When you reach the end of Fallout 4’s main story, you won’t be prevented from continuing to play, developer Bethesda confirmed today. … “To our fans who’ve asked: Fallout 4 doesn’t end when the main story is over and there is no level cap,” reads a tweet from Bethesda.
There are four different endings in Fallout 4, depending upon which Faction you choose to end the game with, and different sequences of events leading up to it. Every fully completed main quest results in you having one faction of the three main warring factions, plus the Minutemen in your version of the Commonwealth.
The point of no return between the Brotherhood and the Railroad is after turning in Blind Betrayal, when Tactical Thinking starts. For the Institute and Brotherhood it’s Mass Fusion/Spoils of War, doing one will fail the other and make you hostile to the respective faction.
This ending is very difficult to complete and involves doing quests in a special order, the result is a new ending with recorded dialog options unable to be achieved in other endings.
For railroad the quest “Underground Undercover” marks the point of no return. At one point in this quest you need to get an old pre-war password from Cambridge Polymere labs and after that you will no longer be able to interact with Desdemona without starting the final stages of synth rebelion within teh institude.
One can call off the operation (failing the quest) or have her perform a traditional replacement op. If you do so, you will find Piper inspecting Fake Piper’s corpse and confirming that she was a synth to DC’s people.
Yes indeed. In fact, you are tacitly encouraged to join all four of them. The thing is, as you progress down the various faction plot lines, eventually each and every one of the four factions is going to force to betray another one, possibly two of the others.
If all of the guards are not dispatched quickly enough in the tunnels after the Sole Survivor is detected, the Institute may become hostile.
They’re basically the neutral option and seek to help rebuild the world instead of imposing their beliefs or philosophy on other groups. Other groups may have cooler toys to play with, but the Minutemen are arguably the best of the Fallout 4 factions to align with.
Choices and Consequences: Informing the Railroad and Brotherhood of Steel. Bunker Hill. These gates will close, forcing you to fight your way around the back. It’s an easy fight, and for now you’re ignored.
The Brotherhood of Steel is vehemently against anything involving Super Mutants, Ghouls, or Synths. In their mission to bring order to the Commonwealth, the Brotherhood of Steel aims to ultimately take down the Synth-loving Railroad faction, as well as the tech-savvy Institute.
Nope. Once you’ve completed Nuclear Family, the only thing you can do is kill all non-essential NPCs. The others are there to stay.
Building an Ammunition Plant in Fallout 4 will allow players to start producing their own bullets, rather than scavenging for it in the Commonwealth. … Since building an actual factory is quite similar to any other building in the game (the machinery just goes inside of it), we’re going to stick to the Ammunition Plant.
Give the Holotape to Proctor Ingram
Give Ingram the holotape, and she will take it to Proctor Quinlan for decryption. Afterwards, the quest concludes, ensuring your alliance with the Brotherhood of Steel.
X6-88 will become hostile if the Sole Survivor attacks synths found in the Commonwealth. Upon first meeting X6 for the Synth Retention mission, if the Sole Survivor does not complete the mission or go to the location, he will follow as a second companion anywhere the Sole Survivor goes.
Short answer: no. Long answer: synths drop synth components when they die. Mama Murphy doesn’t drop a synth component. Therefore she is not a synth unless you load a mod that makes her drop one.
You can romance Piper early in the game, once you raise your bond with her you unlock the Gift of Gab perk, which gives you double xp on speech challenges and discovering new locations.
Destroying the Brotherhood does cause you to lose him as companion. Sparing him during Blind Betrayal prevents him turning hostile at this point, but he will not follow you.
Nick likes both the Minutemen and Railroad.
Father (Shuan) mentions that he was part Synth some hybrid or someshit, thats how you viewed his memories with the doctor chick and Nick Valentine. Kellogg had cybernetic implants from the CIT which prolonged his life beyond normal. Shaun said he’s been an Institute muscle long before he was there.
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