Fallout 4 storyline duration. Critical mass. Ending for the Brotherhood of Steel

After you manage to get out of Fort Hagen in the main quest "Reunion", you will see a Brotherhood of Steel aircraft in the sky. Now you can go to the Boston airport and chat with any selected member of the Brotherhood of Steel. He will tell you that you need to contact the Cambridge Police Station and introduce yourself as a recruit. You need to talk with the paladin Dance.

By the way, you can immediately wave to the police station. Please note that it is imperative that you carefully look at the map, following the checkpoint. Be careful, there is a lot of water near the airport. Your task is to bypass this water. If you try to swim across, then you need a suit with radiation protection. There are many hostile creatures in downtown Boston. When you go there, stock up on ammo and medicines.

Follow the police station, killing ghouls and other opponents nearby. After that it will start new quest Brotherhood of Steel.

fire support

When you move near the Lexington location or the Corvega plant, you will receive a message about the available military frequency. Open the pip-boy and listen to the message. Go to the Cambridge Police Station. This is the second way to get to the Brotherhood of Steel. Here again, defeat the enemies and the mission "Fire Support" will begin.



Destroy all opponents you see. When the battle is over, and it will be long, then talk to the commander named Dans. The paladin will offer to take a walk together to Arkjet Systems, where you need to find a short-wave transmitter. Agree to help him in this matter.

If you have a decent level of charisma, then it will not be difficult for you to convince Dans to hire you. If you succeed, you will receive a large reward for completing the “Call to Arms” quest. Inside the police station you can find everything you need. Downstairs, where the garage is, there is a repair station power armor. Here it can be left indefinitely.

Call to arms

When you carefully examine the police station, then talk about everything with Dans. Follow him and say that you are ready to start the task. Go to the indicated place, talking with the paladin Dans along the way. Kill opponents who stand in your way. There is nothing at the specified location. Dans will say that the synthetics of the Institute have apparently been here.

Keep following the leader of the Brotherhood of Steel until you reach the lab. The way inside is blocked. You must open the door. This can be done in several ways. First, if there is a sufficient level of hacking, then gain access to the terminal that controls the laboratory. Secondly, you can use the laboratory assistant's terminal and change the password automatically. This will give you the password for the first terminal and you will be able to open the door without breaking it.

Here you have to fight with synthetics located behind a closed door. Move after Dans, who will soon need help (you will be very useful for this). You can be a little behind. Then Dans will still kill all the enemies on his own. In the place where it is possible to pass through a gap in the wall, do so. Kill the second group of synthetics and follow to the second tier. Look around. There are traps in one of the rooms. There is a safe and a terminal in the same room. Hack the terminal, which will allow you to open the safe. However, you can not put it off indefinitely and at the same time break the lock on the safe. The level of hacking is complex (both there and there). Move on and find a locked door on the first tier. Your task is to get through it. Pick the lock on the door or get there using the other room above it. Shots will be heard. Run up the stairs leading to the second floor.

When you go upstairs, you will find yourself in the director's office. Near the terminal there is a magazine with which you can access the new ability. Energy weapons now deal 5% more critical damage. Using the terminal in the room opposite the director's office, you can disable the turrets. Or just blow them all up. After leaving the office, walk along the corridor to the right side and you will see the descent. He will lead you to a safe with weapons and supplies. Examine the rooms on the second tier and go to the opposite side of the corridor (if you stand in the place where you climbed). You will find another descent, with which you can get into a room with a refrigerator. There is Yader-Cola here. In the reception room, located on the left side of the non-working elevator, there is another safe with supplies.

Go down the stairs and find yourself in the core of the engine. The same transmitter is located in the control center, at the top of the core. The elevators don't work because the electricity is out. Need to restore backup power. Keep going down and through the lone door. In the first room you can find a good trophy - the weapon Khlamotron. In another room, you will find a terminal - by breaking it you can turn on the backup power.

