Robert MacCready

Robert Joseph "RJ" MacCready is a resident and the mayor of Little Lamplight in the Capital Wasteland .
He makes a reappearance residing in the Third Rail within Goodneighbor as a mercenary in the Commonwealth . He is a possible companion of the Sole Survivor.
==Background==
===Mayor of Little Lamplight===
Born in the Capital WastelandThe Sole Survivor "What were you doing in the Capital Wasteland?"Robert MacCready: " "(Robert MacCready's dialogue) to parents he never knew,The Sole Survivor: "I'm sure your parents were thrilled about your hobby."Robert MacCready: " "(Robert MacCready's dialogue) MacCready became the head of the Little Lamplight colony made exclusively of children in 2274, when he was only ten years old. After another resident, Princess declared herself the new Mayor and tried to get the position renamed after herself, her rule lasted about five minutes until MacCready punched her in the face and stated that Little Lamplight needed a leader, not a princess.The Lone Wanderer: "How did you get to be in charge of this place?"Robert MacCready: "It's not that complex. Any kid can say they want to be mayor here. It's just that most don't want to bother with the responsibility of leading. Of course, I've kept this place going strong for three years. To most of these kids, that makes me Mayor For Fucking Life. Fine by me, I say."(Mayor MacCready's dialogue) MacCready's impromptu coup resulted in him becoming mayor by popular vote.The Lone Wanderer: "Can you tell me why Princess gets angry about her nickname?"Sammy: "So, a long time ago, Princess convinced everyone that she should be mayor. The first thing she did as mayor was try to insist that the title be changed to "Princess". It was 5 minutes before MacCready punched her in the nose and got picked as the new mayor. It was awesome!"The Lone Wanderer: "She was only mayor for five minutes?"Sammy: "Yeah! MacCready said we needed someone to watch out for us, not to lord over us. Then he popped her one! She hasn't even tried since then. That's why he stays mayor, too. I hope I can be that cool, someday."(Sammy's dialogue)Fallout 3 Official Game Guide Game of the Year Edition p. 84: "Mayor Robert Joseph MacCreadyHe has served as the mayor of Little Lamplight for two years (since he was 10), when he was chosen by the other residents due to his smarts, toughness, and the fact that he doesn't take guff from anyone. He has no fear of adults and is a perfect representative. He is belligerent, small (even for his age), very distrustful of adults, and willing to blow someone's head off to defend his young charges, but MacCready is also very loyal to those he considers friends."(Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census) According to MacCready, engaging targets at long range meant one did not take too many chances in the treacherous Capital Wasteland to stave off death for another day, especially due to his young age, small stature, and his self-taught marksmanship.Robert MacCready: ""The Sole Survivor: "Actually, I'm quite impressed."Robert MacCready: " "(Robert MacCready's dialogue)
In 2277, the caverns were visited by the Lone Wanderer seeking a way to get into Vault 87 in order to retrieve the G.E.C.K. stored inside. They either petitioned MacCready (or Princess) to open the door to Murder Pass, or utilized an alternative entrance accessed with help from Joseph, another resident.Events of Picking Up the Trail in Fallout 3
===Wandering the wastes===
When MacCready turned sixteen and left Little Lamplight for good per the colony's rules, he took to wandering and working as a gun for hire. In the course of his travels, he met a woman named Lucy, and the two fell in love. Lucy always had MacCready's back and helped him through the darkest of nights in the wasteland. With her at his side, MacCready felt he could press ahead no matter the horrors that faced him.The Sole Survivor: "Why would you say something like that?"Robert MacCready: " "(Robert MacCready's dialogue)The Sole Survivor: "Hey, only best friends can share feelings like that with each other."Robert MacCready: " "(Robert MacCready's dialogue) MacCready told Lucy that he was a soldier to hide the truth from her that he was actually a "hired killer" out of shame; he regrets that he never had the courage to tell her before her death.The Sole Survivor: "If it's special to you, then it's a thoughtful gift. Thank you."Robert MacCready: " "(Robert MacCready's dialogue) Believing his story, Lucy later gave MacCready a wood-carved toy soldier as a keepsake, something he always kept on himself from then on.Robert MacCready: ""The Sole Survivor: "What's on your mind?"Robert MacCready: " "(Robert MacCready's dialogue)
At some point, Lucy became pregnant, and she and MacCready had a son, Duncan. The family was happy for a time, but that ended when they attempted to camp out in an abandoned metro station, unaware that it was infested with feral ghouls. Before MacCready was able to get his gun, the ghouls had already mauled Lucy to death, and he was forced to leave her body behind to save Duncan and himself; he admits that he's questioned since then if he should have stayed and fought to the bitter end.The Sole Survivor: "I'm sure you had good intentions."Robert MacCready: " "(Robert MacCready's dialogue)The Sole Survivor: "She ever find out the truth?"Robert MacCready: " "(Robert MacCready's dialogue)
