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Fallout 4 Spoiler Thread (Stay away if you hate spoilers)

so basically after I finished the story missions all I have left are the minutemen infinite missions? I want more stuff to do but I can't find anything.
 
oooh spoiler thread!

so i finished the main story last night going with the institute, and checked out the alt endings on YT shortly after. one thing that struck me on these was was synth 10 year old shaun wanted to return to the surface with you. was wondering... is it for certain this shaun is a synth? curious as to if they were trying to be open ended here, like perhaps Father isn't legit after all (which, wouldn't make much sense if 60 years really had passed, but it's worth asking i guess)

Yes, it's pretty certain. After the ending, you can visit the Railroad HQ for more quests (which I haven't done yet, maybe I'll get to them, maybe not). Kid Shaun is also there, and if you talk to him he'll give you a holotape from Father where he explains that he reprogrammed the kid synth to believe you were his mother/father, and that you should give him a chance. It was actually kind of nice.

my logic with going with the institute was, if shaun was handing its reigns down to me, it'd be win/win because i'd be in control and make better relations with the commonwealth

of course you can't do any of that in-game. but roleplaying, i guess

I figured as much after the directorate meeting where they ask you how to proceed with the "murder the Brotherhood" plan, and your only real options are "be nice when murdering them" or "FUCK THEM UP REAL GOOD." It's really weird how Bethesda basically gives you control of the Institute but then doesn't actually let you do anything interesting besides (as far as I know) follow the plans Father and the directorate have already laid out.

Is it even ever explained why they apparently kidnap random people and replace them with synths? I can't remember and while I was infiltrating/siding with The Institute I kept thinking 'kidnapping random people is really out of character for these guys'.

So I'm not sure, but I believe the kidnappings and the synth infiltrations are actually two different things. When Piper explains the whole kidnapping thing in Diamond City, she says that people keep having their loved ones taken away without any answers as to what happened to them. In other words, the people who are kidnapped never come back. Obviously that's different from people being replaced by synths. Certainly no one ever seems to talk about, say, the mayor being kidnapped and then suddenly returning; besides Piper, no one really seems to have any idea that the mayor is a synth.

The kidnappings, I think, can be explained by holotapes you find in the FEV lab of the Institute. One of the tapes talks about how the FEV research has hit a dead end and that they need to think of another approach. The narrator also says that bringing in more Commonwealth test subjects won't help and please stop bringing in all these test subjects. I'm pretty sure the people who disappear and never return get turned into super mutants.
 
Finished the main story last night. Went with the institute. Disappointed to say the least. Everything before you actually get inside the place was pretty good I thought(especially the Kellog brain bit). Once inside though it was just kinda bleh as far as the quests/writing went. Things felt rushed and incomplete. I understand the Bethesda's story/writing has never been great but the main quest for me took a huge nose dive once I was inside institute.
 

R0ckman

Member
Finished the main story last night. Went with the institute. Disappointed to say the least. Everything before you actually get inside the place was pretty good I thought(especially the Kellog brain bit). Once inside though it was just kinda bleh as far as the quests/writing went. Things felt rushed and incomplete. I understand the Bethesda's story/writing has never been great but the main quest for me took a huge nose dive once I was inside institute.

I felt like the Institute wasn't REALLY designed to side with, kind of like they thought about them as a faction at the last minute or something and realized the story set them up as the enemies and they had little to no redeeming qualities.
 
I felt like the Institute wasn't REALLY designed to side with, kind of like they thought about them as a faction at the last minute or something and realized the story set them up as the enemies and they had little to no redeeming qualities.

Na. All these games introduce you to the 'enemy' and give you a chance to join them. There is a .01% chance that this wasn't planned from the start.

The introduction with father was aces. It was a fantastic introduction after hearing about how awful the institute was and a great way to make you side with them. And then the writing falls off a fucking cliff and you never have a good heart to heart with him before he tells you to fuck off and help others before the I'm dying you lead portion.
 
Na. All these games introduce you to the 'enemy' and give you a chance to join them. There is a .01% chance that this wasn't planned from the start.

The introduction with father was aces. It was a fantastic introduction after hearing about how awful the institute was and a great way to make you side with them. And then the writing falls off a fucking cliff and you never have a good heart to heart with him before he tells you to fuck off and help others before the I'm dying you lead portion.


