Welcome to the Fallout 4: Achievement Guide! Whether you’re a seasoned player or new to the game, this guide is here to help you unlock all the achievements and conquer the wasteland. With detailed explanations and helpful strategies, you’ll be able to navigate through the game and collect all the achievements. Plus, the guide includes a search function to make finding specific achievements even easier. So get ready to level up your gaming skills and good luck on your quest for all the achievements in Fallout 4!
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Achievement Info
• Total achievements: 84 (100%)
• Offline achievements: 50 (59,5%)
• Online achievements: 0
• DLCs achievements: 34 (40,5%)
• Missable achievements: It is possible to lose some faction achievements
• Estimated duration: + 80 hours
• Mods disable achievements? Yes
War Never Changes
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War Never Changes
Enter the wasteland
War Never Changes is a main story mission, this achievement is impossible to miss.
This achievement is unlocked by completing the story prologue. The quest takes place on October 23, 2077, in the pre-war home of the sole survivor in the suburban neighborhood of Sanctuary. Hills. It starts immediately after the game starts.
When Freedom Calls
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When Freedom Calls
Complete “When Freedom Calls“
When Freedom Calls is a main story mission. The mission is unlocked when we reach the city of Concord.
In this area there is a group of looters, whom we will have to finish off. After this we will talk to the man from the balcony, who advises us to take the Laser Musket that is on the ground, asking us to help his group escape from the looters’ museum.
After talking to Preston Harvey, after doing the quests to get the power armor on the roof. We will face a bloodthirsty. After killing the enemies and talking to Preston he tells us that they are going to settle in Santuary. We will return to Sanctuary and by talking to him we will finish the mission and obtain the achievement.
Unlikely Valentine
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Unlikely Valentine
Complete “Unlikely Valentine“
Unholy Valentine is a main story mission. The mission can be unlocked in Dyamond City, in the Valentine Detective Agency, we will visit this agency when we look for information about Shaun.
In the agency we will only find Nick Valentine’s secretary, Ellie Perkins, who tells us that Nick Valentine has been kidnapped when she was looking for a missing girl. To complete the achievement we will have to go rescue Nick to Vault 114 and escape. Once we are outside, we talk to him, the mission is finished and we are given the achievement.
Reunions
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Reunions
Complete “Reunions“
Reunions is a main story mission. After finishing the mission “Unlikely Valentine“, the mission called “Getting a Clue” begins.
We’ll have to go talk to Nick at his agency and we’ll go look for evidence at Kellogg’s house in Diamond City. When you leave your house and finish the mission, the new one called “Reunions” will begin, which consists of following Kellog’s trail, with the help of Meatball. When we find him in Fort Hagen. We kill him and return to Dyamond City to talk to Piper to finish the mission and obtain the achievement.
Dangerous Minds
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Dangerous Minds
Complete “Dangerous Minds“
Dangerous Minds is a main story mission. The mission begins after finishing the “Reunions” mission, we will have to go to Goodneighbor to go to Memory Den and talk to Dr. Amari, who will explore Kelooh’s memories to know how to enter the Institute.
Hunter/Hunted
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Hunter/Hunted
Complete “Hunter/Hunted“
Hunter/Hunted is a main story mission. After receiving the quest, travel to the CIT ruins north of Diamond City. We have to follow the “synthhunter signal” on Pop-Boy’s radio, which will guide us to Greenetech Genetics.
In this area we will have to kill gunners fighting against Z2-47, the synth hunter. Once we finish off the synthhunter, we will have to remove the synthhunter chip, which will give us the achievement.
The Molecular Level
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The Molecular Level
Complete “The Molecular Level“
The Molecular Level is a main story mission. It starts after completing the quest “Hunter/Hunted”. At this point, we will have to make the decision to enlist the help of one of the three main factions (the Minutemen, the Brotherhood of Steel, or the Railroad).
We will have to talk to a technology expert, depending on the chosen faction, Ingram (HdA), Sturges (Minutemen) or Clumsy Tom (Railroad) and organize the construction of the teleporter in one of our settlements.
The expert travels to the construction site and explains the requirements and materials needed for each of the four components:
- The reflective platform
- The beam emitter
- The control console
- The repeater antenna
When everything is built and supplied with enough energy, the teleporter is ready to use. Talk to the expert and get ready for the journey. When we enter the Institute they give us the achievement.
The Nuclear Option
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The Nuclear Option
Complete “The Nuclear Option“
The Nuclear Option is a main story mission, and this achievement can be achieved with all three factions:
- In the Minutemen, it will be given by Preston Garvey, second in command of the Commonwealth Minutemen.
- In the Brotherhood of Steel, the nuclear option will be given by Elder Maxson, leader of the Brotherhood of Steel.
- In the Ferrocarrilm, it will be given by Desdemona, leader of The Ferrocarrilm.
It doesn’t matter which faction we choose to finish the game. In all 3 cases, when we reach the end of the main story we will have to finish off the Institute.
Prepared for the Future
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Prepared for the Future
Decide the fate of the Commonwealth
Prepared for the Future is a main story mission, this achievement is impossible to miss and is obtained by finishing the story.
To decide the fate of the Commonwealth, the Sole Survivor must complete The Nuclear Option for the Brotherhood of Steel, the Railroad or The Minutemen, or failing that, the Nuclear Family for the Institute.