Now just the two of them, Robert made a promise to Duncan that he was going to clean up his act and be a better person, starting with swearing off cursing.The Sole Survivor: "Stopping yourself from cursing again? Why do you keep doing that?"Robert MacCready: " "(Robert MacCready's dialogue) Together, they settled down and built a homestead as MacCready abandoned the mercenary lifestyle. The family found peace again as Robert worked the land and watched his son grow up. However, his almost idyllic life came to an end when Duncan contracted a disease while out in their fields and the next day developed a fever accompanied by blue boils all over his body. The disease sapped his strength, and by the time MacCready decided to take to the road to find a cure, he says Duncan was almost too weak to walk. He entrusted his child to the care of his friends and departed.The Sole Survivor: "You must have had a good reason to leave them behind."Robert MacCready: " "(Robert MacCready's dialogue) Every doctor he talked to had never heard of the disease and MacCready found himself at a loss as to how to help his child.The Sole Survivor: "Maybe you should find a doctor."Robert MacCready: " "(Robert MacCready's dialogue)
===Coming to the Commonwealth===
With mercenary work in the Capital Wasteland drying up due to the Brotherhood of Steel's increased presence, MacCready's search eventually brought him north into the Commonwealth. When he arrived, the Gunners were actively recruiting sharpshooters into their ranks, and though he had gotten sufficient work until then, MacCready joined up to amass more money for his ultimate goal of finding a cure. Though the caps were plentiful, the Gunners' lack of scruples and indiscriminate approach to collateral damage were at odds with MacCready's personal code and the promise he made to his son.The Sole Survivor: "Pretty brave, a bunch of kids living alone like that."Robert MacCready: " "(Robert MacCready's dialogue) MacCready broke ties with the mercenary group in the summer of 2287 and attempted to resume his career as a freelance contractor.The Sole Survivor: "Never heard of the Gunners. Who are they?"Robert MacCready: " "(Robert MacCready's dialogue)
Shortly after ditching the Gunners, MacCready met a man named Sinclair and found out they were looking for the same thing: a cure for the mysterious blue boils, which were afflicting his partner as well. Sinclair confided in MacCready that he had found information that indicated Med-Tek Laboratories was experimenting with a universal cure at its Medford facility, but never got the chance to act on it because his partner had already died, causing him to give up the search.The Sole Survivor: "Of course I'll help. Count me in."Robert MacCready: " "(Robert MacCready's dialogue) However, he gave the Med-Tek security codes to MacCready in solidarity before leaving, giving the mercenary the first real lead in his search. Later, MacCready attempted to breach the facility on his own, but only made it a short way in before a heavy infestation of feral ghouls pushed him back.Daisy: ""Robert MacCready: ""Daisy: " "Robert MacCready: ""Daisy: ""Robert MacCready: " "Daisy: ""The Sole Survivor: """ "The Sole Survivor: "If MacCready trusts you, that's good enough for me."Daisy: " "Robert MacCready: ""Daisy: ""(Robert MacCready's and Daisy's dialogue) He never abandoned his goal, though, and kept the codes in case he ever found someone he could trust to help him get through the facility's defenses and the hordes of feral ghouls.The Sole Survivor: "Can you trust this "Sinclair" guy?"Robert MacCready: " "(Robert MacCready's dialogue)The Sole Survivor: "Don't give up hope. If there's a cure, we'll find it."Robert MacCready: " "(Robert MacCready's dialogue)
To make a living in the meantime, he set up shop in Goodneighbor, unwilling to tangle with Diamond City's security force or wander the wastes alone. Hancock let him keep a room in the VIP section of the Third Rail so MacCready had a place to meet clients. However, even after leaving them, his troubles with the Gunners were far from over. Two mercs in particular, Winlock and Barnes were not willing to let a deserter operate in their territory. For three months, they hounded MacCready and drove off his customers. If not them, then the fact was that few were willing to work with a former Gunner, no matter how talented or soft-spoken.Robert MacCready: ""The Sole Survivor: "What makes you say that?"Robert MacCready: " "The Sole Survivor: "Setting up shop? What do you mean?"Robert MacCready: " "The Sole Survivor: "Caps aren't worth risking your life."Robert MacCready: ""The Sole Survivor: "Are caps really that important to you?"Robert MacCready: " "(Robert MacCready's dialogue) One of the few people willing to overlook his former affiliation was Daisy, the ghoul proprietor of the Daisy's Discounts general store in Goodneighbor. MacCready helped her manage unfriendly customers on repeated occasions and the two became fast friends, enough that MacCready confided about his son and his mission to her, though all she could offer was well wishes.