I didn't really even explore the BoS or the Railroad so I dont know if those differ much but the Institute section feels like quests are missing, like content was cut. Just shallow.
 
Bethesda's policy is to let every player do everything in the game. It has been this way for a while, but they turned it up to eleven for Skyrim and Fallout 4.

Don't have points spend on lockpicking or hacking? Don't worry, there's hardly ever anything worthwhile hidden behind things that are more difficult than Novice and if there is, there's always a convenient password or key nearby (often in the same room).

Don't have high charisma? Nevermind, you mostly just miss out on extra money. If there's anything important behind a charisma check, there's usually another option to get the same thing just around the corner.

Or in the absolute worst example IMO (Skyrim Dawnguard). Hey, wanna be Vampire Lord and have crossbows? Yeah, don't worry, just join the Dawnguard instead of the vampires and Serana can turn you into a Vampire Lord whenever the fuck you want.

Yeah, it's a bit extreme in this game. Most disappointing aspect of it, for me, and I love the shit out of it.
 

Pakoe

Member
so basically after I finished the story missions all I have left are the minutemen infinite missions? I want more stuff to do but I can't find anything.

There are few unmarked quests, i had to to use fallout wiki to know where they were though.
 

Kuno

Member
Finished(?) the game last night. The main quest was really disappointing, and it just sort of ended with little fanfare. The FMV cutscene was just plopped in there, and then I was tasked with more repeatable faction quests. Yeah, no thanks.

The leadup to the end wasn't very exciting either, but maybe that's because I was so overpowered I felt basically zero danger.

Also, I barely used my power armor because I was saving it for some huge boss encounter that never happened. Ah well.
 
I didn't really even explore the BoS or the Railroad so I dont know if those differ much but the Institute section feels like quests are missing, like content was cut. Just shallow.

if you really wanna know, the Railroad isn't exactly better. They could have done cool quests of taking people to like the edge of the map to a plane/tunnel and saying goodbye to them. Or having you infiltrate the BoS/Institute and doing continuous speech checks each time they doubted your intentions, EVEN at the point where you need to plant a bomb/fuck with them.

Instead we have "choose your faction" and the other faction has no way of knowing but you still get insta-aggroe'd for some of them. It bothers me the most in the Railroad that the game ended up as a final assault type of mission as the other two. The Railroad was supposed to be a few people who weren't an army and always hid from the enemy, but instead you get an army to storm the fucking enemy's base.
 
if you really wanna know, the Railroad isn't exactly better. They could have done cool quests of taking people to like the edge of the map to a plane/tunnel and saying goodbye to them. Or having you infiltrate the BoS/Institute and doing continuous speech checks each time they doubted your intentions, EVEN at the point where you need to plant a bomb/fuck with them.

Instead we have "choose your faction" and the other faction has no way of knowing but you still get insta-aggroe'd for some of them. It bothers me the most in the Railroad that the game ended up as a final assault type of mission as the other two. The Railroad was supposed to be a few people who weren't an army and always hid from the enemy, but instead you get an army to storm the fucking enemy's base.

This game does itself a disservice with it's writing, the quest design is terrible and I'm not even talking about having multiple quest paths or even speech checks etc etc...the writing is just so bland and uninteresting. I'm ok with A to B quest design if what I'm doing make sense or is fun/interesting in some way. The A to B stuff in F04 is for the most part really lacking in any sort of value to me as a player.

The game's writing does have a few bright spots, Silver Shroud, Kellogg Dream, that little Salem bit, a few other little stories you come across while wondering around. Looking back now though after the 100+ hours I spent I really dislike the start of the game. It's so rushed it doesn't mean anything but it also cripples the roleplaying aspect of this type of game. You go from being pre-war to outside the vault in a matter of minutes with a sense of urgency about your son. The way you picked your special was poorly done. The start of FO3 and NV are so much better.

I don't want to sound completely negative on the game. I enjoyed running around the world and exploring,the combat, the settlement stuff also filled that minecraft void in my life.

The MQ as well as the player characters origin are leaving me with a bad taste.
 

Astery

Member
Finished the game after 300+ hrs, done every side quests I can find on Fallout wiki (or some are just bugged and can't be started or progress at all), plus a few that wasn't listed on it. Is there actually post game campaign related quests? I can't find anything of note after wandering and discovering all unexplored areas for the top half portion of the map afterwards.