Nearby you can find a nuclear block for power armor. Paladin Danse will be attacked by synthetics. Kill them using the same Hlamotron. On the other hand, you can start the engine to burn off all the synthetics. This can be done using the red button, which is located in the room where the Khlamotron lay. Be sure to close the door of the room and press the red button.

Now that the power is restored and the synthetics are defeated, you can take the elevator to the control center. There will be a few more opponents that Paladin Dance will help you kill. Search all the corpses and find the transmitter you needed. Before you leave this place, follow back to the elevator. Jump from the upper tier to the middle one, where you can't get there any other way.

There are two small rooms here. Synthetics will also attack you. Kill them and collect loot. In one of the rooms, look for the Fat Man grenade launcher. In another room, you can hack the terminal and the safe, which have difficult level protection. Please note that if you cannot crack them, then look in the upper locker hanging above the safe, find the password for the terminal. Activate the terminal, then open the safe.

Now chat with your companion Dans. If there is enough charisma in the characteristics, then you can find out if he liked the way you acted. To join the Brotherhood of Steel, it remains to give the received transmitter to Danse. You will receive a modified carbine "Righteous Sovereign".

Shadow of steel

So, now you are in the ranks of the Brotherhood of Steel. Talk to Dans and follow to Prydwen. The second task of Dans can be temporarily skipped. Climb to the roof of the police station and jump into the rotorcraft. At the Brotherhood of Steel base Prydwen, talk to the captain named Kels and get a report. Go to the center of the ship and find Maxson. Talk to him, then return to Danse.

Business trip

Probably one of the easiest tasks in the passage of "Fallout 4". On the ship, look for Proctors named Ingram, Quinlan, Teagan, and Knight Cayde. Chat with everyone. Here you can get T-60 power armor.

Without mercy

Please note! If you don't pass this quest, then you will not be able to turn in the mission "Missing (lost) patrol"!

Follow Maxon and receive another assignment from him. Fly to Fort Strong on the rotorcraft. Use a machine gun to completely shoot the super mutants and destroy their leader, who is called the Beast. After landing the aircraft, kill every single one you see. Gather supplies and go to the armory.



Clear the first tier, go down to the basement using the elevator and kill the last survivors. Talk to Danse and return to the ship to chat with Maxon.

From within

Move to the institute and find Dr. Lee in the Department of Higher Systems. Persuade the woman to return to the Brotherhood of Steel, for which you will need charisma. Return to the base of the brotherhood and report on the successful completion of the task to Maxson.

sortie

Follow to Ingram and give her a record from the institute.

Prime Acquired

Move after Ingram, take the original notes from her and talk to Dans. Find Dr. Li and persuade her to help with Prime. Report everything to Ingram. Now you have to create electromagnetic actuators. First you have to find a powerful magnet. If you collected everything you saw, then most likely you already have it. Craft four powerful magnets. Inform Ingram about the completion of the task and follow the marker on the map where Heylin is located. From her you can get a special device with which you can find bombs. Get to the storage, moving from the rocky cave, where, of course, you have already visited.

Go to the Prescot Watch Station. If you have power armor, then jump down and move through the tunnel with the ghouls. Find the vault, talk to Henry, by hook or by crook persuading him to help you. Get the code from Henry's terminal here. Open the door with it and install the signal generator. Talk to Danse and return to Ingram. That's it, now just activate Liberty Prime.

Blind betrayal

Follow the ship and chat with Maxson. He will direct you to Quinlan, from whom you need to find out more about Danse. Follow Haylin and, during the conversation with her, find out where Dance is. Go to Bravo Outpost and take the elevator down. Talk to Dans and decide whether to kill or spare. Take the tokens needed as proof (keep alive). When leaving the outpost, Maxson will stand. Persuade him to let Dans go. Leave Dans in the bunker and talk to Maxson again.

strategic thinking

After talking with Kels, follow the Underground. Clear all basements and kill five main targets. Dr. Carrington is at the entrance. Blow up the door and go to the lower tiers. Deal with Deacon, Tom Tinker, Gloria and Desdemona. Load the decryption program into the terminal, then run it and talk to Kels.

