The Fallout franchise is remembered and known primarily for its setting, atmosphere, and individual characters, rather than for any specific missions. However, over the nearly 30 years of the series' existence, some missions have been discussed more often than others. PC Gamer Portal speak of the best missions in Fallout history.

“Silver Cloak” (Fallout 4)
“Silver Cloak” essentially gives players the chance to feel like a superhero – they'll even briefly have their own Lucius Fox, just like Batman. During the mission, you need to speak in a deliberately brutal voice and threaten the villains with a silver submachine gun, while leaving business cards on the bodies of defeated enemies. But of course, the situation quickly spirals out of control when the Wasteland's criminals decide to fight back against the hero.
What happened to Carl (Fallout 2)
The stakes have never been higher. Residents of the town of Mordok want to destroy a community of cave-dwelling farmers, who are blamed for the disappearance of one of the locals, Karl. The farmers assumed that Karl had fled somewhere to the northwest.
Fallout 2 gives players a month of play to find out what happened. And this month was just enough to cross the desert, pull Carl away from drinking in a bar in another city, and return with him to Modoc to vindicate the farmers. But, of course, you can avoid the tough deadlines if you drive through the desert in the only working car in the series' history.
“Take him away!” (Collapse 3)
The final part of Fallout 3's storyline was very intriguing for its time. Specifically, the march of the giant, aggressive, communist-hating Liberty Prime robot, which was repaired by the Brotherhood of Steel. Players will have to accompany him on the way to the Washington water purifier to gain control of the Clean Project from the new US President.
This is essentially Fallout 3's answer to standard missions of this type from various shooters. On the other hand, what's the point of making a game with a third-person perspective if it can't play with fun FPS tropes that stay true to its core content? Dozens of hours of quiet walking across the wasteland before this moment only emphasized the contrast.
“Hãy bay” (Fallout: New Vegas)
For some Fallout fans, there is only one brotherhood – and no, it's not the Brotherhood of Steel. The vampires holed up at the REPCONN test site are preparing to launch their missiles, and they need help finding missing parts, as well as clearing enemy buildings. “Let's Fly” is memorable for its unexpectedly humorous ending – the vampires finally assemble their rocket, flying chaotically into orbit to the accompaniment of “Ride of the Valkyries”.
But much of the appeal of this quest lies in its complexity. So, in the basement of the launch center there are invisible mutants who, with due patience, do not need to be driven away by force. And rocket engines can be sabotaged by pouring sugary breakfast cereal into them. And, of course, one can't help but remember the confused human engineer who is convinced that he is a vampire, but is abandoned by his found family.
The Beginning in Brotherhood of Steel (Fallout 1)
The Vault Dweller's first encounter with the Brotherhood of Steel in Fallout is initially brief and unpleasant. His bunker looks impressive against the Southern California desert backdrop – a monument to the technology stored within. But if you ask to join the Brotherhood, the player will be sent on a mission somewhere on the line between a school prank and a crusade. You just need to go to the ancient ruins of the order and bring some artifacts from there.
The twist is that the ruins are actually Glow, the most radioactive spot on the Fallout map. Only the most prepared player can return alive from an abandoned military research bunker. So just one mission perfectly conveys the values of the Brotherhood of Steel: for them, technological relics are more important than human lives.
“Fallout: New Vegas” (Fallout: New Vegas)
A microcosm of everything Fallout: New Vegas loves, wrapped into one mission. HELIOS One is a solar power plant that NKR wants to connect to its grid to provide light for people. Unfortunately for them, the physicist tasked with setting up the technology is a lowly con artist, and his assistant is a spy for the Doomsday Watchers.
You can get inside in a variety of ways: passing rhetoric, science or hacking tests, or even disguised as an NKR soldier. After this, you must gain the spy's trust… Or simply steal the terminal's password from his pocket.
As the mission progresses, the player also learns of the Brotherhood of Steel's failed attempt to protect the power plant, a disaster that brought the Mojave branch of the group to the brink of extinction. Finally, after studying the past, you can make decisions about the future and choose where HELIOS One energy will go.
Find the water chip (Fallout 1)
Fallout 1 throws players out of the Vault with a simple and straightforward mission – find a replacement chip for the water filtration system quickly. Otherwise, the Vault's residents will run out of drinking water.
The first story mission in Fallout history was quite controversial, as it placed players on a strict timer in a genre where events often unfold at the player's own pace. But he's also brilliant in his own way, because panic can lead to less than ideal decisions. In the Hub, the Vault's death can be delayed for a short time by sending a water caravan there. And the most desperate can steal a water chip from a nearby vampire settlement, not knowing what will happen to its former owners.
Finally, original Fallout designer Tim Kane often viewed the search for the water chip as a cruel joke on the protagonist. The three pre-made characters from which players can choose one before starting are thugs that Vault will be happy to eliminate. As soon as the player reaches the surface, he immediately finds the body of Ed, a former resident of the Vault, who died after taking only a few steps to the surface. Perhaps no one expected the main character to return home.
