Edit: I'll check RailRoad HQ again as I sided with insitute. Anything else that I should know?

Edit2: Nope, there's nothing in RailRoad HQ :\
 
Finished the game after 300+ hrs, done every side quests I can find on Fallout wiki (or some are just bugged and can't be started or progress at all), plus a few that wasn't listed on it. Is there actually post game campaign related quests? I can't find anything of note after wandering and discovering all unexplored areas for the top half portion of the map afterwards.

Edit: I'll check RailRoad HQ again as I sided with insitute. Anything else that I should know?

Edit2: Nope, there's nothing in RailRoad HQ :\

Only post-game thing I can think of is going to diamond city. You must have talked with the named guard in the outside door before, then go in and there's a small quest about the mayor.
 
This game does itself a disservice with it's writing, the quest design is terrible and I'm not even talking about having multiple quest paths or even speech checks etc etc...the writing is just so bland and uninteresting. I'm ok with A to B quest design if what I'm doing make sense or is fun/interesting in some way. The A to B stuff in F04 is for the most part really lacking in any sort of value to me as a player.

The game's writing does have a few bright spots, Silver Shroud, Kellogg Dream, that little Salem bit, a few other little stories you come across while wondering around. Looking back now though after the 100+ hours I spent I really dislike the start of the game. It's so rushed it doesn't mean anything but it also cripples the roleplaying aspect of this type of game. You go from being pre-war to outside the vault in a matter of minutes with a sense of urgency about your son. The way you picked your special was poorly done. The start of FO3 and NV are so much better.

I don't want to sound completely negative on the game. I enjoyed running around the world and exploring,the combat, the settlement stuff also filled that minecraft void in my life.

The MQ as well as the player characters origin are leaving me with a bad taste.

I'll agree on the main quest. It had some good moments (I was pretty much slack-jawed the entire time I first entered the Institute, especially when I learned who Father really was), but overall most of the main quests felt very underwhelming and the choices felt arbitrary and mechanical, rather than natural.

The fact that the game only forces you to commit to one side so late in the game is a terrible, terrible thing. You then get situations like in Bunker Hill, where you can be on everyone's side and kill indiscriminately without ever turning one faction against you. If this weren't Bethesda, I'd assume it was a bug. It's the summum of Bethesda's 'sandbox' approach to open world video games, where you should be able to do everything and be everything at the same time. Their games are some of my favorites of all time, but this approach is just bad when you're developing an RPG. Skyrim and Fallout 4 are both a lot better when you just do one of the questlines per character.

The fact that you can't influence the faction you commit to at all is also a huge missed opportunity. In New Vegas, you could side with the NCR but make friends with the Brotherhood, summon the Boomers to help you and even get the goddamn Enclave Remnants to show up. In Fallout 4, if you side with the Brotherhood you're going to have to kill each and every other faction in the Wasteland. It's stupid, unneccesary and wasteful.

I somehow managed to finish the main quest as a Minuteman on my second playthrough without antagonizing the railroad and ever having the Brotherhood turn against me, but it required me to skip a pretty large part of the game by just bashing Father's skull in the moment I encountered him.

The story itself is ultimately fine, but the choices you can make are lacking and the way the story is presented leaves a lot to be desired. They even try to play the nostalgia card by recycling Liberty Prime, but instead of the action-packed romp through downtown D.C. that ended Fallout 3 you get a slow jog through Boston that takes way longer than it should. It's disappointing.

Bethesda needs to hire some new writers.
 

Ushay

Member
Right so I'm pretty conflicted at the moment, I'm very close to the point of no return in terms of choosing the factions.

The way I see it, the Railroad seem to care only about the well-being of Synths and sympathisers alike, they seem to care little about the welfare of humans. The Institute have their heads stuck up their own anus' and view their own creations as tools to be utilised while hoarding technology that could benefit the people suffering on the surface. So that leaves the Brotherhood for me.. who on first impression are the only ones that have properly mobilised to make a change to the commonwealth.

Meanwhile the Brotherhood of Steel have this extreme view on the purity of Mankind and have a take no prisoners approach, Maxson is a total wanker and so is his flight bitch Kells, but... they can be reasoned with to an extent. I managed to spare Virgil after he was cured, but Kell was still being a total asshole about it despite how HUGE of a deal it is that he was cured of the FEV mutations, instead viewing him as an asset. Maxson, the stubborn ass, eventually spared Danse under the pretence that he never return to the Brotherhood again so I promptly sent him to Sanctuary under my own protection.

