The Create a Quest Thread!

Post » Tue Jan 19, 2016 7:52 am

Hi guys, I cant seem to find a thread that has this already in it, and I tend to find these on a lot of game forums!


So I thought I'd make one and get the ball rolling...


This isnt a DLC wishlist or anything, as I very much doubt Bethesda actually read these types of threads, but I thought it'd be fun to see how creative the members of this forum can get...



EDIT: Oh and incase I was wrong (dont really go past page 1 on searches), I apologise if there is already a thread like this.

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Courtney Foren
 
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Post » Tue Jan 19, 2016 2:59 am

I'll post my ideas in a seperate post (here).



Braun's Memorandum:


Pre-Requisite - Complete Silver Shroud Quest Line.


Location - Hidden Vault, Good Neighbour (Memory Den), Harbormaster Hotel.


Quest Type - Fetch Quest.




Spoiler

Stage 1: On completion of 'The Silver Shroud' quest, Irma, owner of the Memory Den, will appraise you for your bravery and for saving her dearest customer, or grieve with you at the loss of said customer. However, in all cases she will flirt a little with you, noticing how well you handled yourself throughout the quest. This will lead to her mentioning some rumours about a series of holotapes containing algorithms for novel, psychedelic memory lounger experiences. Obviously, at this point, still in her flirtatious mood, she will ask for you to retrieve them. Irma will point out that she had previously hired a gang of Gunners to find the holotapes, only one (Hannah McCarthy) of which survived the journey. She will point out that this ex-raider was last holed up at Harbormaster Hotel with other Gunner-defectors/runaways. She will also point out that the Gunners had given her a copy of the map they where using, which pinpoits the location to Vault 117, a submerged Vault located just east of Boston Airport. You now have two choices, go and find the ex-Gunner and figure out if they can give you information about the location, or head straight to the Vault.



Stage 2 (Optional): On arriving at Harbormaster hotel a Sniper will fire a round hitting a mailbox just beside you, the Sniper being located at the roof of the hotel. They will tell you to stop and hold your position as three or so raiders leave the fortifications and surround you. Here you are given a series of dialogue choices where you either engage them in combat and fight your way in to Hannah, or you trick them into believing you are an ex-Gunner (easier convincing if you are wearing Gunner Armour, and requiring high charisma) allowing you to freely enter. In either case, bringing up Hannahs name will result in them laughing at you and telling you that they have her caged up after she had been caught stealing Jet from the gangs stash.


When you get to Hannah you must convince her to tell you about Vault 117, however, she is terrified fo the place and has bad memories of it. As such you must find a way to get her to speak... You can torture her using some electric shock therapy (High Perception required, screen will black out), you can smooth talk her (High Charisma), you can heal her (Medic), or finally you can free her (kill everyone, or convince them to let her go for a high price). When you convince her to speak she will tell you that the vault had a cave in where you can swim in instead of walking in the entrance where two Legendary Sentry Bots wander around, she will also give you the locations of her ex-comrades, and tell you that they all turned on each other and hid in their own rooms, finally she will inform you of her escape route. After doing so you can offer her a job (assuming you free her, requiring high charisma/lots of cash/killing everyone, this will also be easier if you use the Medic perk, and is impossible if you torture her) where she will act as a Level 4 Weapon Merchant, and will stock unique grenades (+ she will give you the recipe, this may also be obtained by torturing her).



Stage 3: If you spoke with Hannah you may opt to use the underwater entrance where the lower levels of the vault have been flooded, note you will most likely need Aquaboy or a rebreather. Otherwise you must go in through the main entrance where two Legendary Sentry Bots are patrolling. Once you get in you will notice a series of Screens in every room and hallway replaying the same message from Braun mocking the Gunners with their personal details. However, as you begin to venture deeper into the the Vault the insults will change from him mocking now dead Gunners, to mocking personal details about yourself and your companion (Strong for example will be mocked for wanting to make Super Mutants better, and will be told their race was doomed, resulting in him smashing things around him).


If you spoke with Hannah you will find the locations of the previous gunners who each hold some great loot, and the leader (who looks as though they have shot themselves sitting in the Overseers chair) will hold a unique weapon.


Eventually you will get to the center of the vault, which will feature a configuration similar to the one found in his own Vault back in FO3, and inside the pods are skeletons. Going to the terminals located in the room on the other end will point out that this is a vault centered around EEGs and other brain scanning tech which brings out your memories for it to read, which Braun modded to use as a tool to mock the residents and enrage them. This resulted in various Vault dwellers murdering each other mercillesly, the overseer being the first to get murdered by the Vault Doctor, who decided to perform experiments on the overseers brain (his personal terminal will inform you that the Vaults effects resulted in his dreams being about his failed neurosurgery practice, and the patients who died in his practice before). Other examples of murders are strewn all around the vault, from a daughter murdering her mother because she loved her brother more than her, to jealous school students murdering each other because one recieved higher grades than the other.


You finally find the tape Irma needs in one of the computers, and the terminal readings will explain that these holotapes cause memory-lounge users to become wildly jealous, paranoid and murderous. The moment you pull it out a new recording will appear on the screen with Braun reading out a failsafe for the programme being ended abruptly, and a series of robots will be released into the vault to look for you (psychotic Mr. Handies and a few Medic/Fire Protectrons). If you spoke with Hannah you will realise that the vents behind you can be traversed and will take you to the lower levels where you can swim out again. Otherwise, fight through and exit.