Military booty

Chat with Ingram and head towards the Mass Fusion building. Shoot the enemies on the roof with the machine gun and jump down. Go inside and kill all the synthetics. Find the terminal to find out where the impeller is located (the password is located nearby). Go to the lobby and help the Brotherhood soldiers fight off the synthetics. Return to the airport and report everything to Ingram.

victory announcement

Install the impeller in Liberty Prime and activate the power supply. Follow the robot towards the Institute, killing the synthetics. Approaching the Institute building, destroy the synthetics attacking Prime. When Liberty Prime organizes a passage, then follow to the Institute.



Critical mass. Ending for the Brotherhood of Steel

Chat with Maxon and follow to the reactor. Kill synthetics and scientists. In the central room, take the elevator to the Father's office. Hack the terminal and unlock the door. Deal with opponents inside the reactor and plant a nuclear charge. Talk to Maxon again and teleport out of here. Talk to Sean and Ingram and then activate the detonator.

Ending for the Brotherhood of Steel

Go back to go to the reactor room. If you have not evacuated the center, you will encounter synthetics and scientists. Access the reactor door and activate the hull. Tom Tinker teleports you to the control room. Talk to Maxson, after which Proctor Ingram will talk about some child nearby. Chat with him, after which you will have a choice:

Agree to save him, after which Ingram will look after him,
say that the child must stay.

Move to the roof of the Mass Fusion building where you can press the button to complete the mission. Talk to Maxon to complete the last task and see the ending.

A new dawn

Return to the Prydwen and speak with Elder Maxson. You will receive the title of Guardian of the Brotherhood of Steel and a T-60 jetpack (jetpack).




Additional Brotherhood of Steel quests
Lost Patrol

This quest can be obtained in different ways:

You will randomly run into the Brotherhood of Steel team in the Commonwealth and then speak with Paladin Danse or Captain Kells to start the quest.
You'll complete the Brotherhood of Steel quest Quartermaster or Commonwealth Sweep and then talk to Dans or Kels.
You will complete the Brotherhood of Steel quest "No Mercy" and talk to Kels.

You can start the quest in any of these ways, and you can complete the quest after you join the Brotherhood of Steel and talk to Dans or Kels. The next stages of the quest can be completed in any order. Head west to the Everett Estates area where Malden High School and Medical Research Center is located (in the northeastern part of the Commonwealth). You will hear a distress signal. Tune your radio to a frequency and listen to the message. Examine the holographic recording marked on the map.

Head to the National Guard Training Building in the north-central Commonwealth. You will hear a distress signal. Again, set up the radio, kill the enemies in the location and find the body of the knight Ostlin. Examine the holographic recording.

Move to the Revere Satellite Array while killing the super mutants. Find a distress call and tune in to your radio. Find Faris and listen to the holographic recording. You will receive an access code to the bunker.

Head to the squad bunker in the north-central Commonwealth and enter access code 429A on the terminal. Go inside and find the paladin Brandis. You can try to talk to him to resolve the issue peacefully, or you can immediately resort to violence. If you kill him, then take the holographic recording from the body and unique weapon. If you resolve the issue without violence, then give him the holographic recordings of the team members.

If Danse was with you during the quest, talk to him about Brandis when it's all over. In the event that you complete the first quests of the main storyline, then return to the Cambridge Police Station for your reward. If you are doing the second act quests, then go to the Prydwen and talk to Kells to get your reward. If you convinced Brandis to return to the Brotherhood, you can meet him in the Prydwen Dining Room.

Courage and dishonor

This quest will be available after completing the Brotherhood of Steel quests "No Mercy" and "The Lost Patrol". Talk to Captain Kels, who will ask you to drop by the Boston airport. Head there and talk to Knight Sergeant Gavil about Lucy and Clarke. Talk to Lucy and Clark about everything. Talk to Gavil again and he will ask you to find evidence and the culprit. Follow the Prydwen and inspect the rooms of Lucy and Clark.

