
Once you enter the Memory Den building, the player will need to locate an NPC named Kent Connolly, the man behind Silver Shroud Radio. Either way, once inside the settlement, listening to Silver Shroud Radio will help guide the player toward the Memory Den, another location visited during the main quest. Of course, you could have already found Goodneighbour if you have progressed enough through the main quest. Once you make your way to Goodneighbour, you will have to get quickly accustomed to the odd settlement, including the possible follower, Hancock, who, for reasons only known to the writers of the game, is a ghoul who insists on dressing like a 17th-century pirate, tricorn hat and all. So, as I have already mentioned, to get going with this quest, you are going to have to head on over to Goodneighbour, a settlement located just to the northeast of Boston Commons, relatively close to Diamond City, assuming you can handle all the super mutants dotted around the route that is. Image from Fandom Finding and Entering Goodneighbour A low bar, I know, but subtle storytelling is not something I give Bethesda too much credit for. While Bethesda may have been slightly more heavy-handed here than I usually appreciate, I still have to give them credit for not having a small child NPC run up to the player and exposition dump the entire quest onto us as soon as we reached Goodneighbour. One of my favorite things that good RPG developers will do is set up their quests in the background, allowing the player to discover the existence of the quest or its key elements almost accidentally, either through excellent world design, NPC dialogue, or other more creative means. So, with all this being said and my love for the quest already outlined, why don’t we jump right into the good stuff? Welcome to the Silver Shroud guide. The Silver Shroud quest in Fallout 4, which we are looking at today, is one of the best examples of the Fallout 4 developers remembering not to take themselves so seriously and pushing themselves to inject some much-needed life and variability into the game.

This is why I loved New Vegas: the same engine but more comedy. This is where Fallout 3 failed the overall atmosphere and ethos of the game were far too serious for my liking. These moments come as you stroke through the massive wasteland map and slog your way through main and sidequests, littering the game with moments of lighthearted joy to break off the monotony of looking for your son in this desolate land you now call home.
Silver shroud quest full#
In Fallout 4, there is no one thing that keeps pulling me back into the game and the Commonwealth wasteland for me, it is more of an overall design approach that I just adore and can’t get enough of.įallout 4, unlike Bethesda’s previous and first attempt at a Fallout title, Fallout 3, is full of humor and hilarious moments. However, as an avid player of these RPGs, I can speculate and add my five cents. What makes a good RPG? What makes players of all shapes, sizes, and ages fall in love with a video game and keep coming back to it years after its initial release, even after completing the main quest numerous times? Well, if I knew the definitive answer to this question, Todd Howard would be blowing up my phone and asking for an interview.

She was probably just talking about the “Death has come for you” part, but I hung on “evil-doer”.

But when she replied “Funny, you stole my line.”, I felt I had done something wrong. And I am it’s Shroud!” you know the spiel.

I spoke to her as the Silver Shroud, saying something like “Death has come for you, evil-doer. I was going through the Silver Shroud quest, and had just killed Kendra.
