermutants. He'll give a random location (usually locations used as bases by supermutants) where the player must hunt down the marked super mutant (s). Deliver the sample to him to complete the quest.

  6. Hypothesis

    Hypothesis is a Radiant Quest in Fallout 4. It is a repeatable quest. The objectives are always the same, and the location varies depending on where help is needed. Hypothesis Information Objectives. Collect a flesh sample; Take the flesh sample to Clayton Holdren; Locations. The Institute (Location) Various locations across the Commonwealth ...

  7. FALLOUT 4 (PS4)

    Guide: https://warrenwoodhouse.fandom.com/wiki/Guides:Fallout4/HypothesisIn this video, I show you my entire walkthrough for The Institute radiant quest "Hyp...

  8. Fallout 4 (Hypothesis) HD

    This is a complete Playthrough of the Fallout 4 Quest "Hypothesis". After an important meeting at the Institute Clayton Holdren request that I recover a tiss...

  9. Fallout 4: Institute quests walkthrough

    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 ...

  10. Fallout 4: Hypothesis

    Hypothesis Fallout 4 Guide. Hypothesis. How to unlock: You must meet with doctor Clayton Holdren in the Institute (M5,6). This quest is one of the randomly unlocked ones. Quest objectives: This quest is one of many random ones related to the Institute faction. It can be unlocked after you complete the Institutionalized quest and decided to ...

  11. Fallout 4: main story and side quest checklist

    Fallout 4 Main quest path. Act 1. Out of Time. - Initial quest. When Freedom Calls. - Completion leads into Minutemen quests. Jewel of the Commonwealth. - Initiated before completing previous ...

  12. Fallout 4 guide and walkthrough

    Fallout 4 walkthrough and 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 ...

  13. Walkthrough and Quest Guide

    IGN's complete Fallout 4 Wiki Guide and Walkthrough will lead you through every Quest, Location, and Secret in Bethesda's newest post-apocalyptic

  14. Help with the Hypothesis radiant quest? Is this a bug?

    Yes Radiant quests can bug out. You can try and become hostile to the institute to fail all institute affiliated quests associated with them. This will clear your quest list and maybe fix your issue? Note this will make you enemies of the institute so dismiss X6-88 back to the institute otherwise if he was at a settlement he will be hostile and ...

  15. FALLOUT 4 (PS4)

    Guide: https://warrenwoodhouse.fandom.com/wiki/Guides:Fallout4/Hypothesis_2In this video, I show you my entire walkthrough for The Institute radiant mission ...

  16. Underwhelming Fallout 4 next gen update finally getting fixed

    The Fallout 4 next gen update was a disaster. We knew it was likely to break mods upon release, but a spate of other issues immediately cropped up on all platforms, not just PC.

  17. Is a full melee build viable : r/Fallout4Builds

    First run on Fallout 4 I ever did, I maxed Int, Str, and End just like this. I wanted to play a character who was a genius scientist that was testing his hypothesis that the best way to survive in the wasteland was to get absolutely yoked and crush anything in front of him. I very quickly became a nigh unkillable God. His hypothesis was 100% right.

  18. a hypothesis :: Fallout 4 General Discussions

    Showing 1 - 6 of 6 comments. Yhwach Jun 14, 2018 @ 1:45am. That's not how that works, they've changed the engine, inner workings, and valuable game code to where copying and pasting over fallout 4 won't serve the same effect you think it will and the game will just crash. They achieved the multiplayer effect by removing atlus, which is what ...

  19. Hypothesis bug. :: Fallout 4 General Discussions

    Fallout 4. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... Does anyone know how to get the quest ID for hypothesis from the institute? Its glitched and I cant even get the Tissue sample from the Supermutant. < > Showing 1-2 of 2 comments . Bessz_

  20. Forbidden Knowledge (Far Harbor)

    Forbidden Knowledge is a quest in the Fallout 4 add-on Far Harbor. Upon the discovery of Acadia and while allied with the Institute, the Sole Survivor has the option to inform the Institute of the existence of the escaped synths in this location. The Institute will then send a team to Acadia to subdue and capture the escaped synths. The player character needs to speak to Dr. Moseley to begin ...

  21. Political Leanings

    Political Leanings is an Institute repeatable side quest in Fallout 4. Upon speaking with Justin Ayo in the Institute, he will tell the Sole Survivor that Diamond City's Mayor McDonough is a synth that was put into place to monitor the evolution of the Commonwealth. Ayo periodically sends someone out to Diamond City to retrieve McDonough's report and asks the Sole Survivor to do this for him ...

  22. Fallout 4 Underground Undercover quest guide

    the group is unarmed. transfer any weapons you want into a locke. The Synth guards are quite tough, so make sure you have some heavy firepower at the ready. Screenshot by Dot Esports. Take out the ...

  23. 10 Weirdest & Strangest Fallout 4 Side Quests That You May Have Missed

    Like all good RPGs, Fallout 4 includes its fair share of romance with plenty of the Sole Survivor's companions available for a cuddle to gain the Lover's Embrace perk. However, love isn't limited to just the main characters and with the quirky side quest "Wedding Day," there is the opportunity to help some lovebirds tie the knot.What makes this a little more unusual is that while the groom is ...

  24. Fallout 4: Should You Help or Betray Bobbi in The Big Dig?

    The Big Dig Walkthrough. Bobbi will send the player to Diamond City to meet her in order to continue the dig. Once there, she will say that she has someone in mind to help with the mission, but ...

  25. Fallout 4

    This quest can be received from Clayton Holdren at various points throughout the Institute questline. If he doesn't give it to you on his own accord as soon ...

  26. Fallout 4 players realise they've been building settlements wrong for years

    It's really that simple. Once you've done this, head into the resources section of your settlement building menu and select misc. This is almost on par with how horrified we felt when we learned we'd been managing our inventory all wrong for years. Again, it's a small comfort to know that plenty of other fans have made these mistakes too.

  27. The Institute (location)

    The Institute is a location in the Commonwealth in 2287. The Institute is the hidden headquarters of the organization known as the Institute, located deep underground. The Institute was built upon the ruins of the Commonwealth Institute of Technology.[1] While the college itself lay in ruins for more than two centuries, at the time of the Great War, those present took refuge underground.[1 ...

  28. Fallout 4 Fans Are Begging Bethesda To Stop Updating The Game

    On April 25, Bethesda published an update for Fallout 4, its nearly decade-old post-apocalyptic open-world RPG. The patch had been teased years earlier but didn't land until shortly after the ...