You can pick locks on chests. Find Clark's personal key on his bed, open the locker and find Lucy's personal key. Open the locker and read the note from Lucy and other documents. Head back to the airport and talk to Lucy, who will tell you what's going on. Follow Clark at a safe distance so he doesn't see you. If he notices, then step back. Follow him to the ruins of the Boston airport.

Move through the ruins, killing opponents. Go down to the dead end and find the body of the knight Raylan. Take his device to unlock some phrases in a future dialogue. Keep walking through the ruins. After that you can do this:

Kill the enemy immediately.
provoke him.
Convince him that he allowed the vampires to be killed.
Convince him to go into exile.
Promise to hide what you saw.


Good news.
Fallout 4 has a fifth ending.

The bad news: You'll have to start the game almost all over again.

Here is what I found:

The best Fallout 4 ending Everyone is alive and everyone is happy

The bottom line is that at the end of the game, the Brotherhood of Steel, the Railroad, the Institute, and the Minutemen cannot exist together. Thus, there are 4 standard endings for each faction.

But, Bethesda is Bethesda, and there is still one more ending (fifth), which will allow the Hero to communicate and save all factions by destroying the Institute, and even complete quests after the plot (everything, general and global, and not just the part to find his son) . In other words, if there was such a thing as "Karma" in Fallout 4, then this ending would be considered "the best for a high level of karma." That way everyone will stay alive, everyone will be happy.

How is it different from standard endings?

With normal options (even for the Minutemen), there are cases (as a result of the sequence of completing the faction quests) when factions will still be at war with each other (for example, Danse will be hostile to the Brotherhood of Steel, or the Underground will be at war with the Brotherhood), and some factions, and Moreover, they will not be loyal to the Hero. Here is the option - full world.

And now we will tell you what the essence is :) You will have to start playing from the beginning, because everything is not so simple.

1. By the time the story quest "Reunion" is completed, it is required to complete all possible tasks of the Lordship of Steel, available at that time in the Cambridge Police Station. At the same time, do repetitive tasks to also search for an artifact and kill ghouls (once at a time), complete Dans' quest to find a reconnaissance group, chat with the only surviving Paladin Brandis in the bunker, report again to Dans.

2. Only after that do you complete story mission"Reunion" and proceed to the next part "Dangerous Thoughts".

Important: The Teleport to the Institute must be built with the Minutemen. Assignments for the Underground "Intelligence" and for the Brotherhood of Steel "Shadow of Steel" - do not complete yet. The Institute (after you have been there) must hate you, have hostility. If there is a great desire, you can wander inside, even the last task of the main plot (find a son) is to complete the “Closed Type Institution”. But then, the benefit of the game allows, kill someone and run away from there.

Please note: After the "Closed Institution" do not communicate with the Father. It’s better to give the record for the Detention quest to Sturgers (the same person among the Minutemen that helps the Hero get comfortable with the construction of settlements).

3. After the Institute, you can complete the tasks of the Brotherhood of Steel until the moment in the quest "No Mercy", when you need to get into a vertibed (helicopter). So do not sit down, but at the same time take all possible Additional tasks at the Brotherhood of Steel and don't.

4. Also complete the Minutemen tasks "Castle Defense" and "Minutemen's Choice" and start "Critical Mass", but do not finish again.

5. We pass to the Underground. Now let's start the "Intelligence work" and complete all its quests up to the "Randolph Station".

6. Now complete Critical Mass and watch the Institute destroy itself.

Completion

After this, multiple Underground quests await you, but do not communicate with PAM, otherwise she will want a war with the Brotherhood of Steel. The Brotherhood itself will praise the Hero (except the head of the Brotherhood Maxson himself) and in the future their quests will usually be repetitive to kill super mutants and raiders. In general, the Hero is loved and respected, and all factions are ready to give him a variety of tasks, so you won’t be bored.
I took info from these guys http://fireimp.ru/guides/luchshaya-kontsovka-fallout-4
I highly recommend their site to study.

