Fallout 4 best ending
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Fallout 4 best ending
By now, many players should be close to finishing Fallout 4 , or may be itching to go back through the game to see one of its other endings. In total, there are four endings available in Fallout 4 , and all are dependent on which faction the player sides with near the end of the main quest. Players will have to unlock at least three of the endings in order to unlock all of Fallout 4 's achievements , so knowing exactly how to trigger these endings is important for anyone hoping to fully complete the game. Keep in mind that this guide will have spoilers , so anyone that is sensitive to that sort of thing should tread carefully. The path to the Brotherhood of Steel ending begins when players are tasked with building a teleporter to the Institute. A number of optional objectives pop up, giving players the option to tell the other factions in the game about the teleporter. Simply visiting the Brotherhood of Steel after this and alerting Elder Maxson to the situation will suffice. Continue pursuing the Brotherhood of Steel quests until the option to destroy the Railroad becomes available. Work with the Brotherhood against the Railroad, while also continuing to pursue quests for the Institute. Eventually, the Institute will give the player the quest called "Mass Fusion" - choose to alert the Brotherhood to the Institute's plans, and then this ending will be a sure thing. There's some pretty shocking story revelations associated with this ending, but overall, it's one of the least desirable ones. It results in the destruction of both the Institute and the Railroad, closing off their quests forever, and killing Brotherhood of Steel members is actually one of the quickest ways to get Power Armor , so allying with them is not hugely advantageous.
KaijinSurohm 8 years ago 6. Free Monopoly Go Dice Links. Raziel-Freya posted
Log In Sign Up. What do you need help on? Cancel X. Topic Archived Page 1 of 3 Next Last. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Boards Fallout 4 Your favorite ending?
Fallout 4 : Nuka-World has two major endings: one where you take the "good" path and beat up all the raiders, and three variations of the "bad" ending where you help the raider gangs become a serious force in the Commonwealth. Unusually for Fallout 4, Nuka-World's "bad" ending is the main one; you're strongly encouraged to embrace the life of a raider and set up shop in the theme park: doing so seems to have no consequences in terms of the main Fallout 4 faction relations, even when you hand over some of your established settlements. Meanwhile, the "good" ending is only available via a sidequest path Open Season , and is nasty, brutish and short; see the Open Season section below for details on how to trigger and complete it. By the way, we have a huge Fallout 4 guide you can check out if you're struggling with any other part of the game. If you have questions, we have answers. The main, "bad" ending is definitely the more interesting of the two; towards the end of the main path of Fallout 4: Nuka-World one of the three raider factions will turn on you, and you'll have to destroy them to finish the story. There's no way to avoid this, but you can control which faction goes rogue. Which faction you end up fighting during the ending of Fallout 4: Nuka World is dependent on how much favour you build with each of the three raider factions in Nuka-World, which is in turn determined your actions during two quests: The Grand Tour and Home Sweet Home.
Fallout 4 best ending
Fallout 4 Far Harbor has three endings. Wait, make that four. Quite a lot? Hello, spoilers. The major differentiations of the ending of Far Harbor are effected by your actions during the last two quests - The Way Life Should Be and Cleansing The Land - which run concurrently and are inter-related. Some smaller differences depend on your persuasion skills and how many side quests you've done. If you have mortally offended one of the factions, you'll find some options are closed to you. If you've been following our Far Harbor walkthrough , you should be ready to dive right in. If you made a decision to inform either the Brotherhood of Steel or the Institute about Acadia as you played through the DLC, your scenarios will differ. Informing the Railroad results in an NPC making their way to Acadia, with no consequences that we noticed.
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Home Discussions Workshop Market Broadcasts. Use this guide to see every possible ending that Fallout 4 has to offer. The end of the Minutemen quests tasks players with establishing eight settlements in the Commonwealth, but if Preston Garvey asks one to clear out Mosignor Plaza, don't do so until Bethesda patches the problem. Will probably go the same way after the SS dies. That's effectively what's going on here. Siding with the Institute will pit you against both the Railroad and the Brotherhood of Steel factions. I like how I can still choose at any point to destroy the Brotherhood or the Railroad still Topic Archived Page 1 of 3 Next Last. The Initiate: The place is effectively a Panopticon. DO NOT advance this quest. There has been some good Brotherhood members, those who believe in saving people, instead of controlling, but the extremists far outstretch the few decent members. The Institute needs an new leader, and you're in need of a nuclear family. With the Railroad and Institute destroyed, the Brotherhood of Steel is one step closer to bringing order to the Commonwealth. The Minutemen is perhaps the weakest faction in all of Fallout 4.
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Subtle0 Topic Creator 7 years ago Anime Last Stand codes. Is there any way to Kill Marowski with out having the entire town of Goodneighbor trying to kill you for ever? Great post. Here's how some iconic Fallout 2 and 3 locations look in Fallout 4's engine. Talk Brandis down from being crazy. More Topics from this Board. From there, he actively replaces the people of the Commonwealth, all for an unknown agenda. Ask A Question. Mutie lovers, syth fetishists, and other post-apocalypic SJWs can go hang out with Minutemen in their scrap metal shacks, we'll be busy actually getting stuff done and not living like peasants in the mud of our own filth and uselessness. Step 4: a You will have received "Form Ranks" for the Minutemen. Once the settlements are built, the Minutemen suddenly feel the need to wipe out the Brotherhood of Steel by destroying the Prydwen airship. Long story short, since you are questioning why people are so against the Initiate, it's proof in itself that it's quite good and skewing perception, and making people think the way they want. Step 2: Complete "Reunions" and "Dangerous Minds.
I apologise, but I suggest to go another by.
I risk to seem the layman, but nevertheless I will ask, whence it and who in general has written?
In my opinion, you on a false way.