The First Step
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The First Step
Join The Minutemen
Once we finish the mission called “When Freedom Calls“, the mission The First Step begins, which helps us learn how the settlements work.
Preston warns us that a (randomly) nearby settlement is being attacked by raiders and tasks us with helping them. Once we have finished with the enemies, we will have to complete the mission that the settlers of the settlement give us, these missions consist of clearing an area of enemies.
When we clear it, we return to the settlement to talk to the settlers so they can thank us and we have to return to Preston to finish the mission and get the achievement.
Taking Independence
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Taking Independence
Complete “Taking Independence“
The mission will be given to us by Preston Garvey after completing the mission “The First Step” and obtaining at least 4 settlements. After hearing his story, we will have to return to the Castle
If we accept their offer, we will meet with members of the Minutemen, on the outskirts of South Boston, to decide the strategy to enter the Castle. The three Minutemen there propose three plans: a direct attack on the courtyard through the main door, a pincer entrance through the main entrance and the broken wall or start a line of fire and lure all the Mirelurks out of the Castle.
When we finish off the Mireluk, a Mirelurk Queen will appear; the supposed sea monster that destroyed the Castle years ago, once we kill the monster, Preston will tell us about the old Minutemen radio and we will have to turn it on. This requires 10 energy to function. When it works you can talk to Preston again to finish the mission.
Old Guns
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Old Guns
Complete “Old Guns“
Old Guns are obtained after completing the mission “Independence“, when you recover the Castle and wait a while Ronnie Shaw will appear in the Castle. When talking to her he will give us information about an arsenal that has been closed since the First Battle of the Castle, when we finish talking he will start “Old Guns”.
Ronnie will guide us to the general’s old office, which connects with the Castle tunnels that lead to the armory, now covered with rubble. When we reach the arsenal area, there will be a lot of military material inside; turrets, grenades, mines, laser musket and we will take the artillery plans
Next, Ronnie asks us to build an artillery piece and assign a settler to it, we will have to tune in to Radio Liberty, throw a smoke grenade, move away and wait for the shot. When she shoots we will have to talk to Ronnie, she will ensure that the test has been a success. The last thing left is to talk to Preston and the mission will end.
Semper Invicta
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Semper Invicta
Join the Brotherhood of Steel
In order to reach this mission, we will have to pass near Lexington, where a new radio signal will appear and the mission called “Fire Support” will begin. We listen to it and they ask us to go to the Cambridge police station to help the Brotherhood of Steel
After killing the ghouls outside the police station, we meet Paladin Danse and he invites us to join them, we accept and “Fire Support” is completed.
Once the “Call to Arms” mission is completed, in which we have to accompany Danse to recover an artifact in a specific area, Arcject Systems, the Semper Invicta mission begins.
To complete the mission we will have to return to the Cambridge police station and talk to Paladin Danse. We will have to help both Rhys and Haylen do their respective jobs:
- Commonwealth Cleanup
- Intendance
This quest will be marked as completed once both required quests have been completed at least once each. Required quests are repeatable whether this quest has been completed or not.
Blind Betrayal
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Blind Betrayal
Complete “Blind Betrayal“
After completing “Liberty Reprimed”, we will have to report to the Prydwen. There, a furious Maester Maxson demands that we tell him if he knew that Paladin Danse was a synth. After arguing with Maester Maxson, he orders us to find Danse, who has gone AWOL, and execute him.
We can locate him at the Bravo listening post, we will find Danse inside the bunker. There we can talk to him, or execute him at that moment. At this point we have two options:
- Plan A: Carry Out the Execution. On his body you will find a synth component and Danse’s holo-caps. He gathers the holocaps, returns to the Prydwen, and reports to Maester Maxson.
- Plan B: Allow Danse to Live. We can refuse to run Danse. After arguing with him, if we convince him (through a persuasion challenge), Danse will flee the Commonwealth, handing over his holo-cape to appease Maxson.
Outside the bunker, we meet Maester Maxson, who has followed us to the Bunker, who demands Danse’s death. From here, we have three options:- Obey Maxson and kill Danse, who will submit peacefully.
- Fail to convince Maxson to spare Danse, or request that he carry out the execution himself.
- Persuading Maxson to let Danse live, he reluctantly agrees, but exiles Danse from the Brotherhood of Steel.
Once the decision is made we will achieve the achievement.
Ad Victoriam
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Ad Victoriam
Complete “Ad Victoriam“
To start the mission Ad Victoriam, and complete the mission “Blind Betrayal“, the mission called “Tactical Thinking” automatically starts in which we will have to eliminate the Railway and reprogram its robot (PAM) to complete the mission.
After completing this mission, “Spoils of War” begins in which we must travel to Mass Fusion and recover the “Beryllium Agitator“, we will speak with Ingram and the mission is completed.
At this point, the mission called Ad Victoriam will begin in which we have to follow Liberty Prime (the giant robot of the brotherhood) to the ruins of the CIT, where it will open a hole in the ground to enter the Institute, after this we will achieve the achievement.
Tradecraft
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Tradecraft
Join The Railroad
The mission begins immediately after completing “Road to Freedom” unless the player has already started the mission “The Molecular Level“, this mission is unlocked on the street where Nick Valentine’s detective agency is located, in Diamond City, that there are two people talking about the Freedom Trail.
