Being a quadruple-agent in the end of the story can be hard so I just wanted to add what I discovered so far and also ask you ppl for some pointers.
You are watching: Fallout 4 point of no return factions
I would like to keep the game in a state where I can easily finish all the faction endings but without blocking me from any other quest. Close to the end but not at a point of no return.
I did the main quest up to and including “Synth Retention” (right after “Institutionalized”) and had the minutemen help me build the teleporter.
I gave the holotapeinformation to sturges of the minutemen (“Inside job”) and let him give it back to me. Then I had The Railroad work on it and used it in the quest to contact their insideman (“Underground Undercover”) only to give it to the BoS after I contacted Patriot (but did not finish the quest).
For the minutemen it is as simple as that. After “Inside Job” and having used their help for the teleporter in “The molecular level”, they leave me alone until I finish the institude quests (“Mass fusion”). They will contact me only after that and it will be Preston who will give me the quest, so I am fine here, since he is not used for anything then these annoing random-repeat-quests.
No real point of no return here. If you start the “From the ranks” quests you started the minutemen end already.
For the BoS the quest “Liberty Reprimed” is the point of no return. As soon as you find and secure the bombs, Danse will no longer be available because he needs to be away for the “Blind betrayal” quest). After finishing that one (last step is talking to ELder Maxson) you will not be able to talk to Proctor Ingram or Lancer Captain Kells anymore, since they stand together and will start “Tactical Thinking” (what will make the railroad faction a permanent enemy right away). So not going to get the nukes is key here.
For railroad the quest “Underground Undercover” marks the point of no return. At one point in this quest you need to get an old pre-war password from Cambridge Polymere labs and after that you will no longer be able to interact with Desdemona without starting the final stages of synth rebellion within the institute. Even if you have not completed “mass fusion” so far you will get the railroad path after that one later on.
Now for the institude I have no idea and would like some pointers.
Next for me is “The battle at Bunker Hill” where I could inform the BoS and/or Railroad or just do what I was told.
Any hints on how I can proceed to not exclude any faction?
PNR possibilities FO4 per faction
MissionThe Battle at Bunker Hill: (Brotherhood of Steel is not yet locked out at this moment the railroad is presumably for attacking one of their forts)Mass Fussion: (Game warns you that if you do this mission the Brotherhood of Steel will become hostile and thus be locked out)
The Brotherhood of Steel
MissionTactical Thinking: (accepting this quest will make the Railroad Hostile)Spoils of War: (accepting this mission will make the Institute Hostile)
Sorry ladies and gentlemen, but I have been unable to trace this through the questlines as described on the wiki, also any and all information has been taken from the Fallout 4 wiki, this just makes it slight faster to see where most of the points of no return are
I’m not completely 100% on this.
I got one more thing to add.
If you finish “blind betrayal” for the BoS and do not speak to the captain, P.A.M. will still not talk to you anymore, even when the rest of the railroad (even P.A.M.) does not turn hostile. SO it is really important to stop before going in for the nukes there, unless you wanna go on.
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For The railroad, you can just do tehir quest “underground undercover”, but it will alter the quest “mass fusion” for the institute, turning it against them and for the synth, so this will not turn any faction hostile but prevent you from going on in the institute’s favor.