Fallout 3: 10 Best Quests, Ranked | ScreenRant – Screen Rant

Fallout 3 might be an older game, but it’s full of interesting and fun quests for gamers to enjoy.
Many gamers are giving Fallout 3 another go well over a decade after its release, and it’s easy to see why. It’s one of Bethesda’s highest-rated games, and notable for switching up the formula from a 2-dimensional top-down perspective to a first-person adventure RPG driven by a strong story and a series of excellent quests.
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First-time Fallout 3 players will definitely want to check out the particular quests that stand apart from the usual fare. Some act as great training exercises, while others tell stories and help expand the lore of the Fallout universe. They’re considered standout gems in a sea of things to do within the confines of the wasteland.
When the player leaves the Vault for the first time, they venture out into a hellish and decayed video game wasteland, but things don’t get any better at home. This quest takes place within the Vault, which has since gone to the dogs following the player’s departure.
It’s an excuse to revisit the old stomping grounds and see what’s transpired. Unfortunately, there’s no real optimal solution for the questline. Two factions are fighting to either stay in the Vault or venture outside into the wasteland. There are three options to complete the quest, none of which are particularly favorable.
Saving humans from the tender mercies of super mutants is one of the most common deeds in Fallout 3, but this quest is quite different. The loot offered by completing the quest includes a devastating mini-gun, a suit of armor, or the Geomapper Module, which offers a trickle of income from map markers found in-world.
The quest itself is good for beginners near the start of the game, as it can acclimate them to the dangers of the super mutant threat. The objective is to rescue a band of mercenaries from their clutches, which makes for a good battle experience.
This quest is particularly interesting since it involves a video game quest where the choices have actual consequences. The premise involves carrying out the location and enslavement of various individuals on Grouse’s VIP list. This will allow access to Paradise Falls, an active slaver community and shopping hub.
In exchange, the player gets access to some good gear. However, they may also choose to wage war on the slaver settlement altogether, which triggers a massive battle. It’s one of the wickedest quests in Fallout lore, and as black and white as they come.
Fallout 3 brought back Harold, one of the franchise’s quirkiest characters, in a big way. This mutated being was subjected to the Forced Evolutionary Virus, which by Fallout 3 has turned him into something resembling a humanoid tree.
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There are three choices for players during this quest, all of which contradict the others. Essentially, the quest involves carrying out a particular task either for Harold, Birch, or Laurel. Siding with one means rejecting the other two, so players will have to think long and hard before they make a final decision.
This quest should be done as early as possible, particularly for first-time Fallout 3 players. It’s an inventive and immersive method of encouraging the player to scour the map and accomplish objectives, thereby gaining first-hand experience at the same time.
It’s broken up into three chapters, each with a different objective in mind. It’s driven by the super-nice Moira Brown, a character who encourages players to step up to the plate and help her out, earning a new friend in the process.
This is perhaps the most famous quest in Fallout 3, particularly because it gives the player the option of obliterating an entire town with a nuclear warhead. At the time, it was a major spectacle, and it continues to be a notoriously wicked and inventive quest.
The premise is simple – an unexploded atomic bomb sits in the middle of the city of Megaton. It can either be disarmed, which gives the player clout within the community, or it can be detonated at the behest of Allistair Tenpenny, an arrogant entrepreneur.
Blood Ties is a slightly loopy quest involving a series of attacks on the Arefu settlement. It turns out the residents are cannibals with a particular affinity for drinking human blood. The player faces a choice – either destroy this “Family,” or cut a deal with them.
If choosing the latter, the player can gain the ability to drink blood from blood packs, and restore 20 points of health, as opposed to just 1. It may not be a sweet enough deal for most players, but it might appeal to fans of ’90s vampire movies who like the idea of joining up.
Another quest involving the rescue of innocents from super mutants is Big Trouble in Big Town. It’s also highly rewarding, particularly for the fact that players can recruit Red, a character with a lot of medical expertise.
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There are two parts to the quest, the second involving an assault on Big Town by a super mutant force. It’s an excuse to be a hero and join the fight against the marauding mutants who want to wipe out the town and all of its inhabitants.
Fallout 4 might have popularized the ominous Institute, a force to be reckoned with, but Fallout 3 helped sow the seeds. This quest involves accepting a mission from Dr. Zimmer in Rivet City. He wants the player to track down a runaway Synth on behalf of the Institute, which seems straightforward enough.
Completing the quest earns the player the Wired Reflexes perk. However, sparing the Synth nets the player a valuable plasma rifle. The decision is much harder for players who have already completed Fallout 4, and understand the full weight of the Institute and its influence.
This quest is considered one of the most popular in the game, despite the fact that it doesn’t really net the player any huge advantages. It’s a story-driven quest focusing on Agatha, an old woman in her 90s who asks that the player retrieve a special violin for her.
The violin is stashed in Vault 92, which is a fairly routine run. In exchange for retrieving the violin, a new radio station will be accessible where players can listen to Agatha playing classical music, rather than the standard 1920s-1950s classics.
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Derek started writing about video games at age 14 and went on to write for GamePro Magazine and several other prominent outlets. He now brings his veteran pop culture XP to ScreenRant.


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