In “Road to Freedom” we can access the Railway Headquarters without joining the Railway. After speaking with Deacon and Desdemona (leaders of the railroad faction), we will begin the mission Tradecraft, in which we will have to complete a mission with Deacon, we will have to meet with him at the old Railroad hideout in Lexington.
When it is specified that we have to return to the Railway base, we will talk to Deacon and Desdemona to complete the mission and get the achievement.
Underground Undercover
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Underground Undercover
Complete “Underground Undercover“
When we ask the Railway for help in the mission “The Molecular Level” to enter the institute, Desdemona sends us an infiltration mission into the institute, in which we will have to locate an anonymous person inside, nicknamed Patriot, who has been helping the syths escape.
Note: Once in the Institute, we have to finish the mission “Institutionalized” before loading Tom’s message for the Patriot, otherwise, if we do it before, The Institute will become hostile against us.
The mission is quite long, to progress we will have to complete all the tasks they ask of us with the help of P.A.M. Once we have finished the Institute’s mission called “Powering Up” they tell us that we are ready to continue with the Railway plan. We have to talk to Desdemona and she will finish the mission that will give us the achievement.
Rockets’ Red Glare
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Rockets’ Red Glare
Complete “Rockets’ Red Glare“
Deacon will give us a mission called “Precipice of War“, in which we will have to go to the Cambridge Police Station to steal a vertibird to fly to El Prydwen to blow it up with some explosives with Deacon and Botched Tom.
In this area we will have to kill all the enemies, and those who arrive with another vertibird from the brotherhood. At this moment we finish the mission called “Precipice of War” and the mission Rockets’ Red Glare begins.
Once on the Prydwen, we will have to place the explosive charges to blow it up, while Deacon and Sloppy Tom are waiting for us in the vertibird. When we finish setting the explosives and go down.
Once the Prydwen explodes and falls on the Boston Airport, we are going to talk to Desdemona and complete the mission to get the achievement.
Institutionalized
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Institutionalized
Complete “Institutionalized“
The Institutionalized mission begins once we are inside the Institute, in which we will have to talk to the Father and he will tell us who he is and what has happened.
After this he tells us that if we want to join the Institute, we accept (this decision is not final and we can betray them later), and asks us to meet the leaders of the different four divisions of the Institute.
After meeting it, we will have to go to a terminal and load the “Network Scan” holotape. The mission will end and we will get the achievement.
Mankind – Redefined
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Mankind – Redefined
Complete “Mankind – Redefined
We have to meet Father on the roof after completing the mission “The Battle of Bunker Hill“, which asks us to attend the next meeting of the Institute’s Board of Directors.
Once in the Board of Directors, Father will make public that he is sick and appoints us as his successor after his death. After the meeting and talking to Father, we will complete the mission and get the achievement.
Powering Up
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Powering Up
Complete “Powering Up“
In this mission we have to talk to Father, we will have to give a speech, to broadcast it and broadcast it on the radio. After recording it, we will have to go to Diamond City to increase the range of Diamond City Radio
Once finished, return to Father, who is waiting in the Institute’s reactor room, we will have to install the Beryllium Stirrer acquired during the “Mass Fusion” mission in the reactor.
After installing it, we will talk to Father again, he will ask us to attend a council meeting as director. At the meeting the future plans of the Institute will be discussed, and we will obtain the achievement.
Nuclear Family
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Nuclear Family
Complete “Nuclear Family“
After destroying the Railway and the Brotherhood of Steel, the Nuclear Family mission begins, in which we will have to return to The Institute to talk to Father and hear his last words before dying.
This short quest completes the Institute quest chain, and the achievement is unlocked.
Levels
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Born Survivor
Reach Level 5
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Commonwealth Citizen
Reach Level 10
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Unstoppable Wanderer
Reach Level 25
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Legend of the Wastes
Reach Level 50
Experience points (EP) are earned as we complete missions and defeat enemies in the Commonwealth, leveling up will earn bonus life points and unlock new extras. PEs can be obtained in several ways:
- Completing missions
- Defeating enemies in combat
- Discovering new locations
- Persuading others successfully
- Creating modules, drugs and food
- Building objects and structures in the workshop
With each new level you will be gifted with:
- Additional health points
- A new extra
After leveling up you can select your new perk immediately by visiting the perks list or reserve it for later. Your level (along with your S.P.E.C.I.A.L. attributes) determines the extras you can adopt.
Gun-For-Hire
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Gun-For-Hire
Complete 10 side quests
Fallout 4 has a total of 18 side quests, these quests are usually shorter than the main quests and longer than the “miscellaneous” quests. To get the achievement we must complete 10 secondary missions.
Mercenary
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Mercenary
Complete 50 miscellaneous objectives
The “miscellaneous” quests in Fallout are simpler quests or objectives and not as developed as the side or main quests. We must complete a total of 50 various objectives to achieve the achievement.
The statistics of these missions can be seen, in the pip-boy tab, in game data/statistics, we can check how many missions we have and how many we need. Although they may seem like a lot of missions, they are easy to obtain so they will be completed over the hours of play.
What’s Yours Is Mine
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What’s Yours Is Mine
Pick 50 locks
The achievement consists of picking 50 locks, for this we will need forks, which are found in many parts of the thermos, in addition we can also upload this skill in the extras menu, to make it easier to open locks.
