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Automaton fallout wiki
Automaton fallout wiki












automaton fallout wiki

Siding with the Institute might make the Minutemen hostile, but this can easily be avoided by selecting the appropriate dialogue and passing several dialogue checks.As detailed in the note above, progressing through one's questline will eventually make the other factions hostile to the Sole Survivor. The Brotherhood of Steel, the Institute, and the Railroad are mutually hostile.Institute: do not progress in the quest Mass Fusion, as that would alienate the Brotherhood.Railroad: do not progress in the quest Underground Undercover, as that would alienate the Institute, as well as the Brotherhood soon after.Brotherhood: do not progress in the quest Tactical Thinking, as that would alienate the Railroad.Minutemen: do not start the quest Defend the Castle, as that would cause the Brotherhood's main questline through Tactical Thinking to fail.Finally, proceed with the quest Defend the Castle and complete the Minutemen main questline by destroying the Institute through that faction's version of The Nuclear Option. Then, obtain and complete all available side and miscellaneous quests for each faction. To keep all three non-Institute factions intact and generally at peace with each other at the end of the game while maximizing quest rewards received from all factions, first, follow each of the four factions' main questlines until their respective earliest "points of no return" (listed below) which will alienate one or more opposing factions also avoid getting banished from the Institute at this stage.

automaton fallout wiki

Nuka-nuke launcher or Nuka-World jumpsuit World of Refreshment, Fizztop Mountain, The Parlor, Bradberton AmphitheaterĢ of the following gang perks Ace Operator perk, Chosen Disciple perk, or Pack Alpha perk The Minutemen quest line begins when the Sole Survivor meets Preston Garvey in Concord, and interacts closely with the settlement building system throughout. Underground Undercover ( the Railroad branch) - Given by Desdemona if the player character joined the Railroad by completing the Tradecraft quest, or was already given if they used the Railroad to advance in the Molecular Level.Inside Job ( the Minutemen branch) - Given by Sturges if the player character completed Old Guns, or was already given if they used the Minutemen to advance in the Molecular Level.From Within ( Brotherhood of Steel branch) - Given by Elder Maxson if the player character completed Show No Mercy, or was already given if they used the Brotherhood of Steel to advance in the Molecular Level.Synth Retention ( the Institute branch) - Starts automatically.The following quests become available after completing Institutionalized: However, should the Sole Survivor join and support the Institute, the main quest ends with the Nuclear Family quest. Should the player character decide to oppose the Institute by supporting any of the other three factions, the main quest ends with The Nuclear Option quest (there are actually three variants of the same quest, one for each faction opposing the Institute). In some situations, this can be delayed (or even accelerated) with certain actions or certain dialogue choices. Certain events in those factions' quests can make other factions hostile to the Sole Survivor, thus locking them from those branches and failing all of that faction's ongoing quests. At this point, the main quest's structure splits into four different branches, one for each of the four main factions. Synths throughout the Commonwealth become friendly (optional)Īct three begins when the Sole Survivor acquires the ability to fast-travel to and from the Institute at the end of Institutionalized. Place selected by the player to build The Teleporter This, combined with the endless number of radiant quests and the lack of any level cap, significantly extends the potential length of playing the game.Īs listed below, there are 191 quests in the base game, with a total of 272 with all add-ons installed. Instead, it continues with new post-story content, while the outcomes of the main quests have a visible impact on the world. The game does not end after the finale of act three. The add-ons include their own selection of main, side, miscellaneous and radiant quests which can be completed at almost any point during or after the main storyline, and which can even interact with the main quests in some ways. These radiant quests use randomized characters, locations and other elements and often can be repeated infinitely. The game also includes a "radiant quest system". In addition to the usual main quest line, side and miscellaneous quests have been added.

automaton fallout wiki

Fallout 4 features an expanded quest system, compared to that of previous Fallout games.














Automaton fallout wiki