Fallout 4 All Bobbleheads: What Most People Get Wrong

Fallout 4 All Bobbleheads: What Most People Get Wrong

You're wandering the Commonwealth, dodging Glowing Ones and trying not to get shredded by a random Suicider, and you see it. That little yellow guy with the oversized head, just chilling on a desk. Most players treat Fallout 4 all bobbleheads like simple trophies. Decorative plastic for the settlement.

They're not.

Honestly, if you aren't hunting these things with a plan, you're leaving some of the best stat-breaking potential on the table. In Fallout 4, these aren't just +1 boosts. They can actually push your SPECIAL stats to 11, which is something the "You’re SPECIAL!" book in Sanctuary literally cannot do. But there's a catch. A big one. If you pick up a SPECIAL bobblehead before you've naturally leveled that stat to 10, you've permanently capped yourself at 10.

Don't be that guy.

The Strategy Behind Fallout 4 All Bobbleheads

Basically, there are two types of these things: SPECIAL bobbleheads and Utility bobbleheads.

The SPECIAL ones (Strength, Perception, etc.) are the ones you need to be careful with. If you want a character that is actually "perfect," you wait. You grind your points until Strength is 10, then you go to the Mass Fusion building. Boom. Strength 11. It sounds like overkill until you're trying to carry 400 pounds of desk fans and wonder glue through a warzone.

Breaking Down the SPECIAL Seven

  1. Strength: Found at the Mass Fusion Building. It’s on top of the giant metal wall sculpture above the lobby desk. You'll probably be here for the main quest anyway, but you can sneak in early if you're feeling brave. It gives you +1 Strength permanently.

  2. Perception: This is the one everyone gets. It’s in the Museum of Freedom in Concord, right on the desk where you first meet Preston Garvey. It’s sitting next to a broken terminal. Most players grab this within the first 20 minutes and never think about it again.

  3. Endurance: Head to Poseidon Energy. You’ll find it in the central metal hut on a desk. Warning: the place is crawling with Raiders and automated turrets. It's a mess.

  4. Charisma: This one is locked behind a door. You have to go to Parsons State Insane Asylum. You can't just walk in; you need to start the "Secret of Cabot House" quest line. It's on Jack Cabot’s desk in the administration area.

  5. Intelligence: Located in the Boston Public Library. Look in the mechanical room in the northwest corner. It’s sitting on a computer bank.

  6. Agility: Go to the Wreck of the FMS Northern Star. Walk all the way to the bow of the ship. It’s sitting on a tiny wooden platform right at the edge. Don't fall off.

  7. Luck: This is arguably the most annoying one to get. It’s on Spectacle Island, inside a green tugboat on the southern shore. It’s in a locker. Oh, and there’s a Mirelurk Queen nearby. Have fun with that.


Utility Bobbleheads: The Real Game Changers

While the SPECIAL ones get all the hype, the utility ones actually change how the game feels. Take the Repair Bobblehead. It makes Fusion Cores last 10% longer. That doesn't sound like much, but when you're live-streaming your third hour of Power Armor usage, it’s the difference between a heroic charge and a slow walk home.

Where to find the Perk Boosters

  • Small Guns: Go to Gunners Plaza. It's on the broadcast desk in the "On the Air" room. This boosts your critical damage with ballistic weapons by 25%.
  • Explosives: Found at Saugus Ironworks. It’s on a control panel in the Blast Furnace area. This gives you 15% more explosive damage. Great for making Molotovs actually scary.
  • Science: Inside Vault 75 (which is under Malden Middle School). It’s on a desk overlooking the training area. It gives you an extra guess when hacking. Honestly? Kinda mid, but collectors need it.
  • Sneak: Deep in Dunwich Borers. It’s on a small table near a lantern by the "Area 4" post. This makes you 10% harder to detect.
  • Barter: This one is at Longneck Lukowski’s Cannery. Look in the metal catwalk hut overlooking the main room. It gives you 5% better prices.

The Medicine Bobblehead is another essential. It’s in Vault 81, specifically in Curie’s office. It makes Stimpaks heal 10% more health. In Survival Mode, this isn't a luxury—it's a requirement for staying alive.

The Missing Ones You Probably Overlooked

There are a few that people consistently miss because they're tucked away in spots that don't look important.

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The Unarmed Bobblehead is a classic example. It’s at the Atom Cats Garage. It isn't inside a safe or a chest; it’s literally sitting on the hood of a rusty car in the main warehouse. If you're just running through to buy Power Armor parts, you'll walk right past it.

Then there's the Lock Picking Bobblehead. You have to go to the Pickman Gallery. It’s down in the tunnels where you find Pickman himself, sitting on the ground between some brick pillars. It makes lockpicking permanently easier.

Does the order really matter?

Yes and no.

If you're playing a casual run, just grab them when you see them. But if you're building a character for the long haul, you have to prioritize. I usually go for Repair first. Corvega Assembly Plant is a low-level area, and getting those Fusion Cores to last longer early on makes the game way less stressful.

The Speech Bobblehead in Vault 114 is also a priority. It's on the Overseer’s desk where you rescue Nick Valentine. It gives all vendors an extra 100 caps for bartering. More caps means more ammo. More ammo means less dying.

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Realities of the Hunt

Let's be real: some of these are a nightmare to get at low levels. Don't go to Gunners Plaza at level 10 thinking you're going to stroll out with the Small Guns bobblehead. You will get turned into Swiss cheese by Gutsy robots and high-level Gunners.

The Commonwealth is dangerous. Use the map. Plan your route.

Also, remember that you can build a Bobblehead Stand in your settlements. Not only does it look cool, but it helps you keep track of what you're missing. There's something deeply satisfying about seeing all 20 of those little guys lined up while you're taking a break from saving (or terrorizing) the wasteland.

Actionable Next Steps for Completionists

If you want to finish your collection tonight, here is exactly what you should do. First, check your Pip-Boy under the "Perks" tab to see which ones you've already activated. Cross-reference that with the list above.

Next, start with the Repair and Energy Weapons (Fort Hagen) ones if you use Power Armor. If you're a stealth build, prioritize Sneak and Agility. Don't forget that the Charisma one requires a specific questline, so don't just show up at the Asylum expecting the front door to be open.

Go grab a suit of Power Armor, pack some Rad-Away, and get to Spectacle Island before the sun goes down. That Luck boost isn't going to find itself.

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Practical Completionist Checklist:

  • Get Strength to 10 before hitting Mass Fusion.
  • Start the Cabot House quest for the Charisma boost.
  • Check the car hood at Atom Cats (don't blink).
  • Clear Vault 81 early for that Stimpak buff.