However, his former associates never let up. Around October 23, 2287, Winlock and Barnes returned to confront MacCready in the Third Rail, demanding that he cease doing business in their territory or suffer the consequences,Winlock: ""Robert MacCready: " "Winlock: ""Robert MacCready: ""Winlock: " "Robert MacCready: ""Barnes: ""Winlock: ""Robert MacCready: ""Winlock: ""Robert MacCready: ""Winlock: " "(Barnes, Winlock's, and Robert MacCready's dialogue) leaving MacCready in a bind: he believed that if he tried to pay them off, they would more than likely take the caps and kill him with the small army of Gunners they had at their disposal. If he ran, there was no guarantee they would relent until they'd chased him entirely out of the Commonwealth. Conversely, on his own, he had no actual chance of wiping them out to send a message to the rest of the Gunners to back away. It is here that he potentially can meet the Sole Survivor and offer his services.The Sole Survivor: "Is there any other way to handle this?"Robert MacCready: " "The Sole Survivor: "How many caps do you need?"Robert MacCready: " "(Robert MacCready's dialogue)
==Personality==
Though notoriously foul-mouthed and belligerent in his younger years, the 22-year-old MacCready is far more reserved and polite. Years of hard living turned him into a hardened fighter, coping with adversity through liberal use of sarcasm and humor. However, he is not totally immune to shock, as some atrocities of the pre-War society can inspire anger from him.Robert MacCready: ""(Robert MacCready's dialogue).Robert MacCready: ""(Robert MacCready's dialogue) 
While MacCready isn't averse to violence, he doesn't revel in it either. If possible, he will bluff his way through to minimize danger to himself and others.Robert MacCready: ""(Robert MacCready's dialogue) The latter includes eating fish, which tends to make him less-than-pleasant company.Robert MacCready: ""(Robert MacCready's dialogue) 
On a more personal side, MacCready misses a lot of features of living in the Capital Wasteland, including listening to Galaxy News Radio with Three DogRobert MacCready: ""(Robert MacCready's dialogue) and the monuments of downtown D.C.Robert MacCready: ""(Robert MacCready's dialogue) He also collects old Grognak the Barbarian comic books, picking through the ruins in search of issues to complete his collection;Robert MacCready: ""(Robert MacCready's dialogue) apparently as of 2287, the collection is almost complete, only missing the issue where Mastadonald and Skullpocalypse teamed up to fight Grognak.Robert MacCready: ""(Robert MacCready's dialogue) 
==Interactions with the player character==
===Fallout 3===
====Interactions overview====
====Quests====
* Picking Up the Trail/Rescue from Paradise: When first met, MacCready will threaten to shoot unless leaving the Little Lamplight cavern entrance. The Lone Wanderer has to pass a difficult Speech check, use the Child at Heart perk, or complete the Rescue from Paradise quest in order to gain entrance to Little Lamplight. After gaining entrance to Little Lamplight, the Lone Wanderer will have a new dialogue path with MacCready which reveals the entrance to Vault 87 through Murder Pass.
* Fungus Deal: After speaking with either Eclair or Lucy, the Lone Wanderer can convince MacCready to enter a trade agreement: swapping either strange meat (to Eclair) or Buffout (to Lucy) for cave fungus.
* Those!: The Lone Wanderer can convince MacCready (using the Child at Heart perk) to accept Bryan Wilks into Little Lamplight.
====Effects of player's actions====
* Speaking to MacCready in quick succession too many times will raise his ire. Eventually, he'll refuse to talk and will tell the Lone Wanderer to leave Little Lamplight. Although one can still talk to him later on, they must wait twenty-four hours to end the silent treatment.
===Fallout 4===
====Interactions overview====
====Quests====
* MacCready for Action: This unmarked quest consists entirely of hiring MacCready as a companion by paying him caps.
* Long Road Ahead: Upon reaching a certain threshold of affinity with MacCready, he asks the Sole Survivor to help him eliminate the Gunners who were harassing him. Later, the quest resumes in helping him find a cure for his son in the Med-Tek Research facility.
** MacCready's affinity gains will cap at 499 (stopping just short of "MacCready likes you") until the elimination portion of this quest is completed.
====Effects of player's actions====
* MacCready becomes available as a companion after the player character witnesses his confrontation with Winlock and Barnes in the Third Rail, then hiring him for 250 caps (can pass a couple of Charisma checks to lower it to 200 or 100). He gives the caps back after completing the first part of Long Road Ahead.
* When MacCready is an active companion, he will occasionally give a random amount of ammo, ranging from 10mm rounds to a fusion core, similar to Hancock giving chems or Strong giving meat.
* Achieving maximum affinity with MacCready will grant the Killshot perk, which offers a permanent 20% increase to accuracy in V.A.T.S. when targeting an enemy's head.
* Upon achieving "idolized" affinity with him, MacCready gives the player character a wooden soldier toy as a keepsake.
* MacCready will steal when commanded to do so and is able to steal items undetected right in front of NPCs.
* If the player attempts to steal from the VIP room of the Third Rail and gets caught, MacCready will leave their company and become hostile, prompting an interface for one to send MacCready to a settlement, similar to Preston Garvey if the player character kills a settler. If the player character doesn't get caught, MacCready will like the theft.
* If the player commands him to steal an item, or does anything to cause hostility while in Goodneighbor, MacCready will leave the Sole Survivor's company and become hostile, prompting an interface to send MacCready to a settlement.
=====Range of interests=====
Approvals	Disapprovals
; Likes
* Mercenary behavior, such as passing Charisma checks to get more money.
* Criminal actions, such as stealing or lockpicking owned doors/containers.