I feel shitty, but at the same time like I choose the most humane of the all the options and managed to spare some people along the way. Still I just don't understand what threat the Institute posed to all the people, there were no invasions, no threats of war .. nothing.

They better justify and fix this crap in a DLC.
 
Right so I'm pretty conflicted at the moment, I'm very close to the point of no return in terms of choosing the factions.

The way I see it, the Railroad seem to care only about the well-being of Synths and sympathisers alike, they seem to care little about the welfare of humans. The Institute have their heads stuck up their own anus' and view their own creations as tools to be utilised while hoarding technology that could benefit the people suffering on the surface. So that leaves the Brotherhood for me.. who on first impression are the only ones that have properly mobilised to make a change to the commonwealth.

Meanwhile the Brotherhood of Steel have this extreme view on the purity of Mankind and have a take no prisoners approach, Maxson is a total wanker and so is his flight bitch Kells, but... they can be reasoned with to an extent. I managed to spare Virgil after he was cured, but Kell was still being a total asshole about it despite how HUGE of a deal it is that he was cured of the FEV mutations, instead viewing him as an asset. Maxson, the stubborn ass, eventually spared Danse under the pretence that he never return to the Brotherhood again so I promptly sent him to Sanctuary under my own protection.

I feel shitty, but at the same time like I choose the most humane of the all the options and managed to spare some people along the way. Still I just don't understand what threat the Institute posed to all the people, there were no invasions, no threats of war .. nothing.

They better justify and fix this crap in a DLC.

Yeah I feel you. I mean it isn't canon but you are running the Institute in the Institute ending. It isn't a logic leap to think your character could reform it from within as the Director. It's crap that the game doesn't let you consider scheming your own personal goals in that scenario and present it as though you giving into the Institute's agenda.
 

Astery

Member
Yeah I feel you. I mean it isn't canon but you are running the Institute in the Institute ending. It isn't a logic leap to think your character could reform it from within as the Director. It's crap that the game doesn't let you consider scheming your own personal goals in that scenario and present it as though you giving into the Institute's agenda.

Seriously, why the hell are institute synths invading my settlements when I am the god damned Director. And the game leaves me no choice but to eliminate them. I can deal with nothing changes within Institute policies due to rushed content or whatever, but this is just plain stupid. Just removing synth attacks is definitely not hard.
 

Haunted

Member
What a disapointment after New Vegas.

"Father: I am your son."

EleGiggle.png
:lol
Fuck you shaun.
And this shitty plot too.
Also you were adopted.

wUI1iKo.jpg
:lol :lol



I liked the robot pirates and the vampire quests the most.

The vaults were mostly disappointing. Not every vault can be amazing, but the premise for 81 never really goes anywhere, and 114 and 95 aren't really worth talking about. The only one that could've been really interesting was Vault 75, but they eschew the promising and appropriately fucked up setup and instead put in 30 generic gunner enemies that took over the vault at some point in the past, so the lore (while potentially interesting) doesn't really end up paying off in a meaningful way.


Vaults 11 and 108, you are still unmatched.
 
The main story felt like the only objective was taking out the other factions, I don't feel like anything was really accomplished within the faction or for the Wasteland as a whole, you also can't screw the Wasteland over, you just kill a bunch of people. For the DLC, hopefully they have something substantial happen, as this felt like half of the story to me.
 
The vaults were mostly disappointing. Not every vault can be amazing, but the premise for 81 never really goes anywhere, and 114 and 95 aren't really worth talking about. The only one that could've been really interesting was Vault 75, but they eschew the promising and appropriately fucked up setup and instead put in 30 generic gunner enemies that took over the vault at some point in the past, so the lore (while potentially interesting) doesn't really end up paying off in a meaningful way.


Vaults 11 and 108, you are still unmatched.

Yea the Vaults are a big disappointment here. Also I don't know how Bethesda didn't think to let the player build a settlement in one of the vaults. Or maybe they did and it never made it in, but it seems like a no brainer to have for a fallout game with city building.
 
also can we talk about the house in Diamond City?