Lots of games and useful information both in Fallout and in other games.

And they, in turn, took from these guys (video)


Those who played for any of the parties will be interested in how the game ended for other people:

Ending for "Institute"

In this case, the GG joins the "Institute". After Sean dies (he is also called "father" at the Institute), GG becomes the head of this place. The remaining factions, with the help of the GG, are dealt heavy blows. The same "Brotherhood of Steel" suffers huge losses. Soon the “warriors” who arrived in Boston become simply defeated. The "underground" (scientists who sought to give freedom to the synths) is also subject to destruction (which, in general, is happening).

The rest, so to speak, "free peoples", remain to live in the same place where they lived. With the help of a reinforced beacon, the GG transmits a message to everyone in the Wasteland, the text of which is chosen only by the player, but the essence of which is something like this: “We are an institution that is engaged in the revival of mankind. We do not pose a threat to anyone, but if someone dares to interfere with us, there will be consequences for the decision taken.” And as mentioned above, the GG becomes the main one in the research complex.

Ending for the Brotherhood of Steel

In this case, the GG joins the "Brotherhood of Steel" and goes to fight the "Institute". Thus, the GG becomes the number one enemy for Sean, since it turns out to be "on the other side of the barricades." Together with the Brotherhood of Steel, main character finds a way to sneak into an underground research facility to destroy everyone in there. With the help of a huge robot (Liberty Prime), he creates a huge tunnel that allows you to get into the Institute's bunker. After the destruction of the remaining synths, GG forgives the dying Sean. The head of the "Brotherhood of Steel" for the completed task gives the highest rank and sends the GG further what to build " new world". As for the rest of the inhabitants of the Wasteland, no one else takes part in this conflict.

Ending for the Minutemen

After the Minutemen are victorious in capturing the "Castle" (which used to belong to the Minutemen who were at the height of their power) with your help, of course. An open conflict with this group (synths vs minutemen) begins to grow. To prevent the threat, the Minutemen decide to strike at the very heart of the synths - at the "Institute". Soon they find a new secret entrance - the sewer. So, the main character (heroine), sneaks inside. Next, a portal is being built and communication is being established. With the help of the portal, fighters are delivered inside the "Institute" and an assault takes place. The main goal of the Minutemen is to capture a nuclear reactor and capture the technologies of scientists that will be used for the benefit of the surviving people. As for the scientists, they stay alive.

Ending for "Underground"

For this end, the GG first needs to infiltrate the "Institute" and talk with a certain Patriot and with a synth. Patriot is a scientist who helped a couple of synths escape. Together with him, you will have to organize an escape for all the synths, arm them and destroy the "Institute" along with the "Brotherhood of Steel". Having done everything, the GG is waiting for a signal to start a special operation. To do this, you will have to first complete all the tasks of the “Father” (aka Sean), only with some amendment: you need to hard-set the synth-raider, and “merge” the second hard-set. And when the "Father" finally issues a task that is associated with an attack on the main base of the "Underground", you need to protect the "Underground" from the attack of the "Brotherhood of Steel" and help them deal with them by destroying the airship. GG goes to the scene of hostilities and repels the attack of the Brotherhood of Steel. A counterattack begins: the GG steals a rotorcraft with a technician, invades a huge airship, sets explosives and soon the airship explodes. Next, the GG needs to finish with the "Institute". The GG captures the teleport, teleports the employees of the "Underground" to the place of hostilities (into the bunker of the "Institute"), destroying everyone and all together they put explosives in the reactor. After planting the bomb, the GG and the Underground employees leave the Institute using a teleporter and blow up the Institute's base. As a result, all hostile groups are finished, the synths are free, and the Minutemen have lived and are still living.

Starting the passage of Fallout 4, you should immediately turn on Russian-language subtitles in the game, as the publisher decided to limit himself to only text translation, leaving the original voice speech (that is, English). Therefore, unless you are an expert in this language, it is better to immediately turn on captions, which are disabled by default here, because you risk not understanding anything from the dialogues at all. This is done in the menu "Settings" - "Video" - "Dialog subtitles".