* Refusing to clear out the Diamond City reservoir for Sheng Kawolski during Pool Cleaning. A second one can be gained by asking for more money and then refusing the work.
* Accepting less reputable quests, e.g. The Big Dig from Bobbi No-Nose, The Cleaner from Whitechapel Charlie.
* Optionally Killing Shelly Tiller during The Silver Shroud.
* Using sarcastic, threatening or cynical responses, except when towards friendly ghouls.
* Joining the Minutemen.
* Destroying the Prydwen with the Minutemen's artillery during With Our Powers Combined.
* In dialogue with Ann Codman, responding with sarcasm or calling her "bitch."
* In dialogue with Daisy, describing the world before the war as basically the same as the present.
* In dialogue with Miss Edna, choosing romantic/supportive responses to her questions.
* Telling Magnolia her song was lovely.
* Picking "This place reeks" when first talking to Roger Warwick.
* Choosing "mercenary" when talking to Hawthorne for the first time.
* Picking "Sounds good" when talking to Vadim Bobrov to start Confidence Man.
* Saying "yes" to Vadim's question about bar fights during Confidence Man.
* Choosing aggressive/direct options with Travis Miles during Confidence Man.
* Telling Vadim Bobrov he was an idiot during Confidence Man.
* Confronting Theodore Collins during Mystery Meat.
* Responding sarcastically/aggressively to Ricky Dalton during Tradecraft.
* Threatening the first mate during Last Voyage of the U.S.S. Constitution.
* Encouraging violence during Unlikely Valentine.
* Responding sarcastically or turning Darla and Skinny Malone against one another during Unlikely Valentine. 
* Gaining entry to Covenant.
* Taking the bribe from Jacob Orden during Human Error. 
* Siding with Dr. Roslyn Chambers during Human Error.
* Siding with Jack Cabot and killing Lorenzo Cabot during The Secret of Cabot House.
** He will dislike opening the cell door after Lorenzo's death, assuming one freed him. This can be avoided by having MacCready wait outside the cell area or dismissing him, and then waiting for him to leave via the elevator.
* Choosing to keep the mole rat cure for themselves during Hole in the Wall. 
* Helping out children or parents.
* Agreeing to find Billy's family during Kid in a Fridge. 
* Protecting the Peabody family from Bullet during Kid in a Fridge.
* Betraying or siding with Bobbi No-Nose during The Big Dig. 
* Go with Deacon's lie during Tradecraft.
* Refuse to take a shot from Tinker Tom.
* Deciding to kill the Railroad when speaking with Desdemona during End of the Line.
* Reassuring Tinker Tom during Rockets' Red Glare.
* Picking "They're dead" when talking to Paladin Brandis during The Lost Patrol.
* Picking "blood of my enemies" when talking to the Vault-Tec rep during Familiar Faces.
* Giving the Vault-Tec rep a new home during Familiar Faces.
* Telling X6-88 you "don't need help" during Synth Retention.
* Choosing the sarcastic option when X6-88 tells you Gabriel's reset code during Synth Retention.
* Trying to talk Crocker down during The Disappearing Act.
* Telling Moe Cronin that baseball was "more violent."
* Two can be gained at the Slog when first talking to Wiseman by picking "it was a smart idea" and supporting Wiseman's intentions.
* Choosing "Hate Newspapers" during the conversation between Piper and Mayor McDonough during Jewel of the Commonwealth.
* Saying "I don't take orders from you" to Piper when outside Diamond City.
* Picking "too busy blowing things" up during Story of the Century.
* Picking "Make them pay" during Story of the Century.
* Choosing "Anything else?" or "Talk about Shaun" when first speaking with Phyllis Daily.
* Threatening the Gunner Conscript in HalluciGen, Inc.
* Accepting Public Knowledge from Daisy.
* Dismissing Glory during Memory Interrupted.
* Choose "Sorry for your loss" when talking to Ada. 
* Choosing the sarcastic option when questioning Jezebel about The Mechanist.
* Accusing Jezebel of lying when questioning her about The Mechanist. 
* Telling Old Longfellow "Don't order me around." 
* Refusing to join the Children of Atom. 
* Completing Ablutions by repairing the decontamination arch. 
* Convincing DiMA to destroy the Children of Atom. 
* Offering to protect Far Harbor. 
* Attempting to extort money from Captain Avery during The Way Life Should Be. 
* Choosing Customer Profiling as parameter for the slot machine prototype during Lady Luck. 
* Riding the UFO during Trip to the Stars. 
* Sarcastically talking to Porter Gage after killing Colter. 
* Calling out Gage on his plan to kill Colter with a Thirst Zapper. 
* Telling Mags Black that putting Colter down was boring. 
* Telling Sierra Petrovita that the Cappy glasses look ridiculous. 
* Forgiving Harvey for lying. 
* Sarcastically speaking as an excited guest to the robot characters of Dry Rock Gulch. 
* Killing Oswald the Outrageous. 
; Loves
* Asking for a higher reward from Fred Allen during Hazardous Material.
* Killing Baker in the Quincy ruins.