What the fuck was the point of it. You can't share supplies with the other settlements so you'd have to manually bring shit over, and it was also this tiny ass place you couldn't do shit in. When I bought it, it was fairly expensive and I didn't go in right away but jesus I never once used that house. Little point to since there's a bench right outside you can use to wait.
 

Roc

Neo Member
the main story really ended the second you find Shaun. After that you're playing Babbies First Risk Match

I completely agree with this.

There were so many cool moments leading up to the institute. Finding the railroad, traveling to the glowing sea, looking through Kellogg's memories. Then, finally finding the institute and being blown away.

After that, however, there's not much to get excited about. So far I've only played through the railroad's ending, but it really disappointed how shallow the end game decisions were. The railroads only real option is to raid the Institute? Come on. I wish there was some kind of ending where the Institute could be preserved and either stop making synths or acknowledge their free will. And considering you become the director, I don't think that's too much to ask.

I also wish there was more as far as towns go. In Fallout 3 it felt like there were several interesting towns to visit (Megaton, Rivet City, Little Lamplight, Republic of Dave, etc.) but in FO4 the only real large settlements with anything cool to see seem to be Diamond City and Goodneighbor. Maybe it's because they decided to focus more on smaller settlements that could be customized. At any rate, it's a little disappointing because there's always a lot of potential for cool stuff to happen in large settlements.
 
yeah between this and Skyrim I'll take any Skyrim anyday. The gameplay itself felt less janky in this one, but Skyrim actually excited me with sidequests, guilds and content. The side content is here was eh except for a few stand outs.
 

hew9753

Member
I can't believe there wasn't any kind of diplomatic ending that didn't involve wiping out whole factions or setting off a nuclear reactor in the Institute.

You can become the leader of the Institute. How hard would it have been to write an ending where you broker peace and allow Desdemona from the Railroad to sit on the Directorate in order to supervise that the Synths are treated humanely? And maybe convince the Brotherhood to provide security to the Commonwealth while they give the new Institute/Railroad alliance a chance to work?

That could lead to lots of intrigue as shady groups within each faction try to undermine the peace talks.
 
God the Brotherhood of Steel is so fucking stupid, but I really like Haylen.

Is there a way to save her but still kill the rest of the BoS? Probably not, right?
 
So... I just got the part where you enter the Institute and meet Father, and... I kind of don't really get what the Institute is about at all? Like, if they view synths as below human and not worthy of freedom, why bother building robots with conscious thought and free will in the first place? Wouldn't they be better served by just building Protectron-esque robots? What is the point of building robots that look and act as human as possible, if their whole ideology is that they are NOT human and not deserving of human rights?

And what are they building all these synths for in the first place? All they seem to be good for is infiltrating aboveground society and kidnapping people. What is the goal here?
 

sappyday

Member
Just finished the plot as well and it's just not compelling at all. I really wish they could of made Shaun interesting or any of the other faction leaders.

For the kind of person Shaun is, it's pretty fucking idiotic for him to entrust his parent in all this stuff.

Also I did the Railroad ending but I'm assuming for Minutemen and BoS you just end up just blowing the other bases (Minutemen just Institute I'm assuming as well?)


Edit: Holy fucking shit! I just loaded up a save to do the last mission for the institute and I can't believe that was it.
 

thenexus6

Member
I finished all four endings now, didn't really like any of them..

Brotherhood, Railroad and Minute Men are basically just all the same anyway.
 
I finished all four endings now, didn't really like any of them..

Brotherhood, Railroad and Minute Men are basically just all the same anyway.

It's such a shame to considering how well New Vegas tied things together with the NCR, Caesar's Legion, Great Khans, Mr.House and the BoS who was a minor player in that territory.

For example "Hey Desdemona, the current leader of the institute is dying who is my son. I'm slated to become their next leader. If you give me some time I can change things from the inside and we won't have to resort to violence"

Instead it's "Go kill these guys or go kill these guys" The main character is such a pushover it's not even funny.

And at least the Enclave had a fucking plan, I don't even know what the Institute's was. Build a shit ton of synths + build a power plant= bettering humanity????

I'll even give Fallout 3 more credit with it's end showdown with the Enclave even without Broken Steel. At least there was the interesting conversation with John Henry... Fallout 4's ending was so anti-climactic it's not even funny.