In addition, it is important to note right away: the complexity of Fallout 4 can be changed at any time you like, this is also done through the "Settings" menu, only now we need the "Game" section. If you see that something is not working, it is better to lower the difficulty level, or if on the contrary it is too easy, increase it to make it more interesting. After this short introduction, let's move on to walkthrough Fallout 4. We offer the whole list game tasks for the Institute.

Time is running out

At the beginning of the game, nothing portends trouble: the usual beginning of the day, we are in the bathroom, there is also chosen at will appearance for himself and for his wife. When you customize the appearance (or leave the original one) - press the Enter key to continue the passage of Fallout 4, confirming your choice. For now, there is a little time to look around, at home we will see three scenes.

call of freedom

Before entering the museum (now the former, perhaps), be sure to pick up the laser musket lying near the entrance - the first of the useful things that we will collect during the quest. In the room you will meet a handful of raiders, and also make sure that the transitions here are quite intricate, at times even reminiscent of a maze.

Commonwealth Gem

Recall that this quest becomes available when you first visit Diamond City or after talking with Mother Murphy. It takes quite a long time to get to Diamond City, the path is not close. The desired city is signed on the map under its name, therefore it will not be difficult to find it there, it is enough just to study this very map.

valentines day

It's time to start looking for the detective: leave the city, following the marker that will lead to the double door. Come in, you will see that we are not welcome there: this is the territory of gangsters who will have to be exterminated. There is also a lot of running around, but the passage of Fallout 4 at this stage is simplified due to the presence of the same marker by which you can navigate in search of a goal.

Revelation

The passage of Fallout 4 continues with the fact that we will return to Diamond City, where the previously rescued detective Valentine is already waiting for us in the detective agency. He will invite you to sit down and tell his story about his son - we sit down and share the details. Be sure not to forget to tell the robot that the scoundrel who kidnapped his son was bald and had a scar through his left eye, after which the detective immediately admits the version that this is a certain Kellogg.

reunion

Giving our faithful dog smell the smell of cigars (done through the usual dialogue), just follow him: you will have to run around pretty much. When the dog comes to the lake, it will stand still to continue the path and with it the passage of Fallout 4, take another cigarette from a chair standing right next to it and also let your four-legged friend smell it.

dangerous thoughts

This quest is one of the easiest that offers the passage of Fallout 4. We first need to come to the marked place - this is a building with an arch at the entrance with a huge inscription "Scollay SQ" and a red double door.

glowing sea

The path to the goal will be very long and thorny: in theory, everything is simple - the desired direction is marked, just go there and exterminate all resisting aggressive living creatures on your way. However, in practice, of course, everything is not at all so prosaic: the passage of Fallout 4 at this stage has in store for you a huge number of serious opponents, as well as radioactive stains.

hunter/prey

The current priority is to find an Institute hunter who is a synth. He has a special device called the "hunter chip" built into his "head". It is due to him that these same hunters are able to teleport to the Institute. The place where you need to arrive is indicated on the map. There, continue the passage of Fallout 4 by opening the Pip-Boy, in it open the "Radio" tab (in the top row), and then activate the "Hunter's Signal" wave in it.

Molecular level

We need to keep the path to the city of "good neighborliness", and more specifically - to the house of memories. The doctor is still there, contact her for help to decipher the hunter's chip. It turns out that there is no use for her in this matter, in order to continue the passage of Fallout 4, we will need to go to visit the secret organization "Underground", and this is our next destination.

closed institution

Having finally reached the territory of the mysterious Institute, we look around on the spot, and after just a few steps, the "Father" will speak to us. Follow the elevator, our goal is the room where our son is being held, it is not far. Having penetrated there, you need to talk with the child. On early unpatched versions, the passage of Fallout 4 here can be very difficult due to a bug: it simply does not appear technically possible to start a dialogue.