This achievement is easy as there are numerous locks scattered throughout the wasteland.
RobCo’s Worst Nightmare
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RobCo’s Worst Nightmare
Hack 50 terminals
Which are usually protected with a password that we must hack, the achievement consists of hacking 50 terminals, in addition we can also increase the hacking skill in the extras menu, to be able to hack different terminals, depending on their difficulty: beginner, advanced, expert and teacher.
Masshole
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Masshole
Kill 300 people
To achieve the achievement we must kill 300 people, whether they are hostile looters or friendly NPCs from the cities/towns, and the enemies reappear in the same areas.
Animal Control
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Animal Control
Kill 300 creatures
To achieve the achievement we must kill 300 creatures, these creatures are the “animals” of the thermos, that is, bugs, rats, brahmins, ghouls, etc. Additionally, enemies respawn in the same areas.
…The Harder They Fall
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…The Harder They Fall
Kill 5 giant creatures
To get the achievement we must kill 5 giant creatures, these are the Behemonts (the giant super mutants), Queen Mirelurk, etc…
Never Go It Alone
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Never Go It Alone
Recruit 5 separate companions
During the story we will meet many characters, who will offer to accompany us in our story, in total there are 13 (+ 3 in the DLCs) companions that are available in Fallout 4. In order to recruit them we will have to complete a mission related to them , and others, will appear at a certain place and offer to accompany us (Albondiga) or we will have to hire them (MacCready).
To get the achievement we simply have to recruit (ask them to accompany us) 5 different ones and they will give us the achievement. The available companions are the following:
- Dogmeat. It is located at the gas station called “Red Rocket Truck Stop“, when you leave Sanctuary.
- Codsworth. Available after completing the mission called “When Freedom Calls“
- Preston Garvey. Available after completing the mission called “When Freedom Calls“
- Piper. We found her in her office in Diamond City.
- Strong. We found it at the top of the Liberty Tower.
- Nick Valentine. He has his office in Diamond City, but we find him kidnapped in Vault 114 by Skinny Malone’s gang.
- Cait. We found her in the “Combat Zone“.
- MacCready. We find it in “The Third Rail” located in Goodneighhbor.
- Deacon. We found it at the base of the Railway.
- Paladín Danse. We found him at the Cambridge Police Station.
- Hancock. We find it in the “Old State House” located in Goodneighbor.
- Curie. We found her in the Vault 81, available after completing “Hole in the Wall“.
- X6-88. We found him at the Institute.
The companions that you meet only in the DLC:
- ADA (DLC Automatron)
- Viejo Longfellow (DLC Far Harbor)
- Porter Gage (DLC Nuka-World)
Lovable
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Lovable
Reach maximum relationship level with a companion
Like most inhabitants of the Commonwealth, Companions have feelings and values motivated by their loyalty and upbringing. If you make decisions or perform actions that your colleagues like, you will improve your relationship and they will be more willing to share information about themselves.
Earn the sympathy of your companion and they will permanently gift you with an exclusive extra, which, as we already mentioned in the extras section, once obtained will be permanent, even if said companion stops traveling with you. However, if you make too many decisions that your partner doesn’t like, he will end up refusing to travel with you permanently as well.
Sanctuary
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Sanctuary
Complete “Sanctuary“
Once we finish the mission called “When Freedom Calls“, we will have to talk to Sturges, who gives us a series of missions that consist of creating a series of elements for the proper functioning of the settlement, Santuary.
With this mission we will learn how all settlements work and learn how to improve them by building the elements necessary to sustain the settlement and improve the lives of the settlers.
Community Organizer
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Community Organizer
Become allied with 3 different settlements
Preston Harvey, after we finish the mission called “When Freedom Calls“, will begin to give us a series of missions related to clearing settlements and populating them with settlers. He will also ask us to help some settlements that you have problems with.
We have to go talk to these settlements to offer them our help. After doing what they ask of us, we speak again with the settlers, who thank us and join the Minutemen. To get the achievement, we must do this 3 times.
Scavver
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Scavver
Gather 1000 resources used for crafting
To get the achievement we have to get 1000 objects/materials with which we can build in the settlements. You don’t even have to use them, just having them in your inventory will do.
Wasteland D.I.Y.
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Wasteland D.I.Y.
Craft 100 items
For this achievement we must manufacture 100 objects that are consumables, these are food, drinks and drugs.
Fix-Er-Upper
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Fix-Er-Upper
Build 100 workshop items
This achievement consists of manufacturing a total of 100 items in the settlement workshop.
Armed and Dangerous
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Armed and Dangerous
Create 50 weapon mods
To get the achievement we have to make 50 weapon modules.
Modules are special modifications for weapons, armor and power armor that can increase the object’s statistics. To add these modifications, your weapons must be accessed at a modification center from the settlements.
This achievement it could be done when we have been playing for several hours and have enough scrap metal.
Benevolent Leader
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Benevolent Leader
Reach maximum happiness in a large settlement
When you reach maximum happiness in a large settlement you will get the Compassionate Leader achievement, in my opinion, it is the most difficult achievement in the entire game, since it is very difficult to reach 100% in a settlement.
