Fallout 4's most evil ending doesn't come from supporting the Institute

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Fallout 4's most evil ending doesn't come from supporting the Institute

As the Sole Survivor's journey ends in Fallout 4 Effectthey can see themselves facing a Community much improved by their presence. The game's main endings will be slightly different depending on which faction you side with, with a peaceful life ahead for most. However, there is a clever way to get a truly evil and chaotic ending, and hilariously, it never involves siding with the Institute, the main'bandits'of the game.

While most side with one faction and stick with it until the end during any given game, watching how they interact can produce interesting results. In a thread discussing the worst possible ending for Fallout 4 Effectthere is an inspired and devious way to make life as bad as possible for everyone. Best of all, this option uses in-game faction missions and completes the main objective of Fallout 4 EffectNo cheats or mods needed for maximum chaos.

Fallout 4's official endings aren't especially bad

Endings offer a simple choice between factions

One of the main advantages of playing RPGs is the RPG aspect of putting yourself in someone else's shoes and reacting to the world as that character. Fallout 4 Effect allows this to a certain extent, with Sole Survivor having a pre-established backstory that can be built on and adapted throughout the game. However, given the nature of the main plot, Fallout 4 Effect It doesn't really have a truly evil endingas most will choose to exterminate the sinister Institute or side with them to help create a better future for humanity.

The main 'official' the endings are simple choices between Fallout 4 Effectmain factions and their ideologies. The Brotherhood of Steel ending sees the Institute destroyed, but for different reasons than the Minutemen ending, while the Railroad has its agenda. Even siding with the Institute, a group often portrayed as the villain of the Commonwealth, cannot be called an evil ending, as the scientists there honestly believe they have the people's best interests in mind.

While it may be tempting to simply employ a purely violent approach, many cruel, strange, and chaotic consequences are built in. Fallout 4 Effect and their missions. Outright evil plays are possible, but often require creative approaches to missions or prior knowledge of outcomes. Careful planning can see the sole survivor leaving the Commonwealth in a significantly worse state than he found it, and it can be a strangely cathartic move.

The Commonwealth is prepared for more chaos

How to get the worst ending for everyone

In your comment, bird369 breaks your idea of ​​the worst ending for Fallout 4, and the logic is sound. To achieve this, the Sole Survivor will need to join the Brotherhood of Steel and follow their mission until "Tactical Thinking." Here, they will be sent to the Old North Church, where they will help destroy the Roadroad.

That's one less faction. Immediately after this mission, the Minutemen should be the faction used to continue the main mission and eventually destroy the Instituteeliminating another major Commonwealth faction and player.

This is where things get fun and naughty. After the Institute's defeat, the Brotherhood was supposed to be betrayed, allowing the Minutemen mission "With our powers combined" to be started. This will allow the Sole Survivor use Minutemen artillery to destroy the Prydwen and force a confrontation with the remaining forces of the Brotherhood. After that, the raider gangs on Nuka-World can allied to betray the Minutemen, turning the Commonwealth over to raiders to terrorize and enslave.

The Brotherhood can be betrayed by becoming their enemies. This can be achieved by attacking the Brotherhood forces, with Elder Maxson being an excellent target to loot his battlecoat.

The Minutemen can destroy the Brotherhood at any time after the destruction of the Institute, even if the Brotherhood sided with the Brotherhood in the final battle. However, if Liberty Prime was completed as part of the Brotherhood mission, the robot will not be destroyed and will instead eternally patrol the Boston airport. So, returning to the Minutemen before the conclusion of "Spoils of War" is best for those who want to avoid an unkillable giant robot in the Commonwealth.

Fallout 4 actions are more important than endings

There are many evil options in side quests

However, upon winning a particular ending in Fallout 4 Effect it is excellent for obtaining achievements or certain results for factions; Ultimately, they're not really endgame. All Fallout 4 Effect The DLCs can be played after the main quest and approached from the chaos angle just as much as the main game. The Sole Survivor can continue in Fallout 4 Effect long after the end of the main mission, making it possible to reach level 65,535. This makes the individual actions throughout the game much more important than any ending.

The main search for Fallout 4 Effect it's just one small aspect of the entire game, and that doesn't include all the missions and side quests included in the DLCs. When approaching a play with the aim of chaos, there are a lot of evil things to do Fallout 4 Effectfrom selling children to supporting cannibals. The opportunities to play someone despicable or manipulative are wonderfully plentiful and they're a great, fun way to explore some different and unexpected areas of the game.

Despite being released almost a decade ago, Fallout 4 Effect is as popular as Sole Survivor's adventures remain among new and old players. Without a doubt, what keeps people coming back Fallout 4 Effect is the number of options offered throughout the game. No two plays are identicalwith so many different outcomes for even small unmarked side quests. The open-ended gameplay, exploration, excellent quests, well-written characters, and freedom to approach any situation in multiple ways create a nuanced RPG where even siding with the villains isn't always the most evil option.

Source: ave369/Reddit