Detention

As you remember from the end of the previous quest, the passage of Fallout 4 further will consist in searching for and neutralizing the escaped synth B5-92, which must be delivered back to the Institute. Sint considers himself a real living person, and he has more than joined human society: he has already managed to lead even one of the gangs in the Commonwealth.

Battle of Bunker Hill

At this stage, the passage of Fallout 4 has some variability, offering players to complete this mission in different ways. The Institute asks to fulfill the order, but you can deviate from this request and do everything in such a way as to help the old comrades from the Underground. Whichever option you choose, the outcome will be the same: the task will be counted as completed.

The new face of humanity

The passage of Fallout 4 continues with the fact that we are required to attend a meeting of directors, for which we teleport to the Institute. There, meet with the Father, follow him to the board of directors and sit down. The father makes a speech to them, after the introduction, the matter will touch on the main thing: he is not eternal (his age is already, after all), because he wants to see us as the leader of the Institute.

Mass Fusion

The main goal of this quest is to finish off the beryllium impeller on the old reactor. Let's start the passage of Fallout 4 here by getting to Ellie and talking to her, she will express a desire to follow us, then follow the elevator, use it to go upstairs, on the right floor, go to the room from where we first teleported to the Institute .

Trapped

At the beginning of this task, we need to find the Father in order to communicate with him, he will share information that there is one competent scientist in the Commonwealth who can bring a lot of benefits to the Institute, so he needs to be taken here. To do this, our allies sent a detachment after him, but he ran into an ambush, so we need to intervene in these matters and eliminate the villains who dared to attack ours.

launch

At the beginning of this task, find the Father again to talk to him, he will again share his thoughts about the strategy further development Institute. He believes that it is high time for our organization to declare itself to the Commonwealth, so that they would not dare to cross our path. We are offered to record the text of an appeal to the Commonwealth, for which come to the microphone right there in the place to continue the passage of Fallout 4, we begin recording.

At the last line

We are entering the finish line: our organization the Institute has come to grips with the elimination of its ill-wishers - the Underground and the Brotherhood of Steel. Specifically, this mission in the passage of Fallout 4 is dedicated precisely to the elimination of all members of the Underground. Since the latter is about not to become a class, here you stand at a crossroads: either go over to their side, or destroy it, this is the last chance that will decide everything.

Shipwreck

Following the Underground, the Brotherhood of Steel is also subject to liquidation, however, this time it will be somewhat more difficult to resolve all issues than in the previous quest. Let's start the passage of Fallout 4 at this stage by looking for Dr. Lee, talking, listening to the plan to destroy the enemy faction.

Have you come to the end of the main quest and do not know which side to choose in the upcoming battle? Here we will look at all four and where they lead, as well as learn about the rare - the fifth ending.

All endings in Fallout 4: which one is better to choose?

Every game ends sooner or later. To interest gamers, they began to be released with a branched plot. In the process of passing the player is often given a choice of how to act, one way or another. So in Fallout 4, the endings are different and depend on the passage of the shooter as a whole. It remains to decide which ending to choose in Fallout 4.

Everybody Fallout endings 4 lead to one action - a war in which four factions will be drawn. We will have to take one of the sides, which, of course, with your help, will win. Thinking about how many endings there are in Fallout 4, we can assume that there are four of them - by the number of factions. Looking ahead, let's say - there are actually five of them!

Which ending is better in Fallout 4 you can decide after studying the five available options.
Consider which ending in Fallout 4 is more interesting and exciting.

For the Minutemen

In Fallout 4, the Minutemen ending involves the destruction of the Institute, the Brotherhood of Steel. As a result, the Minutemen will control order in the Commonwealth. The subway will survive and its tasks will be available.

For the institute

In Fallout 4, the institute ending ensures the destruction of the Brotherhood of Steel and the Underground. The hero becomes the head of the Institute - synths become slaves. The Minutemen will survive and their quests will be available.

