Fallout 4 Spoiler Section

Fallout 4 Spoiler Section With Shawn, Elysium, Allen and Julian

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Join the GWJ crew as they share their story experiences of Fallout 4!

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Comments

Might want to tone down the music in the beginning a bit as it drowns out your voices.

Yep, music at the open is too high for about the first three minutes.

Edit: and it's breaking my heart to hear that my Fallout 4 girlfriend was cheating on me the whole time with Certis...

Edit mistake on my part, uploading a fresh copy!

ASPARAGUS!

Interesting. For the record, when I met up with the leader of the institute...

Spoiler:

I shot the arsehole in his smug superior face as soon as that first conversation ended. End of. Can't remember what it was that riled me up about him so much specifically at the time but I felt like it was the appropriate response.

I then reloaded my save (obviously) so that I could work undercover, destroy the institute from within and THEN, once I was sure he knew exactly how f*cked his organisation was I then shot him again while he was in his breathing device.

Would do it again too.

Actually, next time I'd just go with my first response and save myself some time.

I'm on the Game King's team. At least The Institute has a plan.

More personally though... I did play through quest lines for a few of the factions. and I found it really deeply annoying that there are conversation options that should be there that just arent.

I'm not going to sue spoiler tags here because this is a spoiler thread after all... but I strongly feel that you should be able to:
- Chat with Desdemona about the synth at the Libertalia. I'd be happy for her to tell me to go screw myself and that freedom is more important (as she would) or tell me that the institute is playing me (also likely).
- Talk to the institute and maybe get at least bring up the body swapping etc. Again, I'm fine if it doesn't change anything but dammit at least let me bring it up.
- Talk to the minutemen about why they are so boring.
- Screw the brotherhood.

In the end I was so uninterested with either plot that I went with the institute because to heck with the commonwealth, and everyone else seems happy with the wasteland as a wasteland.

Please note some some almost all of this is all tongue in cheek rationalization.

Lets face it.,.. the minutemen are just as happy killing synths as the brotherhood. If you have qualms at betraying the minutemen, remember that in the 1960s the minutemen were an anti-communist vigilante group.

At least the institute's plot doesn't involve the destruction of the most valuable energy source in the region and the destruction of the defacto *only known means of reproduction* of what is essentially a new life form. Yep... all the other factions are genocidal maniacs.

What's more... my character had murdered at least a thousand people (yes raiders are people too) to reach her son, murdered hundreds at the request of each of the factions (what's a raider, synth, mutant, here or there). Neither can claim moral superiority, and I doubt my character would have any attachment to the wasteland she had discovered. With the institute in charge as the head of the institute her companions are safe and they'll have a better life eventually.

Yep. I believe all of that. What a flawed story.... but I am enjoying it in a wired way.

Hmmm, spoiler section has me making a list of locations I have to check out. I'd moved on from the game, but I think the best few I might just have to check out because they sound like must sees.
So far (spoiler tagged just in case):

Spoiler:

Salem witchcraft school?
Goodneighbor bar
Silver Shroud quest line

I kinda wish there was a short list I could refer to, to see what I missed and what I need to check out just to have covered the best 'set pieces'...

Also... The scientist that you catch flipping out at the Synth and threatening to "wipe" him is Higgs... You can give him what he has coming in later Institute quests.

Ugh, wrong podcast thread.

Anyone figure out how to get in the huge Asylum building over near Salem by the way? The doors are all locked with a specific key that I couldn't find anywhere so I'm curious to know what's inside....

Another cool place you might have missed - there's a charter school down near the middle bottom of the map where kids had been served nothing but mysterious pink goo as part of a government initiative. Worth a look

A couple of other interesting places are the bottom of Dunwich Borers (some interesting things there; be sure to jump in the pool at the bottom) and the Pickman Gallery.

pyxistyx wrote:

Anyone figure out how to get in the huge Asylum building over near Salem by the way? The doors are all locked with a specific key that I couldn't find anywhere so I'm curious to know what's inside...

Spoiler:

Go to Cabot house (near Pickman gallery) and talk to a ghoul there. That starts a quest that eventually leads you there.

