Are there any "no-turning-back" points in the MQ of

Post » Wed Dec 07, 2011 3:18 pm

Are there any "no turning back" points in the New Vegas main quest?

For example, FO3 had a "trigger point" when the Enclave would make its first appearance after the trigger point happened. Before that point, there was no Enclave.

Anything like this in NV?


??? B) ???
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matt oneil
 
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Post » Wed Dec 07, 2011 12:47 pm

There's a point in the game where it will clearly state that if you have any unfinished quests you want to do, you should do them before approaching the next quest. So, yes, but you're warned in-game.
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My blood
 
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Post » Wed Dec 07, 2011 3:58 pm

There's a point in the game where it will clearly state that if you have any unfinished quests you want to do, you should do them before approaching the next quest. So, yes, but you're warned in-game.


Thanks for your reply. That sounds like an end of the game thing.


I remember something in Oblivion. There was no warning when the Oblivion Gates started to appear. A player just "had to know" that at one point in the game, after a particular quest in the MQ was completed, that the Gates would just show up and for the rest of the game, the player then had to deal with all the Gates everywhere when doing remaing quests wether MQ quests or side quests.

In FO3 there was no warning for the Enclave ... they just showed up after a particular quest in the MQ was finished and the player had to deal with them for the rest of the game when doing MQ quests or side quests.


So I'm assuming that there is a point in NV where after a certain quest in the MQ is complete, something permanently changes in the game world of NV. That means for the rest of the game afterwards you have to deal with "it" (whatever that is) while doing the remaining MQ quests and all the side quests yet to be done.


B)
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Mrs Pooh
 
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Post » Wed Dec 07, 2011 9:29 am

Ah.. Fallout 3 Enclave how I miss you. Ambushed in the highly irradiated vault to find the G.E.C.K.. Good times..
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Alycia Leann grace
 
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Post » Wed Dec 07, 2011 11:32 am

It's also very important to keep an eye on your quests and watch for ones like "Wrath of Caesar". Blink and you might miss them. This is not directly related to the MQ, but it's the kind of thing you want to look for.

These quests will show up with one objective: "If you continue to work against the Legion, they will declare you a 'kill on sight' target." Once you 'succeed' at fulfilling an objective like this, there's no going back, and the Legion/NCR/other faction will no longer interact with you, except with bullets. Watch out for these.
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k a t e
 
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Post » Wed Dec 07, 2011 10:18 am

There is a turning point where your choices can lock you into/out of helping a faction take control of the Mojave.
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Jesus Lopez
 
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Post » Wed Dec 07, 2011 1:33 am

Thanks for your reply. That sounds like an end of the game thing.


It is. Before you do the final quest, the game will give you a huge message box that warns you about the end.

I remember something in Oblivion. There was no warning when the Oblivion Gates started to appear. A player just "had to know" that at one point in the game, after a particular quest in the MQ was completed, that the Gates would just show up and for the rest of the game, the player then had to deal with all the Gates everywhere when doing remaing quests wether MQ quests or side quests.

In FO3 there was no warning for the Enclave ... they just showed up after a particular quest in the MQ was finished and the player had to deal with them for the rest of the game when doing MQ quests or side quests.


I can't think of anything like that offhand. I mean, when you do the first faction quest (ie For the Republic/House Always Wins II/Render Unto Caesar/Wild Card) ranger vets and elite legionnaires will start spawning in NCR/Legion bases, but beyond that, no.

If you go down a particular faction route, though, the others will close themselves off to you. In my experience, this will be accompanies by a quest, warning you that if you continue down your path, you won't be able to support Caesar/NCR/House.

So I'm assuming that there is a point in NV where after a certain quest in the MQ is complete, something permanently changes in the game world of NV. That means for the rest of the game afterwards you have to deal with "it" (whatever that is) while doing the remaining MQ quests and all the side quests yet to be done.



Well, upgrading the securitrons could count as something like that, but all it does is make securitrons tougher and change their face. Not nearly as obtrusive as oblivion gates or enclave camps showing up.
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Kanaoka
 
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Post » Wed Dec 07, 2011 11:14 am

I had a large number of popups saying such and such quest has failed. The path you follow provides so many different possible ways for the final few quests to go depending on what you have done. The warning you get seems well past the point where you can change the ending.
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Kevan Olson
 
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