Stage 4: Return the holotapes to Irma. When you get back to Irma she will be in Dr. Amaris room discussing something. You can try to explain what happened, and if your Intelligence is 7+ you will pass a check with Dr. Amari confiscating the tape, if your Charisma is 7+ you will convince Irma that the tape is dangerous, and she shouldnt upload the new firmware to the pods, otherwise they will ignore your advice and upload it anyway. If uploaded you will return later to find Goodneighbour are barring entrance, and if you get in you will find everyone dead except Connolly who is stuck in his lounger, a guard is waiting for him to come out for questioning. If you do succeed in the former two options Connolly will steal the tape and will end up on his own stuck in the Lounger leading to a new quest (no dead people, just Irma very worried that Connolly has been stuck for a while).





The Sins of Shroud


Upon completion of the previous quest Connolly will somehow find himself stuck in a Lounger and you have to get in to save him. No companions can follow you as a companion will appear inside the memory; Silver Shroud if you are playing as a female and Mistress of Mystery if you are male (You will play the other character). When you get in you will be in a new black and white area, you have to find clues for where Connolly is by listening to conversations from criminals in back streets. If you cant maintain stealth near them, you can alternatively beat them up using your fists (Guns will kill them and you will have to find a new group to listen on) and then getting the info out of them that way. Eventually they will talk about a man who looks different, they say he looks weird on the eyes, like his skin is rotting, you can then confirm that its the man your looking for and go hunting for him.


Follow the clues till you find out Shroud classical villains, Machette Mathews and Porky Penelope, are holding him captive. Go find their hideout, and old abandoned theater, and confront them, where they will appear at a balcony looking down at you after you brawl with their lackies. Once you see them holding onto Connolly you can use your Shroud voice to convince them to let Connolly go, or speak to them normally. In any case Connolly will interrupt with a 'This is SO COOL!' or a 'Stay in Character MAN!' respectively and Porky Penelope will get pissed off and push him off. Lucky for you he gets caught on a rope he was tied to, and Machette Mathews will begin cutting in whilst Porky pulls out a minigun and start spraying. Kill them both before they cut the rope and save Connolly.


Once you save Connolly you have to find the failsafe by following clues which appear as neon lights in colour throughout the city. This will lead you to a police station where your wife/husband confronts you, saying you abandoned them, and they will shoot Connolly dead as punishment and disappear. If your medic skill or Intelligence are high enough you can pull him out alive, If your perception is high enough your character will not believe them as being present, so they fade away and die before shooting Connolly (assuming you choose the Perception prompt); otherwise he dies permanently in your arms before you activate the failsafe.



My Mommy hates Guests


Upon arriving at a torn up house just on the border with the Glowing Sea you will find four children playing, three boys and a girl, the youngest being a boy. You will also see a number of skeletons litered around the house. The kids will only appear during daytime and quest will only trigger during daytime. When one of the children notices you the quest is triggered. The eldest boy will run up and exclaim 'Heeey! I think you should come in, Mom will love you... to bits anyway!' the and girl will shove him into the ground and say 'No Mr. You should go, Mom doesnt like guests'. You can then question them, if you have a talking companion they will agree with the girl and say they have heard about people disappearing in the area. In either case you can decide to run and the quest will fail, or try to get to the bottom of it.


You have to search around and you will find a cavern beneath the house, hidden by a bathtub. The kids will try and push you away if you try to activate it, and you can shove them out the way or calmly tell them you arent going to do anything. At that point the kids will confess that their mother is a Deathclaw, the boys love her but the girl knows the Deathclaw is using the kids to lure people to the house.


If you go into the cavern you will find 'Mommy' a Legendary Albino Deathclaw who will immediately attack you. Killing it will result in the children breaking down into tears and hating you.


Alternatively, you can set up a trap using acertain appropriate rare resources, and it will drop a cage on it catching it. You can then convince the kids that the parent is a monster and kill it in the trap, or if your Charisma is not high enough (7 Charisma?) you can just kill it and they will hate you, again breaking down into tears. The girl will never hate you, as she knew what was going on. Also, if you wait till night and you havent found the bathtub entrance the Deathclaw will sneak out and attack.


After killing the Deathclaw you have an option of four locations to send the kids; the Castle, Sanctuary, Diamond City under Pipers supervision, the Institute. If the boys hate you the girl will comment that you arent good with kids and tell you to leave, where she will take care of them from that house.


If you send them to the Castle you will see them playing around in tiny Minutemen outfits, the little one will be left out in tears in the corner (a Misc quest is to convince them to let him play, or you can give him a Jangles if your Charisma is not high enough); if you send them to Sanctuary they will complain about boredom and just chill out near the jungle gym (at night they will go to any TV you have and stare at it, again complaining of boredom); if you send them to DC they will play on the streets and eventually the Mayor will try to evict them saying they are a nuisance, and a misc quest is to get him to Please continue, my good sir. (kill him, or convince him, killing will result in a new mayor and imprisonment plus a fine of 2000 caps); finally if you send to the Institute (+ if you return to the house if you made the boys cry they will be rounded up by Institute) you will find Synth alternates off them, and later find that they died during the transition to synth.

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Robert Jr
 
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