I'm super bummed that none of you guys went Brotherhood. Since I played Nate, the husband, and he had a military background, the brotherhood seemed like a perfect fit, and I think they get one of the best final missions:

Spoiler:

I played mostly Railroad, because I was sympathetic to their cause (and because Decon was a real bro). I had done the missions with Danse in Lexington, so I was a member of the brotherhood already, but I still played all sides. I kept going that way up until the point that the Railroad decided they wanted to take down the Prydwen. When I realism that they were more than willing to kill the hundreds of soldiers on the ship just to further their own goal, the choice to stick with my Brothers in arms became way more clear.

As I did the Brotherhood missions, I felt that I got really fantastic payoff for the choice: I got Liberty Prime back, after a lot of strife, and watching him tomorrow his way into boston, vaporizing synths and mutants and behmoths(!) As he goes, was downright amazing.

Interesting listening to this with no intention of ever playing the game. It sounds better than I expected, but the frustration of not being able to get everything, or alternatively the frustration of trying to get everything would absolutely break me.

I haven't finished the main plot yet, but have reached the Institute so figured it was safe to listen.

What I LOVE about spoiler sections for open-world, multi-path games like Fallout 4 is not so much discussion of the story, but the comparing of notes on the places everyone found ... I am alternately gobsmacked at how some folks could MISS a location, then more importantly inspired to look for places mentioned that I've somehow missed so far (eg Covenant)

I also love hearing the hosts talk about their faction and companion choices. I was surprised to hear rabbit didn't like Piper, for some reason. I'd passed over Curie, simply from thinking her combat skills would be meh, but now I'm fascinated to have her ride along for a while.

MrDeVil909 wrote:

Interesting listening to this with no intention of ever playing the game. It sounds better than I expected, but the frustration of not being able to get everything, or alternatively the frustration of trying to get everything would absolutely break me.

Same here! So I didn't quite catch everything, but still interesting. But I like Elder Scrolls, and I don't mind not being able to get to everything (although I'm guessing I did quite a bit of the contents in Morrowind, Oblivion and Skyrim with several hundred hours logged in each). It's the whole world of Fallout that doesn't click with me. I'm not one with nuclear war, I guess.

I did not see any evidence that the institute created the supermutants. It seems quite possible that they were trying to cure the FEV disease. Did they have any explicit mentions that they made the supermutants or did you just see the supermutants in a tube in the FEV lab?

The Supermutants were created by pre-war militaries and military contractors as learned in Fallout 1. They were the result of experiments done on chinese prisoners.

Even if you tell your son that you won't kill the institute, he'll order you to do it. There's no way around that. Even if you tell him that you're still friends with them and you won't betray them, he won't let you out of it.

I think I had 16 or 18 settlements. I'm probably done with the game for now, but when I play it again I'm going to try and get every settlement to max. I already have every settlement linked together, aside from Red Rocket and the Railroad settlement. Some of the places I have defended to the hilt. I have 5 missile launchers at Warwick, for example. I saw them tear 3 supermutants to shreds in seconds. I want every settlement to be equally well defended.

BTW, Your son is Father, the ancestor to every 3rd generation synth. That means all 3rd gen synths are your grandchildren. That makes the railroad vs institute a much more interesting choice.

I think I still prefer New Vegas to this. I'd love to see new vegas with the improvements and building options of Fallout 4.

Go read the the paper on top of Piper's printing press after the ending. It's worth it. At least for the Institute.

If you talk to Deacon about the factions, he'll describe the minutemen as "I love what you've done with the minutemen, but honestly they're little more than police."

I love that Bethesda's making new music for their games now rather than just licensing old music. I'd love to see them make music in the style of the other old songs, but with new lyrics. Make it so there's actually some new culture being created.

Tyops wrote:

Lets face it.,.. the minutemen are just as happy killing synths as the brotherhood. If you have qualms at betraying the minutemen, remember that in the 1960s the minutemen were an anti-communist vigilante group.

At least the institute's plot doesn't involve the destruction of the most valuable energy source in the region and the destruction of the defacto *only known means of reproduction* of what is essentially a new life form. Yep... all the other factions are genocidal maniacs.

My first ending was the Institute one. I'll probably play the rest as well eventually. From the sound of it, none of the endings will be truly satisfying. I might load the game before I anger the brotherhood of steel and get all of the factions to the point where their next mission will anger someone, and just play in that world the rest of the time without progressing any of the quests.

As for the 1960's minutemen, I don't think that's what they're referencing by this. It seemed more like the 1700's minutemen.

