Ending quests

Post » Mon Jan 18, 2016 2:09 pm

no it's not the ending quests. I just want to know what the specific quests for each faction are when there is no going back. If you know the answer for each faction can you please help me? Like I said, just the quest for each when I can't help others.
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x_JeNnY_x
 
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Post » Mon Jan 18, 2016 2:13 am

You will get a warning message when you reach that point of no return. The warning is unmissable: it appears at the center of the screen, and the gameplay pauses until you make a decision.

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Mario Alcantar
 
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Post » Mon Jan 18, 2016 2:01 pm

It's not necessarily about moments of no going back, but more so based on how long you can work with a faction until they demand hostile action towards another. Sometimes, a warning for this will appear, other times without a warning.



These are the quests for each faction that will make another hostile towards you:




Spoiler

For the Brotherhood of Steel:


Spoils of War will turn the Institute hostile (NOTE: This quest is intertwined with Mass Fusion).


Tactical Thinking will turn the Railroad hostile (NOTE: I believe activation of this quest WILL turn the Railroad hostile automatically, keep that in mind).



For the Institute:


Mass Fusion will turn the Brotherhood hostile (NOTE: This quest is intertwined with Spoils of War).


End of the Line will turn the Railroad hostile.



For the Railroad:


Precipice of War will turn the Brotherhood hostile.


Nuclear Option will turn the Institute hostile.



Nothing can turn the Minutemen against you, although I do not know their specific quests that require hostile actions towards other factions. But who cares about the Minutemen anyway.






Be aware though, there are a number of ways to make a faction hostile during quests before these ones. But the quests I named are ones where it demands absolute hostility and there is no way around it (besides avoiding the quests).

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Scarlet Devil
 
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Post » Mon Jan 18, 2016 3:51 am



Thanks, helped me out a lot. I have the strategy guide and it didn't help on this. Thanks.
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Eilidh Brian
 
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Post » Mon Jan 18, 2016 4:09 am

Bear in mind there is no warning on the brotherhood quest that turns the railroad hostile, in fact even hearing the quest information, which starts automatically, will turn them hostile. If you see Kells and Ingram standing together on the bridge do not go down there to talk to him or her as the quest will start automatically until you are ready to fight the Railroad.
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Vivien
 
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