Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
The Barnaky Ending :)
This only happens if you have involvement with the MM and are siding with the Institute.
The key is siding with the Institute AND having a high enough charisma to be in charge of a critical situation to prevent one of your MM "subordinates" from causing a turning point incident between the MM and the Institute at a ruined house next to Graygarden.
When it's all over, the Railroad and B.O.S. have been effectively eliminated and you find both MM and synths holding checkpoints together.
Allow me to draw your attention to the original founder of the B.O.S., it's principles and what became of them.
https://fallout-archive.fandom.com/wiki/Roger_Maxson (John's Grandfather).
On that note:
'76 (The vault I.D. number) took place in 2102 which is over 100 years earlier than present 2287-88. As the narrative states, just 25 years after the Great War.
My reasoning behind this is that the B.O.S. goes out of its way to "nuke" the institute rather than capture and control it, which imho is an extremely valuable resource that stands a chance of making significant change for the better for the surface with the SS in charge. Since they can't do that, the results ends up with just another nuclear radioactive crater in Boston which does nobody any good and the SS is the one who pushes the button.
But this time, it isn't the nuclear blast from a submarine launched Chinese missile the SS witnesses as the family enters vault 111. It's an underground nuclear detonation AGAINST his/her own countrymen the SS is ultimately responsible for in an extermination ORDERED by his/her "superior".
THIS goes against everything the U.S. military stands for, of which the SS was once a part of. Even Captain Roger Maxon knew that.
If the SS is B.O.S., he/she may be a Paladin/Sentinel, but still just another subordinate and not the one in charge. The SS has already been there once, why do it again? The SS knows what the military was. The SS knows what war IS. He/she was there before the Great War having already served and was decorated for reason, Long before '76, long before present day 2287-88.
The SS should easily see the difference. ("This isn't my first rodeo").
Note: Having myself served, I know the difference.
I believe the SS is better than that.
Besides, I find it personally ludicrous to use Liberty Prime to burn a hole in the ground to access the Institute, whereas, with the MM, a "back door" was the way in IF your intent is to destroy the Institute, which for that matter the back door doesn't even exist unless you use the MM to destroy the Institute. Still, the SS is the one who "pushes the button".
But, what would happen if in the very critical moment the SS chooses NOT to place the detonator on the reactor or chooses not to press that button?
What would happen then?
"Only the BOS had the manpower to deal with it."
Sends one woman, an ex-lawyer, to deal with it. Using her own equipment. That she salvaged from BOS expeditions that fell to raiders.
MMM... Hmmm, so only the BOS, or anyone that can defeat the BOS, or anyone that can defeat raiders could deal with it.
So, like anyone that's not an unarmed settler.
Purely aside from the fact that thy're not doing it to defend humanity, they're doing it to re-arm a (n admittedly very cool) Humongous Mecha,
The BOS are not 'Remnants' of the US Army. The BOS actively mutinied against the US Army.
Now it happens to be a mutiny I agree with, grounded in the Army using Chinese POW's in illegal experiments, but the modern BOS is about as removed from it's origins as its origins are removed from the Army they mutinied against. In any case, they certainly have no more claim to those weapons than the next heavily armed faction.
The BOS might be salvageable. The problem is they have no desire to be salvaged. They like the spot they're in, and the spot they're in is a half-step from becoming the big bads of the Eastern UCAS.
The Institute is not salvageable. They have already downgraded everyone on the surface as 'not really people', and have done so for a very long time. They are happy to kill and replace someone with a synth rather than say, paying them caps to grow food. They say 'Kellog was responsible for University Point', but ignore the fact that Kellog faced no consequences for University Point. Or any of the other crimes he committed on CIT's behalf, with or without explicit Institute permission.
And there is no real evidence that taking over Father's place is going to change that, for the simple reason that Father was not absolute ruler of the Institute. The Institute supported Father and Father Supported the institute. When you start trying to push the Institute in a direction it doesn't want to go, either it will kill you or you will kill it.
There was also that dialogue during the directors meeting indicating they had other facilities that were not compromised hinting the facility we infiltrated may not be the entire institute and that we may only be director of the one we infiltrated.
https://fallout.fandom.com/wiki/AllieFilmore.txt
"Shaun: The level of unrest in the Commonwealth continues to rise, as we're all aware. Your report?"
"Allie: All Institute facilities remain completely secure, with... the exception of one notable breach."