I was able to finish the institute ending without betraying the minutemen though. I used persuasion to resolve the one conflict. I believe that no matter which ending you get, you can always be friendly with the minutemen. If you play the minutemen ending, you can still be friends with the railroad and brotherhood if you play it exactly right.

kazriko wrote:

I did not see any evidence that the institute created the supermutants. It seems quite possible that they were trying to cure the FEV disease. Did they have any explicit mentions that they made the supermutants or did you just see the supermutants in a tube in the FEV lab?

The Supermutants were created by pre-war militaries and military contractors as learned in Fallout 1. They were the result of experiments done on chinese prisoners.

There's a terminal on the Prydwen with a report that mentions how the supermutants in the Commonwealth appear to be a completely different strain than those the BoS have encountered before, and another in the Institute where it's mentioned that they started experimenting with FEV in an attempt to create organic synths but never made any progress until they discovered Vault 111, after which they moved the FEV research into a separate program designed to study how different strains of the virus effect supermutant mutations, with a "tag and release" aspect to study them in the wild. Virgil eventually became head of the program and decided that the research was a dead end (and more than a little immoral) and unsuccessfully tried to shut it down, which eventually lead to him turning himself into a supermutant and fleeing to the glowing sea.

ruhk wrote:
kazriko wrote:

I did not see any evidence that the institute created the supermutants. It seems quite possible that they were trying to cure the FEV disease. Did they have any explicit mentions that they made the supermutants or did you just see the supermutants in a tube in the FEV lab?

The Supermutants were created by pre-war militaries and military contractors as learned in Fallout 1. They were the result of experiments done on chinese prisoners.

There's a terminal on the Prydwen with a report that mentions how the supermutants in the Commonwealth appear to be a completely different strain than those the BoS have encountered before, and another in the Institute where it's mentioned that they started experimenting with FEV in an attempt to create organic synths but never made any progress until they discovered Vault 111, after which they moved the FEV research into a separate program designed to study how different strains of the virus effect supermutant mutations, with a "tag and release" aspect to study them in the wild. Virgil eventually became head of the program and decided that the research was a dead end (and more than a little immoral) and unsuccessfully tried to shut it down, which eventually lead to him turning himself into a supermutant and fleeing to the glowing sea.

Aha, I never actually went to the Prydwen... Until I blew it up. I read every terminal in the institute that I could find and didn't see that one. (Even read the terminal that was red, then reloaded a save.)

I do know that Virgil tried to create a cure for FEV later on and succeeded for a narrow range of the virus, and said he would continue working on a general cure.

Maybe it was Virgil's terminal, I don't remember where I saw it.

Don't worry Game King, your subjects have got your back.

I cant believe this didn't come up in the defense of choosing The Institute...

All of you monsters who blew up The Institute (me included) just set a Chernobyl-esque event in motion. This hit me pretty hard as we are watching the explosion from the tower at the end. The white light was clearly visible above ground, so The Institute's compound did not contain the blast.

I just started thinking about all of the radiation we just blew out into the air, how much of the underground water was just contaminated, and how many centuries we just set back the Boston area.

Conclusion? The Institute ending is likely the best one for the Boston area... IF you don't run The Institute like your son.

In related news, this game is amazing, and I love that there are no real good guys here.

Oh, and if you didn't do the mine near Salem, the forge near that, or Salem itself, you really should. Some really cool things there that I never even got close to on my first play through.

ThibbledorfPwent wrote:

Conclusion? The Institute ending is likely the best one for the Boston area... IF you don't run The Institute like your son.

In related news, this game is amazing, and I love that there are no real good guys here.

Oh, and if you didn't do the mine near Salem, the forge near that, or Salem itself, you really should. Some really cool things there that I never even got close to on my first play through.

Yeah, that mine was cool.

I went the institute route first, because it was basically inertia. I'll probably do the rest soon though.

My canonical ending though is probably a stalemate. I'll reload a save before I anger anyone, and just say that I kept that going forever. Nobody is willing to make a move without me helping them, so the whole place can just remain in stasis.

ThibbledorfPwent, you make a very good point. Granted, my input can be completely disregarded because I haven't actually played the game, but as I was listening to the spoiler section, I thought "blowing up the energy source?... isn't that really really bad?" The ethical issues of how the Institute has been run up to this point remain valid, of course and perhaps there is some compromise to be had (even if it's only in fanon ).