* Choosing "That's terrible" when talking to Blake Abernathy about his dead daughter.
* Asking Bullet what kind of person he is (after picking "How much?").
* Digging up Shem Drowne's grave during The Gilded Grasshopper.
* Telling Initiate Clarke that he was wrong for feeding the feral ghouls during Duty or Dishonor.
* Telling Clarke that the feral ghouls must be destroyed during Duty or Dishonor.
* Condemning Clarke for betraying the Brotherhood of Steel.
* Sparing Theodore when completing Mystery Meat.
* Sarcastically accepting to go after the last signal source for Ada during Headhunting. 
* Asking Kenji Nakano for money to find Kasumi when first meeting him. 
* Sarcastically asking for Kasumi Nakano when speaking to DiMA. 
* Demanding tribute while impersonating Atom, when talking to Brother Devin during The Trial of Brother Devin. 
* Demanding caps from Sister Mai after recovering the pump regulator during Ablutions. 
* Agreeing to help Harvey rescue his family for caps.	
; Dislikes
* Moral high ground/appealing to others' good nature.
* Becoming addicted to chems (only occurs if romanced; does not react to chem use outside of addiction).
* Accepting menial work, such as Painting the Town for Abbot or [[Pool Cleaning for Sheng Kawolski.
* Joining the Brotherhood of Steel.
* Releasing Lorenzo Cabot during The Secret of Cabot House.
* Choosing supportive options with Travis Miles during Confidence Man.
* Choosing "misunderstanding" or "calm down" when talking to the first mate in Last Voyage of the U.S.S. Constitution.
* Being nostalgic with Daisy when first talking to her.
* Offering the mole rat cure to Austin Engill during Hole in the Wall.
* Offering to split the mole rat cure during Hole in the Wall.
* Giving Sheffield a Nuka-Cola.
* Saving Pickman from the raiders.
* Picking "Interesting" when speaking with Jack Cabot during Special Delivery.
* Choosing "Support news" during the conversation between Piper and Mayor McDonough during Jewel of the Commonwealth.
* Retrieving Mayor McDonough's report during Political Leanings
* Apologizing to Mister Zwicky for entering his classroom.
* Persuading Bobbi No-Nose to leave during The Big Dig.
* Convincing Darla to leave Skinny Malone (or vice versa) during Unlikely Valentine.
* Refusing Jacob Orden's bribe or reasoning with him during Human Error.
* Rejecting Dr. Roslyn Chambers' offer during Human Error.
* Choosing either "it's inhumane" or "avoid violence" when X6-88 tells you to use Gabriel's reset code during Synth Retention.
* Telling the truth to Desdemona during Tradecraft.
* Saying "missed my goodbye" to Doctor Amari during Memory Interrupted.
* Siding with the Railroad while speaking with Desdemona during End of the Line.
* Agree to take a shot from Tinker Tom.
* Calling Tinker Tom paranoid during Rockets' Red Glare.
* Threatening Crocker with arrest during The Disappearing Act.
* Telling Billy Peabody that his parents are probably dead during Kid in a Fridge.
* Giving purified water to the thirsty settler during the random encounter.
* Joining the Children of Atom. 
* Offering Harvey a stimpack during All Aboard. 
* Agreeing to help Harvey rescue his family. 
* Sparing Oswald the Outrageous. 
* Establishing raider outposts in the Commonwealth by force. 
; Hates
* Getting caught committing crimes.
* Resorting to violence unprovoked.
* Telling Blake Abernathy that his daughter deserved her fate.
* Giving away all possessions to the Pillars of the Community.
* Flirting with non-companion NPCs (e.g. Magnolia) if romanced.
* Selling Billy to Bullet during Kid in a Fridge.
* Proposing to Bullet to sell the Peabody family during Kid in a Fridge.
* Killing Trish during Diamond City Blues.
* Stealing the Gwinnett pils recipe from The Third Rail.
* Killing Marowski for Malcom Latimer during The Marowski Heist.
* Paying settlers to turn over their land to the Nuka World raiders or paying settlers to supply raider outposts.
=====Comments=====
Location comments 	Location comments
Location/Requirement 	Comment
Diamond City, entrance 	"Haven't been to Diamond City in years, but I'll tell you... nothing's changed."
Goodneighbor, entrance 	"Ugh. Nothing says welcome like the stench of urine-soaked garbage."
Combat Zone, exterior 	""
Boston Airport, before the barricades 	"It's not the flying that would make me nervous, it's the crashing part."
Cabot House, exterior by the shrubbery 	"I've got a very bad feeling about this place."
Parsons State Insane Asylum, entrance foyer on the rug just past the front door; during the quest The Secret of Cabot House. 	"I heard that this place was an insane asylum. Maybe we should skip it."
Jamaica Plain, northwest road entrance, by the diner 	"Oh come on, we're here? Don't tell me you actually believe that buried treasure nonsense."
Vault 81, entrance walkway 	""
Yangtze 	""
Libertalia 	"Libertalia, huh? Well, if you ever wanted to throw a party for a few dozen Raiders, this would be the place."
