Ending pairing?

Post » Tue Jan 12, 2016 8:39 am

I would like to beat the game using the MM, but with the BoS also surviving, BUT the RR and Institute gone.



I know the Institute has to go, but can I take out the RR but leave the BoS? I like having the BoS firepower around, but the RR are too Synth-serving to be of any use.



Thanks.

User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Tue Jan 12, 2016 5:07 pm

Follow BoS questline.Complete Tactical Thinking.DO not proceed with the quest ad Victoriam.Complete all previous quests if you like.


Complete form ranks after you have become an enemy of the Institute (Shoot people inside or kill Courser during Battle of Bunker Hill and then verbally attack Father,or complete Spoils of war)


Complete defend the castle.


Proceed from here with The Nuclear Option (Minutemen)


You can do all Institute quest you like untill Mass Fusion.


You can do all RR quest you like.Completing Spoils of war will also fail RR Questline.



The best advice I can give you to avoid BoS ending is to not plug the Beryllium agitator in the back of liberty prime.Doing this will trigger the assault on the institute (BoS)




ALSO:If you are gonna destroy the RR anyway,why not stick with the BoS?The minutemen will still be happy about the ending.


If you go through with the MM ending,the BoS members might sound kinda pissed about it,nothing big really,but still.The will say stuff like "Ugh ,it should have been us dealing the final blow to the Institute"

User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Tue Jan 12, 2016 2:42 pm

So doing that you will not be asked by the MM to take out the BoS and you will be asked to take out the RR?



I doubt the character will ever even join the RR. I can't really see a good reason someone would be willing to join both the RR and the BoS. One makes you swear you'll take a bullet for a Synth, the other makes you swear to put a bullet in every Synth. Those don't exactly complement each other. Sure I could come up wish some crazy story to make it work, but that would feel like those times people made excuses to make dual class human Monk/Paladins in D&D. Coming up with some crazy story when all you really want is the benefits of both.

User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Tue Jan 12, 2016 5:03 am

So,the Minutemen will only ask you to take out the BoS if the BoS is Hostile to the player.It's basically Preston saying:"Mmm man we should get rid of this guys,they are being total Dic*s"


The minutemen and the RR are not in conflict.The ones that ask you to eradicate the RR are the BoS or the Institute.




FUN FACT:Even if you complete the game with the BoS,if you become enemies with them somehow past the ending,Preston will still allow you to blow them up.

User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Tue Jan 12, 2016 9:57 am

The big problem with the game is that it chooses an arbitrary moment during a quest to turn a faction hostile to you.You might be asked to kill the Railroad and this will make them hostile to you,before you even attack them.Unrelated,I know, but it bugs me.

User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Tue Jan 12, 2016 11:55 am

So if I just ignore the RR. Never join them. Use them as needed in the MQ but never go back. Do they do anything post MQ if I am still General of the MM and a member of the BoS? With the Institute gone anyway wouldn't they just kind of fade away on their own?



Just wondering. Don't know if the game even goes into this or not.

User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Tue Jan 12, 2016 5:35 am

Well you can keep the RR alive by not completing Tactical thinking.The BoS and the RR won't do much about each other if you complete the game with the BoS.


Sure,they will have opposite goals,saving surviving sinths (RR) and hunting them down (BoS) after the MQ,but this won't translate in quests or anything.They will just both keep existing.


The game is currently bugged:If you leave the RR alive with the MM ending,they will act as if you completed the game with them.They will mention stuff that never happened.Of course these are bugs,since Desdemona will sill compliment the player for taking out the Institute with the minutemen.


Specifically PAM will give bugged quests about destroying BoS remnants and will mention the destruction of the prydwen (which in this case never happened)



EDIT you will receive still new (legit) quests from the railroad after the MM ending.These quest are about helping synths that escape the Institute destruction and killing raiders that are being particulary brutal with synths.

User avatar
Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Tue Jan 12, 2016 9:10 am

Given that the Institute is the source of the synths that the RailRoad obsess about, and given that it's destruction would mean the end of synths for the RailRoad to 'liberate', wouldn't the destruction of the Institute be enough to make the RailRoad obsolete and insure they would fade away?

User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Tue Jan 12, 2016 5:59 pm

With time ,yes.But after the ending the BoS would still be in search and destroy mode about synths.And as you can immagine the Railroad wouldn't be totally cool with it.


I know that they are kinda stupid and hippie but slaughtering them seems a bit rough.Sure,if left alive they might hinder BoS operation in the future,but this is not reflected in game.

User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Tue Jan 12, 2016 7:10 am

I hate the railroad....a bunch of misguided do gooders with nothing else to do. The proof of this is after the institute is destroyed, they continue and just find a new bogyman to justify their existence. That said, joining them to get the ballistics weave perk is worth it. It is a pretty valuable thing to have and you don't have to do to many railroad missions to get it.

User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm


Return to Fallout 4