Ranger Corps
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Ranger Corps
Discover 100 locations
To achieve this achievement we must discover a total of 100 locations, to do this we only need to approach a location, this will reveal what will give us PE and the fast travel to this location.
It is an easy mission, since it will be completed with the story missions and the exploration of the world. I leave you the Fallout 4 map with all the unlocked locations:
They’re Not Dolls they’re Action Figures
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They’re Not Dolls…
Collect 10 Vault-Tec bobbleheads
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…they’re Action Figures
Collect 20 Vault-Tec bobbleheads
Vaul-Tec Bobbleheads are collectible figurines that can be found throughout the world and will provide you with increased skills and statistics. There are 20 in total and there are two achievements/trophies related to it. When you get 10 you will receive the one for They are not dolls… and when you get them all you will receive the one for… they are collectible figures.
There are many big heads in the game, so I created an additional guide in which I show how to get all the magazines and be able to get the achievement.
https://steamcommunity.com/sharedfiles/filedetails/?id=2793006399
Print’s Not Dead
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Print’s Not Dead
Read 20 magazines
Fallout 4 has a total of 121 magazines spread throughout the Commonwealth, 5 additional with the Far Harbor DLC and another 5 additional with the Nuka-World DLC, forming a total of 131 magazines. To get the achievement, I will not have to get all the magazines, it will be enough to find a total of 20 magazines.
Magazines help us improve our extras, for each number read you will increase one rank in its corresponding extra and others that give you other types of various improvements (things for your settlements, tattoos, hairstyles, etc…).
There are many collectibles within the game, so I created an additional guide in which I show how to get all the magazines and be able to get the achievement.
https://steamcommunity.com/sharedfiles/filedetails/?id=2791888883
Future Retro
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Future Retro
Play a holotape game
We must start a holotape that contains a recreational game on any terminal or with the Pip-Boy.
These holotapes are obtained with each issue of RobCo Fun that adds a unique holotape to your inventory. Within the game there are a total of 5 holotape games:
- Red Menace
- Atomic Command
- Pipfall
- Zeta Invaders
- Grognak the Barbarian
Just by playing one of these mini-games you will get the Past-Future Games achievement, the locations of the magazines are in the following guide, you can use the shortcut (Ctrl+F), and enter “RobCo Fun“.
https://steamcommunity.com/sharedfiles/filedetails/?id=2791888883
Prankster’s Return
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Prankster’s Return
Place a grenade or mine while pickpocketing
This achievement we must put a grenade in a person’s inventory while we rob them. The procedure is simple, although first you will need perks rank 2 of the Steal.
Homerun!
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Homerun!
Score a homerun
This achievement, although hidden, is simple. In the Diamon City market there is a series of plates on the ground, specifically 4. We will have to step on the initial plate which only has a rhombus without a number and then step on No. 1, No. 2, No. 3 and return to the initial plate, as well as in Baseball.
To make it easier for you, I leave you here a video guide:
https://www.youtube.com/watch?v=oZHWgIQeYTU
Touchdown!
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Touchdown!
Get a Touchdown
This achievement is simple, we have to die from the explosion of an atomic bomb, to achieve it the easiest way is to shoot ourselves with “Fat Man” to the ground and die from the explosion.
Mechanical Menace
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Mechanical Menace
Complete “Mechanical Menace“
We will have to complete the first mission of the Automatron DLC Mechanical threat, we will have the objective of connecting the radio to the Caravan distress signal, until this radio is connected it will not be will activate as the main mission.
When connecting it we will have to go to Wattz Consumer Electronics and find the caravan that emits the signal. When we reach the place we will find several hostile robots. After finishing them off we will have to talk to Ada, when we finish the mission we will get the achievement.
Headhunting
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Headhunting
Complete “Headhunting“
We will have to complete Do things wisely, it is activated automatically after completing the previous mission, “A new threat“, the objective of the mission is to find a second radar beacon in a random location. After finishing off the group of robots, we will take the Radar Beacon. Next, we will talk to Ada, she will explain to us that the third beacon is located in the Fort Hagen Satellite Group and that it will be in the possession of the Rust Devils.
We will go to this area to continue with the mission and do all the objectives that Ada asks of us. When we meet a brainbot known as Jezebel, and talk to him, she explains that she will help us defeat the Mechanist in exchange for removing him from the Satellite Group and finding him a new body.
Once the deal is agreed, we will continue with the mission objectives, when asked we will build a body for Jezebel. We can do this thanks to the objects in this DLC, from a Robot Workbench to create a new Automatron using Jezebel’s head.
Restoring Order
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Restoring Order
Complete “Restoring Order“
We will have to complete the DLC mission Restoring Order, this consists of finding and stopping the Mechanist, so go to the RobCo Sales and Service Center where the Mechanist’s lair is hidden.
Once inside the building, we will use our robot, with an M-SAT attached, on several devices attached to the walls, to open the explosion-proof doors of the entire lair.
After many battles, we will reach the Mechanist’s war room. Inside, we will fight against several waves of increasingly resistant robots, the last being a Duelbot, when we defeat it, the energy will fail and a Conversation Challenge will begin, which will allow the player character to make the Mechanist retreat.
Then, the Mechanist will hand us his suit and leave. Ada will also thank us, and at this time we will complete the mission and get the achievement.
