![]() Once you are at odds with The BOS, you can still work with the Institute and Railroad until right before the final mission (Nuclear Option).Īlternatively, you can warn The BOS of The Institutes intentions, thereby starting their concurrent quest ‘Spoils of War’ that is basically their version of Mass Fusion (more on that in their section). The game will warn you with a prompt that proceeding to the building will make you hostile with The BOS. The Mass Fusion building contains a piece of technology intergral to both The BOS and Institute’s plans. The Institute questline can be taken far, but the first point where they put you at odds with an opposing faction is: Mass Fusion badmouth Father either when first meeting him, or after “Battle of Bunker Hill”.side with The Minutemen during “Pinned”, a late Institute quest.warn The BOS during Mass Fusion and side with them (beginning “Spoils of War”).board the vertibird during “Spoils of War”, thereby beginning the trek to the Mass Fusion building.are ‘caught’ in the tunnels during “Underground Undercover” (Railroad quest).The easy stuff out of the way: The Institute can easily become hostile at any point if you: You can either take out The BOS with The Railroad before turning on them, or turn on them earlier and fight The BOS with The Institute. Either of the two factions end with taking out The BOS. Otherwise, you can kill The Railroad leaders at anytime to continue with The Institute questlines. You can warn the Railroad and continue with no hostilities amongst the three remaining factions.įrom this point on you can get up to the second to last mission with The Railroad before turning on The Institute. By this point, your only factions left to side with are The Railroad, Institute, or MInutemen. This quest has you either stamp out The Railroad or warn them of The Institute’s intentions. The point where you decide between The Railroad and Institute is after “Powering Up”: End of the Line Siding with The BOS leads to the destruction of The Railroad. Whilst working for The Institute, you can fail Underground Undercover if you become enemies with The Institute at anytime, leading you to either side with The BOS (if you aren’t yet enemies) or Minutemen to end out the game. It’s through this natural progression that you become enemies with The Brotherhood of Steel (more on that in The Institute and BOS sections). This quest is put on hold with a “continue working with Father” prompt, which has you furthering The Institute’s questline whilst material and arms are gathered for an insurrection. This quest has you contact a mole in The Institute whom is helping The Railroad. There is an optional quest of ‘taking care of’ The Brotherhood of Steel after handling The Institute if you become/are hostile with them at any point. The Minutemen never become hostile with, or cross paths with The Railroad. You can continue onto their ending once becoming hostile with The Institute. ![]() Upon completing Old Guns, the Minutemen questline comes to a standstill. ![]() Their ending also allows for every faction (minus The Institute) to remain alive and friendly.ĭo all of their quests. ![]() Their ending is basically the ‘fail safe’ ending should you piss off every other faction in the game. The Minutemen questlines and objectives are almost completely separate from every other faction, so you can do all of their quests without stepping on the toes of anyone else. This guide will assist in getting as far into each faction’s questlines before the ‘point of no return’ Minutemen At various points, the factions turn on one another. I made a similar guide for New Vegas I figured I should do one for Fallout 4 as well.Įach of the 4 factions have unique questlines that further their goals.
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