Lonesome Road The End question

Post » Tue Sep 02, 2014 8:58 am

So I want to abort the missiles, but I didn't rescue ED-E before entering the temple as I wanted the Lonesome Road perk and I couldn't care less about ED-E. Can I now not about the launch? The Wiki says there is a repair room near the elevator where he should be kept - is this the maintenance room before you enter the main room in the temple or is it referring to something else. It would truly svck if you have to save ED-E in order to get the good ending.

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Abi Emily
 
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Post » Tue Sep 02, 2014 11:49 am

From what I know, you have to save ED-E in order for the little guy-er robot to stop the launch.

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Scott Clemmons
 
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Post » Tue Sep 02, 2014 2:01 am

Well that completely svcks, why do I need to have a little robot by my side to abort the launch? I talked Ulysses down so his robots are fully intact after fighting off the marked men, why can't they stop the launch being made of the same specs as ED-E? Why can't I point the missiles into the middle of nowhere if aborting the launch is now "impossible" for some arbitrary reason?

It's annoying, because this character wants to befriend everyone (they're a smooth talking assassin favouring House, but they really only care about money so he's also borderline sociopathic) which I was leaving for after LR so Ulysses for once would address me as the faction I'm appropriately aligned with; it makes no sense for them to bomb a faction but it also makes not sense for them to be emotionally invested in a stupid little robot. If I was to follow through with the roleplay I would have to not save ED-E, but that's annoying as then I have to bomb a faction. I guess in that case I'll have to bomb the Legion, all because the DLC decided to hinge player agency on whether they want to save a completely uninteresting companion.

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teeny
 
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