For the subway

In Fallout 4, the subway ending destroys the Institute and the Brotherhood of Steel (no one likes them). The commonwealth will remain free, and synths will be able to settle in the district. Minutemen, as always, will survive and their quests will be available.

For the brotherhood of steel

In Fallout 4, the Brotherhood of Steel ending will destroy the Institute and the Underground, and a totalitarian regime will come to the Commonwealth. The Minutemen once again survived (just incredible luck). The Minutemen's tasks will be available.

Good

In Fallout 4, a good ending will be obtained if you destroy the Institute, the remaining factions survive. In Fallout 4 it is best ending, as it gives us the opportunity to complete their tasks after completing the main plot. It is an alternative ending in Fallout 4 that the developers left us, but it will take a lot of effort to get it.

Which ending is better to choose in Fallout 4 is up to you. During the passage, you will like some characters, and you will sincerely hate some and wish them death.

The game in Fallout 4 after the ending, unlike the previous ones, does not end and you can continue traveling through the Wasteland. No one limits the hero in actions, you can improve skills and abilities, explore locations, build settlements and much more that you did not have time to do. Many tasks await you after completing the main story.

"Fallout 4 Walkthrough"

The release of Bethesda's Fallout 4 marked the end of countless meetings and conversations with friends, as the vast, unrestricted, great role-playing adventures kept many people hooked for hundreds of hours.

This is the first game from Bethesda Game Studios since the release of Skyrim in 2011, and the follow-up to the much-loved Fallout 3 comes from 2008. Fallout 4 offers a huge post-apocalyptic city of Boston where you will create your story.

A future ruined Boston is laced with stories of America's grand past, and somewhere along the way, Fallout 4 shifts the focus to building your own settlements and communities. There is so much to learn here that you will most likely need support and assistance to get through the Wasteland and various quest lines to the end of this story. That's where our complete guide will no doubt come in handy.

This full walkthrough Fallout 4, including detailed description passing the storyline of the game and completing the main quests. The guide is divided into several parts and published as it is written, we will update it over the coming weeks until we complete the post-apocalyptic story (playing on the high level Difficulty - "Survival").

Fallout 4 walkthrough guide

Our quick guide will quickly finish the game's prologue.

2. Running out of time

Here you will learn how to easily complete the quest "Time is running out": from a conversation with an old friend Codsworth to arriving in Concord.

3. Call of Freedom

How to complete the Call for Freedom quest: from finding the settlers to clearing Concord with new power armor and returning to the Sanctuary Hills.

4. First step

How to complete the First Step quest: from finding Thainaps Bluff to clearing enemies in the Corvega car assembly shop. Talk to the settlers in Tenpines Bluff.

5. Commonwealth Jewel

How to complete the Jewel of the Commonwealth quest: from arriving in Diamond City to getting information about Nick Valentine.

6. Valentine's Day

How to complete the quest "Valentine's Day": from finding Nick Valentine to the unexpected discovery of Vault 114.

7. Revelation

How to complete the quest "Revelation": the first clue in finding Sean, getting the key and searching Kellogg's home.

8. Reunion

How to complete the Reunion quest: from killing a pygmy yao-gai to tracking down Kellogg with Dogmeat.

9. Dangerous Thoughts

Description of the "Dangerous Thoughts" quest: from meeting with Dr. Amari to exploring the dark past in Kellogg's memory.

10 Glowing Sea

We pass story quest Glowing Sea: From finding a hazmat suit to tracking down Virgil in Atom Crater.

11. Hunter/Prey

Everything you need to know to complete the Hunter/Hunted quest, including tips for defeating Synth Hunter Z2-47.

12. Molecular level

How to complete the "Molecular Level" quest we started in the previous part of our walkthrough.

13. Undercover work

How to complete the quest "Intelligence work": from talking with the Deacon to building a teleport to the Institute.

14. Closed facility

How to complete the quest "Closed Institution" is the last quest from the main story.

15. All four possible endings for Fallout 4

Description of the game endings for the Institute, the Brotherhood of Steel, the Minutemen and the Underground.