Trinity Tower, lobby 	""
Sentinel site, exterior door 	""
The Castle, before Taking Independence 	""
The Castle, after Taking Independence 	"The only thing I'm looking for while we're here is one of those funny-looking hats. Always wanted one of them."
Covenant, gate exterior 	"If paranoia started to fall like rain, this place would need to build an ark."
Bunker Hill, base of stairs to the monument - before the gate 	"Pfff. The monument here is a joke compared to the one in downtown Washington D.C."
Parking garage, after entering the parking garage 	""
 	""
Sentinel site, bomb storage room entrance 	""
Sentinel site, gantry 	""
Sentinel site, exterior entrance 	""
 	""
Ticonderoga, penthouse foyer 	""
Old North Church, catacombs 	""
Old North Church, nave 	""
Trinity Tower, roof 	""
Trinity Tower, exterior 	""
Hubris Comics, shop floor 	""
Hubris Comics, top floor studio 	""
"'' 	""
"'' 	""
Yangtze-31, bridge 	""
Starlight Drive-In, in the projection room 	""
Starlight Drive-In, at the screen 	""
Wilson Atomatoys corporate HQ, Arlen Glass' office 	""
Wilson Atomatoys corporate HQ, foyer display 	""
Wildwood Cemetery 	""
Weston water treatment plant 	""
West Everett Estates, backyard bunker 	""
West Everett Estates 	""
Walden Pond, just in front of said cabin. 	""
Milton General Hospital, basement morgue 	""
Milton General Hospital, waiting foyer 	""
Vault 95, Overseer's office 	""
 	""
Museum of Witchcraft, near cellar entrance 	""
Museum of Witchcraft, in the exhibit hall 	""
Vault 75, combat training room 	""
Vault 75, entrance 	""
Vault 114, entrance construction 	""
Vault 111, cryonic stasis room 	""
Vault 114, exterior tunnel construction 	""
Trinity Church, theatrical rigging 	""
Trinity Church, nursery 	""
Thicket Excavations, before Pull the Plug 	""
The Shamrock Taphouse, after releasing Buddy during Trouble Brewin' 	""
Gwinnett Brewery, brewing floor 	""
Gwinnett Brewery, outside the front door with the barrel sign 	""
Combat Zone, outside the front doors 	""
Combat Zone, front row 	""
Thicket Excavations, after Pull the Plug 	""
 	""
The Castle, in the tunnels 	""
 	""
 	""
Boston Common, just in front of the APC 	""
Cambridge Police Station, exterior 	""
South Boston military checkpoint 	""
Skylanes Flight 1981 	""
 	""
 	""
 	""
Sandy Coves Convalescent Home, captain's room 	""
Rocky Narrows Park, at the playground 	""
Ranger cabin 	""
Robotics disposal ground, in front of the sentry bot 	""
 	""
Revere Beach station, end tunnel raider encampment 	""
 	""
Ranger cabin, inside, next to the skeleton 	""
Quincy ruins, Freeway stronghold bridge to roof catwalks 	""
Quincy ruins, southeast entrance 	""
Boston Police rationing site, in front of the trailer kiosk 	""
 	""
Poseidon Energy, generator room - the part past the raider defenses. 	""
 	""
HalluciGen, Inc., 	""
Pickman Gallery 	""
 	""
Fiddler's Green Trailer Estates, entrance 	""
Neponset Park, 	""
Natick power station 	""
 	""
Nahant Oceanological Society, second floor 	""
Nahant Oceanological Society, research laboratory 	""
 	""
Gorski Cabin, root cellar workshop 	""
 	""
 	""
Quincy ruins 	""
University Point, just inside the gate 	""
 	""
 	""
Mass Fusion disposal site 	""
Mass Fusion building, in the lobby 	""
 	""
Mahkra Fishpacking, basement store room 	""
Longneck Lukowski's Cannery, after being locked in the basement 	""
Longneck Lukowski's Cannery, cannery cutting room 	""
Vault 81, observation room 	""
, 	""
Libertalia, entrance 	""
Libertalia, at the top of the main structure 	""
 	""
Kingsport Lighthouse, at the top beacon 	""
WRVR broadcast station, control room 	""
Jamaica Plain, treasure room 	""
Jamaica Plain, security room 	""
Jalbert Brothers Disposal, at the barn with the barrels 	""
Super-Duper Mart, front counters 	""
Irish Pride Industries shipyard, at the corpse of Rory Rigwell 	""
 	""
Cambridge crater, edge 	""
 	""
 	""
Hub City Auto Wreckers, while on the crane 	""
Hester's Consumer Robotics, entrance: showroom floor 	""
 	""
 	""
 	""
Fort Hagen, command center – outside the gated main room, next to the door 	""
Greater Mass blood clinic, basement storage 	""
, 	""
Atom Cats garage, unable to determine due to bugged content. 	""
Gunners plaza, cafeteria – before the staircase 	""
Gunners plaza, main entrance of the atrium writer's room 	""
When walking on a mirelurk infested beach, between Reeb Marina and Gibson Point Pier. 	""
General Atomics factory, quality assurance test chamber 	""
Back Alley Bowling, at the lanes 	""
General Atomics Galleria, at the gate 	""
 	""
Fort Strong, sublevel in the room before the main mini nuke storage room. 	""
West Roxbury station, platform 	""
Forest Grove marsh 	""
Federal Surveillance Center K-21B, gantry overlook 	""
Faneuil Hall, the hall 	""
Concord Civic Access, main pipe room 	""
 	""
Fairline Hill Estates, at the fortified house 	""
