Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
http://fallout.wikia.com/wiki/For_the_Republic,_Part_2
It seems that you're right about that, but I think I'll still try Hardin's quest, to see if anything changes with the truce issue.
What? Yes you can - They have a whole questline and everything. You even get power armor, if you want it that is.
Then again... I might be wrong...
You're more freelance than actually join them. like the NCR. Though as Hippie said you do become an Initiate.
I feel quite the opposite. Why would these groups accept somebody they just met into their elite circles? You clearly aren't sticking around long term. You can help them out without being involved in the command structure; you're an outsider. It is like the ridiculous Elder Scrolls trope where you walk in the door and three days later you're the archmage.