As the title says, I'm at the rig and just talked to the president and I don't see an option and I'm probably too low a level to go through any big fights (frank horrigan will be a hoot) any help?
As the title says, I'm at the rig and just talked to the president and I don't see an option and I'm probably too low a level to go through any big fights (frank horrigan will be a hoot) any help?
In short.. No there isn't.
You can however talk the group of Enclave just before you fight Frank into joining you and fight against Frank.
Well that's awful I have to say i've been disappointing with fallout 2's story it's got nothing on the first.
Don't people say how silly it is that you pretty much have to side with the bos and destroy the enclave in fallout 3?
This is probably worse what a let down...
The Enclave's ideology doesn't allow for you to join them. The Enclave was also not ment to be a return faction, Interplay/Black Isle had no plans on bringing them back.
It isn't so much that we can't join the Enclave in Fallout 3 that is the problem. It is that they brought the Enclave back at all and yet again had them play the stereotypical cartoon villian role they did in Fallout 2 with literally a watered down version of their plan they wanted to do in Fallout 2. The plan they came up with for Fallout 3 didn't make a lick of sense and gets negated by Broken Steel anyways which means there was no point in the Enclave being in Fallout 3 at all.
Being unable to side with the Enclave in anyway (even if its just a Fallout 1, "let them win" ending ala the Master) is a glaring issue Fallout 2's storyline IMO. But its not nearly as bad as what happened in Fallout 3.
Fallout 3 literally forced you to join and work with a faction, whereas Fallout 2 does not. Similarly, Fallout 2 at least made some sense in why you couldn't join the Enclave, they absolutely had no need for you. In Fallout 3, you are around the Enclave enough (and its clear that they could very much use your help) that it makes it rather silly that you can do essentially nothing to help them. Even if you perform Eden's task, you end up just getting railroaded back. Which is really the biggest slap in the face.
I know there ideology doesn't allow for it by why can't the chosen one accept it?
Could be because it would be completely irrational as the Chosen One would die among the rest of the mutated (perhaps suicidal tendencies with no gain were not considered a worthy option at that point).
There's stuff left to hope for in the implementation of the Enclave in Fallout 2 concerning player involvement and overall narration, but there is a sense to it in the end (even if a bit unsatisfactory from the player agency perspective).
Well as Lt. Andronicus pointed out the Enclave in Fallout 2 have no need for you at all. Unlike the Master in Fallout which did want you to become a super mutant.
But Fallout 3 the Enclave actually had a need for you, they lead you down the path of joining but then they become hostile to you yet again. Its as if Bethesda planned to let you pick a side in an Enclave civil war, but then aborted that path and left a lot of loose ends in the form of plot holes.
Did you rig it properly? How long did you wait? I don't remember how it exactly works, but your explosives skill sometimes affects the time it takes to blow up.
You can also overdose him with superstims (in which case there's, iirc, no alarm).