Fairline Hill Estates, at the entrance to the cul-de-sac 	""
 	""
Easy City Downs, in the robot maintenance shed 	""
Easy City Downs, northern corner fence hole to the racetrack, next to the stands 	""
East Boston Preparatory School, third floor torture chamber 	""
 	""
 	""
Parsons State Insane Asylum, gardens 	""
Parsons State Insane Asylum, tech lab 	""
Parsons State Insane Asylum, entrance 	""
 	""
USS Constitution, after quest the completion of the quest Last Voyage of the U.S.S. Constitution 	""
Weatherby Savings & Loan, before the completion of the quest Last Voyage of the U.S.S. Constitution 	""
D.B. Technical High School, basement – after killing Bosco or at the throne 	""
 	""
Croup Manor, basement 	""
Crater House, edge of crater 	""
 	""
Corvega assembly plant, entrance of the assembly line room 	""
Coast Guard Pier, either at the corner of the pier by the tower, or the center of the building. The super mutants were supposed to be wearing Coast Guard hats.	""
Wreck of the USS Riptide 	""
Chestnut Hillock Reservoir 	""
 	""
Shaw High School, cafeteria 	""
Charles View Amphitheater 	""
Cambridge Polymer Labs, in the first laboratory 	""
Cabot House, laboratory 	"What the heck's with all this science junk? Something isn't right here."
Cabot House, living room 	""
Bunker Hill, base of the monument 	""
Breakheart Banks, at the building 	""
Boston Public Library, hall where defenses are 	""
Boston Public Library, main entrance 	""
Boston mayoral shelter, at the basketball court 	""
 	""
 	""
Beantown Brewery, bottling room floor 	""
Fallon's Department Store (West Roxbury township), by the fountain 	""
Fallon's Department Store (West Roxbury township), by the escalators 	""
Joe's Spuckies sandwich shop, speakeasy stairway 	""
The Switchboard, the foyer of the agency 	""
BADTFL regional office, evidence lockup 	""
Museum of Witchcraft, underground 	""
===Fallout: The Board Game===
MacCready can be acquired at the shop by any player character that has Charisma. When shopping with him as the active companion, the player character can exhaust him in order to buy any items from the asset deck's discard pile.
When the player character performs the camp action, he will be relieved of exhaustion; however, if the player character does not have eight or more bottle caps at this time, he must be discarded.
==Inventory==
: 
==Notes==
* Although MacCready likes when the Sole Survivor picks owned locks, he has no reaction for picking regular locks.
* As an adult, MacCready makes attempts to curb the cursing habit he had as a child. Occasionally, he will stop himself mid-sentence to correct his vulgar language. He does this because he made a promise to his son, Duncan, that he would clean up his behavior and "be a better person."
* If the player character causes MacCready to leave out of low affinity, and one chooses "Good riddance" when taken aside, MacCready will swear uninterrupted, yelling "Fuck you!" followed by stating that he "promised someone that I'd never talk like that again... but I think in this case they'd make an exception."
* MacCready dislikes traveling at night, claiming "we could be walking into an ambush and never see it coming."
* MacCready apparently is a smoker as he can mention needing a cigarette in one of his ambient dialogue options. He will also light one when idle.
* Upon death, his last words will be "No... please... no."
* When visiting Diamond City, MacCready will comment, "Haven't been to Diamond City in years but I'll tell you... nothing's changed." Furthermore, when brought to the Dugout Inn, Vadim Bobrov will greet him enthusiastically, "MacCready! Is good to see you, tovarisch (friend, comrade). How is Lucy? She still as beautiful as I remember?" to which MacCready will correct him by saying: "No... she didn’t make it, Vadim." This suggests that MacCready and Lucy traveled to the Commonwealth together and had been to Diamond City specifically sometime before she died.
* If MacCready is an active companion during Special Delivery, when speaking to Jack Cabot he will imply that he believes in the extraterrestrial and that it freaks him out. This may also hint that he is fascinated with space and/or science fiction, as riding in the UFO ride in the Nuka-World junkyard during Trip to the Stars in the Nuka-World add-on garners a "Like" from him.
* In idle dialogue or when selecting "Thoughts?" when speaking to him, he might say "I gotta be honest with you, I'd feel more comfortable with a rocky ceiling above my head," referring to Little Lamplight.
* MacCready garnering a "Like" reaction if the Sole Survivor keeps the cure for themselves instead of giving it to Austin Engill during Hole in the Wall is likely a developer oversight as this is inconsistent with his character elsewhere as he likes it when they help children and parents.
