While '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 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.
is part of the main questline for the excellent DLC. 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.
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.
Like all good RPGs, 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
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