Robot Hunter
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Robot Hunter
Unlock 10 Robot Mods
We will have to unlock a total of 10 robot modifications, these can be found by defeating the new enemies that the Automatron DLC has introduced, those that already existed before will not release the modifications.
Keep in mind that even if normal materials wear out and you need more after using them, the modifications will remain there forever and you can use them as many times as you want.
The Most Toys
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The Most Toys
Build 10 Robot Mods
We will have to build a total of 10 robot modifications, for this it is necessary to obtain the modules, which are found by defeating the new enemies that the Automatron DLC has introduced, those that already existed before will not release the modifications.
Keep in mind that even if normal materials wear out and you need more after using them, the modifications will remain there forever and you can use them as many times as you want.
Trapper
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Trapper
Build one of every cage type
In the DLC Wasteland introduces a new section in settlement construction, called “Cages”. To achieve the achievement we must build a cage of each type, within the game there are a total of 15 cages.
All cages do not need to be built at the same time to unlock the achievement.
Docile
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Docile
Have 5 tamed creatures in a settlement
Creatures count as “tamed” when a creature trapped in a cage is released into the settlement, as long as an activated beta wave emitter is built. It will take several seconds for a creature to be considered “tame.”
To complete this achievement, the Wasteland Whisperer and Animal Friend perk are required to obtain this achievement, as they are necessary to build the Beta Wave Emitter.
Note: The achievement will not be unlocked if attempted with domestic animals, such as house cats or gorillas. The easiest way to unlock the achievement is by taming five creatures of the same type, as creatures are only hostile towards a different type of creature.
Instigator
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Instigator
Start a spectated arena fight in a settlement
First of all, to start a fight in the arena, we must build the blue and red sand platforms close to each other and then assign creatures or settlers to them with the workshop interface.
Secondly, we must build and activate the departure time siren, to attract spectators, so that the fight can be watched by the settlers of the settlement; Otherwise you will not be able to watch, the achievement will not be unlocked.
Far From Home
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Far From Home
Complete the quest “Far From Home“
We will have to complete the first mission of the Far Harbor DLC, Far from Home, which will be activated by listening to the “Valentine Detective Agency Radio”, we will have to go to the Detective Agency of Valentine in Diamond City.
After giving ourselves the objective of the mission, we will go to the mark that is on our map. We will have to talk to the Nakano family, who will explain their situation regarding their missing daughter Kasumi.
After completing several investigations that are asked of us in the mission, we will approach Kenji’s ship that is at the dock and activates the controls to leave the Commonwealth and travel to Far Harbor. When we arrive we will complete the mission and receive the achievement.
Where You Belong
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Where You Belong
Complete the quest “Where You Belong“
We will have to complete the mission Where You Belong, which will be activated automatically when you arrive in Acadia, where we will find DiMA, the leader of the Synths. After speaking with DiMA we will receive the next objective of the mission, which is to speak with Kasumi Nakano. We will go down to the basement, where we can talk to Kasumi.
In this conversation we will have to choose between three options to discover the secrets of DiMA.
- Talk to DiMA. Talk to him and by choosing the special conversation option you will get what you want.
- Hack the Faraday terminal. Hack the terminal to read his diary entry and then download Faraday’s program
- Access the warehouse. The mark right there in the basement will take you to a closed Master level door that leads to the warehouse. Once inside you have to spy on the conversation and then pick up the holotape on the desk next to the Faraday terminal.
Regardless of which option you chose, we have to talk to Kasumi one more time to complete this mission and receive the achievement.
The Way Life Should Be
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The Way Life Should Be
Complete the quest “The Way Life Should Be“
We will have to complete the DLC mission As Life Should Be, this mission consists of entering the Vim Factory! Pop, we will advance until we find DiMA’s secret, Captain Avery’s corpse.
We will return to Acadia in search of answers and DiMA will tell us that the current captain is a Synth. She will also propose that we do the same with the Children of Atom. We will complete this mission and receive the achievement.
Cleansing the Land
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Cleansing the Land
Complete the quest “Cleansing the Land“
We will have to complete the DLC mission Purifying the Earth, in which we find three possible paths, four if we have previously chosen the peaceful solution. In this mission we will decide what to do with the two remaining sides:
- Achieve peace for all. You have to do the mission As Life Should Be but in the end making the decision that leads to the other mission called Reform
- Destroy the Core. In the main quest Purifying the Earth, you have to use the Launch Key to destroy the Core, either directly or by convincing Tektus.
- Destroy Far Harbor. During the main mission Purifying the Land, choose the option to destroy Far Harbor’s defenses.
Helping one side or the other will have a different reward, while destroying everything will leave us with a great feeling of destructive capacity, but nothing more.
On the other hand, if we have aligned ourselves with DiMA in the penultimate mission, it will help us find a way to achieve peace. To do this we will have to kill Tektus, or get him to flee if we want the ending without deaths. The only thing left to do is talk to Kasumi, if we have managed to keep her alive, and decide if she returns home or stays in Acadia.
Close to Home
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Close to Home
Complete the quest “Close to Home“
We will have to complete the last mission of the DLC Close to Home, there are three different endings within the DLC:
- Achieve peace for all. You have to do the mission As Life Should Be but in the end making the decision that leads to the other mission called Reform
- Destroy the Core. In the main quest Purifying the Earth, you have to use the Launch Key to destroy the Core, either directly or by convincing Tektus.