I can't believe how awful the main plot wrapped up tbh.
 
Not marking since this is the spoiler thread.Anyone who is concerned about spoilers would not come in here anyway,...

who did you guys side with ? I finished the game with Institute and the Brotherhood and umm..... to me it seems like brotherhood is the bad ending and institute was the good ending.EVen though the game sets up the institute as the villain. Brotherhood is a terrible faction in this game as opposed to part 3. They are as bad as legionaries from NV. Anyways Institute ending was great. The finals moments between MC and his son is touching. Also since you are the director of the most powerful organization and scientifically advanced faction in the commonwealth you can actually improve everyone's lives.
 

Pilgrimzero

Member
While the main plot did have some issues I did appreciate the ride it took me on.

I find Shaun and he leads the evil empire. Do I join my son?!?! Whi Ive been looking for all this time?

No. I cannot turn a blind eye to the monster he has become and the ills of my new friends on the Commonwealth.

And after I dismantle the Institute and say good bye to my son I find that I still gain back my son via Synth Shaun.


I do felt bad for all the death though. Some nice people in the Institute and the BoS. I was sad to see their bodies. Why couldn't I broker peace?
 
I was going with the BOS until Maxson just started to berate me, and refused to believe me about Danse, so I blew his head off on the spot. Thanks for the memories, douche bag, and the armor. Then I went with the Railroad and felt like a terrorist.
 
Not marking since this is the spoiler thread.Anyone who is concerned about spoilers would not come in here anyway,...

who did you guys side with ? I finished the game with Institute and the Brotherhood and umm..... to me it seems like brotherhood is the bad ending and institute was the good ending.EVen though the game sets up the institute as the villain. Brotherhood is a terrible faction in this game as opposed to part 3. They are as bad as legionaries from NV. Anyways Institute ending was great. The finals moments between MC and his son is touching. Also since you are the director of the most powerful organization and scientifically advanced faction in the commonwealth you can actually improve everyone's lives.
Psh. Touching moments. Who needs one with that jerk. I went BoS and shot him in the head as he was lying dying on his medical bed.

Well deserved for all the runaround that little cretin gave me.
 
I felt after BoS ending that they are even worse than institute. Especialy Maxson. At least Institute can be turned around since you are their leader by the end. You can use all their technology to help people out. When I gave the speech to the commonwealth I promised to help them out. BoS just caused another destruction at the end and nothing was accomplished to help actual people of the commonwealth.
 
Posted in another forum, but here are my thoughts on the game. I just finished Blind Betrayal for the BoS, and Mankind Whatever for the Institute, but I don't think I'll continue with the main quest anymore:

But the writing is just so damn awful. Like, I still don't understand what the Institute's motivation is and they're after. Shaun appoints me as his successor, but like, why would I care about anything you do? Then the BoS makes even less sense. Sure, synths are an abomination and should be destroyed, but what about the other tech the Institute have developed over the years? They centered the story around "pick a side!", but failed make any of these sides someone I'm actually willing to align with.

It's a shame too, because the Find Your Son parts of Act I and Act II are actually really good! Or at least, it's compelling, especially if you're not goofing around and setting up bar fights for the local DJ or whatnot when you should be looking for your family.

I was so happy that the female VO doesn't suck, and she's like, literally the only videogame protagonist that also inhabit the Mother archetype after we've had a row of Geralt, and Joel, and Lee, and Dewitt. It sucks, and I'm pissed.
 
So I joined the BoS, did I screwed join the other faction ? I think a big ship is waiting for me outside the police building

they will make it very obvious when you have to make a decision that will make another group hate you.

Except for one. Which is in the BoS quest branchline way later though.
 

Pilgrimzero

Member
Nah you are still early game you will get a chance to join on later on. But once you join one the other 2 will become your enemy.

I was a member of all 3. What stops you being friends with one faction is when you are tasked to kill them by another faction and/or you actually kill them.
 
I was a member of all 3. What stops you being friends with one faction is when you are tasked to kill them by another faction and/or you actually kill them.

you will lose friendship with BoS as soon as you do Mass Fusion quest for the institute. Railroad and institue hates you when you do Mass fusion for BoS. But if you work for the railroad you will also be cool with the institute until the very last mission. You will also fail any BoS or railroad quest as soon you do defend the castle for minuteman. Then you get the minuteman ending.
 
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