* Tommy Lonegan at the Combat Zone once asked MacCready to fight in the ring, but MacCready declined.
* Companions such as Strong and Hancock will comment on MacCready's combat prowess when swapping. Strong states that he is a good fighter, almost as good as himself.Strong: "This human good fighter. Almost as good as Strong."(Strong's dialogue)John Hancock: "MacCready, huh? That's a hell of a gun to have at your back."(Hancock's dialogue)
* MacCready will flirt with Cait and Piper when changing companions. Cait will reciprocate while Piper will reject him.
* In concept art for Fallout 4, MacCready is misspelled as McReady.
==Notable quotes==
Fallout 3
Fallout 4
==Appearances==
Robert MacCready appears , , and .
==Behind the scenes==
* MacCready's appearance in Fallout 4 was written by quest designer Alan Nanes.Alan Nanes on Twitter: "@matthewmercer Appreciate everything you brought to #Fallout4 with MacCready. He was a blast to write, and you sold it! Thanks again!"
* In localized versions of Fallout 4, MacCready's voice is dubbed by Javier Lorca (Spanish), Masayoshi Sugawara (Japanese) and Davide Fumagalli (Italian).
* "R.J. MacReady" is the protagonist played by Kurt Russell from the 1982 John Carpenter horror film, The Thing.
* MacCready's line inside the Boston Public Library, "Let's be careful. No human being would possibly pile books this way," is a quote from the movie Ghostbusters.
* In Chapter 7 of Fallout Shelter Online, while exploring Vault 75, MacCready appears and says he used to be part of the Triggermen before becoming a mercenary. He also mentions he is searching for Jet, making the team suspect he may be a Jet addict. This is because Fallout: Shelter Online is handled by a different team and is not considered part of the series' canon.
==Bugs==
Fallout 3
* Mayor MacCready is prone to disappearing. He tends to wander into obscure and dark corners. He may appear near the front gate if going outside and fast travel back to town, or standing on the platform where he first stood when he let the Lone Wanderer into town. One can move to his current position with the console command . 
* Sometimes MacCready will not give the option to open the gate. This can potentially be fixed by re-electing all available grayed out speech options; the dialogue option to open the gate comes after a line that is often grayed/dimmed.
* It's possible for MacCready to not open the gate after being instructed to do so. He will run to it, and climb up to the catwalk but will not activate the switch to raise the gate. This is because the scripted sequence requires Princess to be on the other end, and she may not run with MacCready to perform this function. Short of using the console to activate the gate/toggle clipping, the solutions are to use the other entrance, reload from a previous save, or attempt to move Princess in range of the event with the console command followed by . 
* Doing DLC quests before opening the path will end "Picking Up the Trail" resulting in MacCready's and Joseph's dialogue options to vanish and making entry into Vault 87 impossible. The only solution is to resort to a save that still has "Picking Up the Trail" as an active quest, and redo whatever progress has been lost or to use the console command and go to the Citadel to start the quest again. 
Fallout 4
* Sometimes the player character may not be able to talk to MacCready or open up his inventory. He also fails to follow the player character during fast travel. Entering the console command followed by will bring MacCready to the player, but does not correct the issue. 
* After dismissing MacCready, rehiring him will prompt the same dialogue as when he is met for the first time, needing to be paid before being hired. Reloading a previous save fixes this. 
==Gallery==
===Fallout 3===
FO3MacCreadyNoHelmet.png|MacCready without his helmet in Fallout 3
FO3_CA_MacCready.png|The Art of Fallout 3, page 20
===Fallout 4===
Fo4 MacCready (without hat).jpg|MacCready without his hat 
MacCready bmb cmt llc.jpg|MacCready commenting on Little Lamplight in the Boston mayoral shelter
FO4 Art MacCready.jpg|From The Art of Fallout 4
MacCready perk icon.png|MacCready's icon from the Killshot perk
===Fallout Shelter Online===
FSO UI C ShopIcon MacCready.png|MacCready's hero card 
FSO UITex YS C Bg HeroShare maikuidi.png|MacCready's maxed hero card in Fallout Shelter Online
FSO MacCready dialogue.png|MacCready's dialogue icon in Fallout Shelter Online
FOSO MacCready Lucy.png|MacCready meets Lucy
===Magic: The Gathering===
Fallout Magic MacCready, Lamplight Mayor.png
Fallout Magic MacCready, Lamplight Mayor Extended Art.png|Extended Art
==References==
Non-game
Category:Little Lamplight characters
Category:Fallout 3 human characters
Category:Fallout 4 human characters
Category:Fallout 4 companions
Category:Fallout: The Board Game companions
Category:Goodneighbor characters
Category:Fallout Shelter Online characters
Category:Characters who appear in multiple Fallout games
de:Robert Joseph MacCready
es:Robert Joseph MacCready
fr:Robert Joseph MacCready
ja:Robert Joseph MacCready
pl:Robert MacCready
pt:Robert MacCready
ru:Маккриди
uk:Маккріді
zh:羅伯特·約瑟夫·麥奎迪