- Destroy Far Harbor. During the main mission Purifying the Land, choose the option to destroy Far Harbor’s defenses.
If with your previous actions Acadia was destroyed and with it Kasumi, obviously you have to skip the step of talking to her… but if she is still alive, the first thing will be to go to Acadia to talk to her and convince her or convince her to stay. in Acadia or go back to his parents.
Now leave Acadia as well as Far Harbor and return to the Commonwealth to speak with Kasumi’s parents, Kenji and Rei, having to tell them the news about her, whether it is good or bad. The good news doesn’t matter if Kasumi stayed in Acadia or returned with them, the fact is that she is alive.
New England Vacationer
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New England Vacationer
Discover 20 Far Harbor locations
This achievement is very similar to the “Ranger Corps” achievement, but in this case the locations are in Far Harbor. It is an easy mission, since it will be completed with the story missions and the exploration of the world.
The Islander’s Almanac
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The Islander’s Almanac
Collect all issues of the “Islander’s Almanac” magazine
We will have to get the 5 issues of the Islander’s Almanac magazine. For this I created an additional guide in which I show how to obtain the numbers and be able to achieve the achievement, you can use the shortcut (Ctrl+F), and enter “Islander’s Almanac“.
https://steamcommunity.com/sharedfiles/filedetails/?id=2791888883
Push Back the Fog
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Push Back the Fog
Unlock 3 Far Harbor Workshop locations
To achieve this achievement we must unlock the three new settlements, offered by the Far Harbor DLC:
- Dalton Farm: Unlocked with the side quest “Bloody Tide“
- Echo Lake Sawmill: Unlocked with the side quest “Invert the Fog“
- National Park Visitor Center: Unlocked with the side quest “The Resistance“
Hooked
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Hooked
Defeat 30 Far Harbor sea creatures
This achievement means that the creatures to be eliminated have to be exclusive to Far Harbor, so for example the Mirelurks found in Far Harbor are not valid, only the Swallowers or Frogfish.
Just Add Saltwater
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Just Add Saltwater
Cook one of the new Far Harbor recipes
To achieve the achievement we will have to prepare one of the new recipes that Far Harbor introduces, these recipes will be unlocked after obtaining the Islander’s Almanac magazine, #05 Recipe Roundup.
Although the easiest way to get the achievement is to cook “Roasted Mirelurk Meat”, bugs of which you will have no problem finding in Far Harbor.
Time Out
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Time Out
Assign a settler to a pillory
To achieve the achievement, the first thing to do will be to build a “Pillory”, one of the new constructions introduced by the Contraptions DLC, which is in the Resources > Miscellaneous section.
Then, while in construction mode, select a settler from your settlement, approach the trap and assign it to the settler. The achievement should pop right then, without the need for said villager to get into the trap.
Show Off
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Show Off
Display a weapon on a weapon rack, armor on an armor rack, and power armor in a power armor display.
The first thing we will have to do is build an armor stand, a weapon stand and a power armor stand, all three are found in the Decoration > Graphics section.
Once built we will have to place armor, a weapon and power armor, respectively, inside the supports.
Mass Production
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Mass Production
Produce 100 objects from your builders
The items required for this achievement are found in the Energy > Manufacturing > Machinery section.
- By power you can build everything, in order to have a wide range of products in constant production, but for what the achievement is, we will need.
- Create a “Constructor”
- Create enough generators to meet the power needs of those devices you just built and connect them with the corresponding cables
- Build a “Terminal” next to the processors and also connect it to the power
- Exit construction mode and use the terminal to select the objects you want to build, the simplest is, for example, a “Steel Ball”, for which you will need Steel x5.
- Now you have to select the “Builder” to deposit all the Steel units you need in them and the objects will begin to be created.
- Finally you just have to wait and when all 100 balls have been created you will receive the achievement.
Better Living Underground
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Better Living Underground
Unlock all build areas of Vault 88
We will have to complete the Vaul-Tec Workshop DLC mission, Investigate Vault 88, we will have to light up the three workshops found in Vault 88. Having activated all three, you will receive the achievement.
Oversight
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Oversight
Become Overseer
To get this achievement we will have to complete the last mission of the Vaul-Tec Workshop DLC, called Miss Luck, basically you have to complete the DLC, it consists of doing a new experiment, it will be a “Slot Machine Prototype”.
When we finish making it, we will have to wait for Clem to play for an hour and then inform the Overseer to talk to him.
After talking to her, he will give us the title of shelter supervisor and we will receive the “Legend of Vault 88” suit (Reduces ghoul damage by 15%) as well as the achievement.
Vault Dweller
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Vault Dweller
Equip a Vault 88 suit and a Pip-Boy on a settler
We will have to complete the Vaul-Tec Workshop DLC mission, Energy for the people, which will be activated after completing “An example for the citizens“.
To get the achievement, we will have to take the “Vault 88 Suit” and the Pip-Boy, which is in a blue chest, in the area where the “interviews” took place. Then we talk to Clem to first transfer him a suit and the Pip-Boy, and then equip him.
After doing this, apart from updating the mission objective and being able to continue with it, you will also have achieved the achievement.
