However, it might be a good idea to have your Charisma up as high as you can get it before having this conversation, and maybe some Charisma-enhancing drugs and/or clothing to maximize your chances). Step 1: Talk to Maxson aboard the Prydwen (NOTE – all of your initial responses to Maxson are speech checks, but they are low-level ones. Then begin Blind Betrayal, BUT ONLY COMPLETE THE FOLLOWING STEPS OF THIS QUEST: So limited-number radiant quests such as Tinker Tom's "Weathervane" (MILA) missions are probably best completed before entering the Institute.īrotherhood of Steel Quests (this is where care must be taken)Ĭomplete all quests up to, and including, Liberty Reprimed (this quest, and the two BoS quests that precede it - From Within and Outside The Wire - only become available after you have infiltrated the Institute). NOTE - Underground Undercover may either appear automatically after you have infiltrated the Institute, or as a result of a later conversation choice with Desdemona (more on that below, under "Proceeding Towards The Minutemen Ending"). In fact, once Underground Undercover does appear, it's probably best not to do ANY further Railroad side quests at all until after the end of the game. Just make sure you don't begin Underground Undercover when it appears. Carrington, P.A.M., and the "Randolph Safehouse" dead-drop missions. **You can continue to undertake side quests, such as those for Desdemona, Tinker Tom, Dr. DO NOT begin Underground Undercover when it appears.** PART 1: Preparation (the faction quests which need to be completed)Ĭomplete all quests up to, and including, Old Guns.Ĭomplete all quests up to, and including, Tradecraft. ![]() There are three parts to the guide: Preparation, Proceeding Towards the Minutemen Ending, and Finale. Meeting other factions prior to the Minutemen can introduce said variations later on (I have so far experienced a number of these variations due to meeting the Railroad or the Brotherhood of Steel before the Minutemen, but the "Minutemen ending" was still achievable regardless). the Minutemen was the first faction you encountered in the game. The guide basically assumes that you have played "by the numbers", i.e. However, these variations overall shouldn't impact the main course of events, and provided you follow this guide as closely as possible, the final outcome should be the same. To cover all possible variations would require a truly enormous guide. IMPORTANT NOTE: Bear in mind that there may be variations between this guide and your own experience! Fallout 4 is a complex game with numerous side quests and random occurrences which may be completed or encountered in many different sequences, and this may cause minor deviations to what is detailed here. The order of completion of the various factions’ main quests up to the points shown below is not important, unless otherwise indicated. ![]() Once that’s done, take the following course of action to proceed to the Minutemen ending (which means destroying the Institute). To avoid complications, it’s advisable to get the Minutemen (specifically Sturges) to help with this. You can build it with the help of the Minutemen, the Railroad, or the Brotherhood of Steel. ![]() This teleporter is the only way to gain access to the Institute (initially). Once the chip is decoded, you can build a teleporter (a.k.a the Signal Interceptor) during the mission The Molecular Level. ![]() It’s advisable to finish up as many outstanding faction quests as possible (up to the points listed below) before you have Tom decode the chip (you might also want to finish up any outstanding side quests you have in your list, for any of the factions, before proceeding with the chip decode). This must be decoded by "Tinker Tom", who works for the Railroad. Any other outcome will result in at least one of the factions permanently turning against you.Ī major pivotal point in the story is reached when you obtain a "Courser chip". The only way to achieve a "peaceful" victory is to (somewhat paradoxically) destroy the Institute. You will need to proceed as described in this guide in order to achieve the "Minutemen ending" and finish the game with all surviving factions remaining friendly towards you (the Minutemen, The Railroad and the Brotherhood of Steel) whilst retaining a convenient "jumping off" save point which you can reload to follow a different faction’s ending path. (while keeping all factions except the Institute on side)įallout 4 gets very knotty towards the end, and it’s easy to make a misstep and turn one or more of the four main factions against you. A Guide To Completing Fallout 4 Using The Minutemen Ending
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