Stated while looking directly at the player indicating they are the "notable breach" and that there are institute facilities that are still secure.
There is one way to "salvage" the institute if in name only that is to get rid of the ones that as you mentioned have decided the surface people are "not really people" and replace them all with others perhaps the gen 3s that show signs of being sentient.
Fundamentally I think that falls under 'You kill it'. I also suspect it wouldn't work, or at least wouldn't work peacefully, just because unlike some other institute people would *know* that sudden changes were indications that the guy that went into the meeting with you was not the synth that walked out.
Pretty much though its more peacful than nuking the place it probably would not last long if there are in fact other facilities or we leave any of the old leadership and scientists around.
What the player character does does not equate to anything. The bos could/would of stormed that fort without the player. You're only there because of plot reasons
people can sit here and cry all they want about that, But if there was an ultra-rare floppy disk with the cure for cancer on it, and some random scav had found it and now she's going to delete that cure to make space on the floppy for pictures of her cats...Are you really going to let her do it? If there's some ultra rare TS-999 plasma rifle that only had one prototype in the entire world and some wasteland scav won't sell it because he likes using it as a doorstopper...are you going to just walk away and let that technology be lost?
Too many people bring twitter morality to a situation where the survival of humanity and all that it's created is greatly at risk.
Step 1. After you get out of the vault talk to Codsworth and head to Red Rocket get Dogmeat. Once you have Dogmeat head to Concord and take the quest Freedom Calls and join the Minutemen. Return to Sanctuary dump your loot and take the quest Sanctuary and build your settlement if you have Contraptions Workshop or any mods build a factory and scrap everything to make some armor and weapons and some defenses. Level up and finish all main quest take First Steps to put Lexington on the map but do not advance this quest until you complete Dangerous Minds.
Find a bridge to Diamond City south of Lexington but stay away from trade routes and do not go to Oberland Station, Beantown, or Graygarden doing so will trigger Autonomation and Fire Support and will fail Reverie and Rouge Robot you don't need to start those quest until Reunions. Enter Diamond City get Piper and talk to the guards to get Combat Zone and Museum of Witchcraft Do not start Museum of Witchcraft the quest contains spoilers and it is best to do it after you complete Reunions.
After you find Nick level up complete Getting a Clue and start Reunions once you have all your gear.
Step 2. Start Reverie and Rouge Robot finish all quest but do not start Shadow of Steel thats as far as you go with the Brotherhood.
Step 3. Take Dangerous Minds and then head to Vault 81 and get Curie and Tina and send them to Sanctuary if you acquired Freedom Trail while talking to the Diamond City Guards do the quest but do not advance past Goodneighbor we don't need to talk to the Railroad just yet.
Go to the Memory Den turn in Dangerous Minds head to the Rexford get Mr. Vault Tech and send him to Sanctuary or to The Slog. Enter the Third Rail and get McCready do not talk to Magnolia or the bartender we don't need their quest.
Step 4. Start the Minutemen quest First Steps and advance the Minutemen questline to Taking Independence and Old Guns do not advance these quest until you have 20 settlers in each settlement or you have a contraption factory and trade routes up and running. Once you have 20 settlers complete Taking Independence, Old Guns, Form Ranks, and With Our Powers Combined use the Minutemen to get into the Institute. Leave Preston at the Castle. Complete Glowing Sea, Molecular Level, and Institutionized do not take any Institute quest or they can get you banished. Plant the bomb, get the cure for Virgil, evacuate the synths, seize all institute tech, and get out once you got Dr. Lee.
Step 5. Advance the Brotherhood do not take Blind Betrayal or you will fail Underground Undercover and it can get you banished from both the Institute and the Brotherhood. Do all Brotherhood quest but do not Tactical Thinking, do not do Ad Vitorium, and stay away from Simpa Inverta those quest will trigger Mass Fusion and make all factions your enemies.
Step 6. Advance the Railroad finish all their quest but do not do Rockets Red Glare that will trigger Simpa Inverta and the Brotherhood will declare war on the Railroad and both can get wiped out.
Step 7. Use the Minutemen to finish up do Defend the Castle, and do Nuclear Option wipe out the Institute. Before you blow the Institute evacuate the synths to complete Underground Undercover then blow it up. The other quest are optional. What you can not do is talk to PAM, Kells, or Maxon once the story line is complete.