Taken for a Ride
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Taken for a Ride
Complete “Taken for a Ride“
We will have to complete the Nuka-World DLC mission Taken for a Ride, it is activated automatically when you arrive at Nuka-World, this mission consists of surviving a series of tests called “the Claw“
After completing all the rooms and following the path, we will have to face the Nuka-Cola Car Arena. After the fight, talk to Porter Gage through the glass and he will explain the situation. As soon as the door opens, you will complete this mission and activate the next one. You will also have received the achievement.
The Grand Tour
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The Grand Tour
Complete “The Grand Tour“
After meeting the gang leaders, it is time to begin the conquest of Nuka-World. You have to get the five parks, each of which will be given to a chosen band.
To complete this mission and this achievement, you must complete the following missions:
- A magical kingdom
- A Refreshing World
- Duel in the Gulch
- Safari adventure
- Star Control
Home Sweet Home
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Home Sweet Home
Complete “Home Sweet Home“
We will have to complete Home Sweet Home, this mission will be activated by talking to Gage after raising the last flag over the fifth of the five Nuka-World parks, cleared during “The Grand Tour“.
In this conversation Gage tells us that it is time to expand into The Commonwealth, establishing raider camps in Settlements, necessary to complete the “Hostile Expansion” achievement. To begin the mission we will have to talk to Shank who will help us with the creation of the settlement bases.
After doing everything Shank asks of us, such as creating enough items and keeping the raiders happy, he asks us to secure two additional outposts to improve the raiders’ presence in the Commonwealth. Completing the third Raiders Outpost unlocks the second rank of the Wasteland Warlord perk and additional buildable items.
To achieve the achievement it is not necessary to raise happiness for any of these settlements; It is only necessary to control the settlement and raise the band’s flag. Once the third outpost is established, we will finish the mission and obtain the achievement.
Power Play
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Power Play
Complete “Power Play“
The first step is to talk to Shank again. He will reveal to us that one of the three gangs (the one that obtained the least territories) has rebelled against the Great Leader’s decisions, taking control of the Nuka-World Power Plant.
Meet with the other bosses outside the headquarters, we will have the objective that the traitor gang and its leader must die. The bosses join the assault on the power plant, fighting through the traitor gang’s forces and some feral ghouls.
After killing them all including the boss, we turn on the main power of Nuka-World and fireworks explode over the parks as the lights come back on. Talk to Gage to complete the quest and end the main story of Nuka-World.
Diebrarian
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Diebrarian
Collect every issue of SCAV! Magazine
We will have to get the 5 issues of the magazine SCAV! . For this I created an additional guide in which I show how to obtain the numbers and be able to achieve the achievement, you can use the shortcut (Ctrl+F), and enter “SCAV!”.
https://steamcommunity.com/sharedfiles/filedetails/?id=2791888883
Hostile Takeover
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Hostile Takeover
Establish 8 Raider camps in The Commonwealth
After having completed the main mission Home Sweet Home, continue getting more camps in the same way, in that you will already get three looting camps, so you will only have to repeat it 5 more times to get this trophy.
Raiding for a Living
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Raiding for a Living
Complete 12 quests for any Nuka-World Raider Gangs
The raider gangs from which we can obtain missions are the Operators, the Disciples and The Pack.
Beverageer
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Beverageer
Create 20 different flavors of Nuka-Cola
In order to unlock this achievement, we require that we find the fifteen Nuka-Cola recipes hidden throughout the theme park. The remaining five flavors are always available at any Nuka-Mixer stand.
Once we have all the recipes, we will go on to make all the available flavors (at least one of each) at a Nuka-Mixer station. As soon as you have obtained them all, we will unlock the achievement.
All Sugared Up
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All Sugared Up
Defeat 40 Nuka-World creatures while under the effect of any Nuka-Mix flavor
After having drunk a special nuka-cola created with the Nuka-Mixer, before the effects run out you have to kill 40 creatures from Nuka-World, that is, only creatures that are unique to Nuka-World are valid, these Creatures are types of ants, worms, brahmiluffs, cave crickets, crococlaws and radioactive rats.
The easiest way to get this achievement is to do it before finishing the DLC, because the vast majority of creatures in Nuka-World stop spawning.
Note: Nuka-Power and Nuka-Sunrise are among those with the longest lasting effects, meaning fewer drinks need to be made when aiming for 40 kills.
Eyes on the Prize
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Eyes on the Prize
Redeem 100,000 tickets at the Nuka-Cade
The Nuka-Cade Gallery is located in Nuka-Town, in which you can participate in several mini-games to win vouchers, which you can exchange for prizes. To achieve the achievement we will have to redeem a total of 100,000 vouchers.
In order to participate in the mini-games, you will need tokens, which are obtained from the different dispensers in the gallery. To do this, you will have to use Pre-War Money. The games that are available are:
- Nuka Zapper Race
- Bandit Roundup
- Whack a Commie
- Hoop Shot
- Atomic Rollers
The rewards terminal will record the number of vouchers already redeemed, allowing easy tracking of progress towards the achievement. The easiest thing to achieve the achievement is to try all the games and repeat the game that we are best at several times.
Note: Vouchers do not need to be spent on any of the available prizes. Simply deliver them to the redemption terminal to unlock the achievement.
Conclusion
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And that wraps up our share on Fallout 4: Achievement Guide + DLCs | Fallout 4. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by iamrure ♡, who deserves all the credit. Happy gaming!