I think that Carringtons prototype is likely a stealth boy upgrade. Several quests later, after you complete memories interrupted, Tinker Tom adds, "railroad stealth boy" to his shop stock, which is an improved stealth boy.
Or brought back by synths sent to the surface who would like to run, but haven't had the opportunity. Let other synths know that there is an organization that will help them if they can be found. Also to try and find anyone inside the Institute that might be sympathetic to their condition.
For Railroad sympathizers I would add the merchant Opal. She's the one near the top of the buildings west of the Custom House. At the alley leading up to her location there's a RR safehouse symbol. Her location also has some turrets that aren't automatically hostile.
As a Railroad sympathizer, thank you for this! I love finding the rail signs but they are VERY easy to miss. I like the idea that safehouses are just that, normal places that are also good for hiding. I think one could back this up too by The Railroad being known to work with caravans and traders, and most shops have some sort of back room. Wherever Opal keeps her supplies, she may have the option to hide synths there. 🎉😊 Great notice and thought, Thank you for sharing! I had seen it floated in other comments that "Beast" safehouse is the empty apartment above diamond city. The wall is nicknamed "Green Monster" so it would be a consistent and clever nod to that.
I feel the only important details left out I would have liked are railroad caches and the scattered coded railroad signs (some locations are marked "dangerous") that could paint a picture of a "heat map" of railroad operations.
The Red Rocket east of Vault 88 has a "safehouse" RR sign on its entrance. Finding more of those signs seems like the best way to identify RR safehouses.
I feel like bioscience has the tapes because they may be slightly sympathetic to the railroad. They work with more than human synths so they would have a different perspective of it, but as for the holotapes being in the trash, Ayo has searched rooms before so if he found those tapes in the trash it would be less suspicious. Ayo very well may be the reason why any railroad sympathizers won't speak up.
If you get booted from the institute before the institute attacks highrise's home then he will be alive for and the safe house will never be infiltrated.
I thought this was a missed opportunity. Instead of Ticonderoga going silent, have its location and intended removal by the Institute be given to the player after doing Boston After Dark. Then have you decide it's fate similar to the Battle for Bunker Hill. Option 1) Go along with the Institute and wipe it out. 2) Alert Desdemona and give the Railroad time to bug out. Then set up smaller safe houses elsewhere. Or use your settlements like with the Caretaker quest. Institute shows up to discover they are now in a fight with the raiders who've taken over. 3) Alert Maxson of a RR safehouse full of synths and the Institute's plan. Let the Institute do their thing then take out the survivors regardless of who wins there. A double win for the Brotherhood.
47:05 Trinity Tower and Mass Fusion are also two of the most dangerous locations in downtown Boston, so it is likely that Tinker Tom or someone else in the Railroad deliberately avoided these locations. Trinity Tower has a very large super mutant presence. Mass Fusion has gunners positions outside the front door.
Re-using code names for the safehouses is really stupid. Those names are already known and would set off alarms if they're heard in conversations around the commonwealth. Someone using a known code name marks themselves as an affiliate of the Railroad and invites investigation by the Institute. It's no wonder they've lost so much over the years, even ignoring the Institute's widespread use of bird watchers.
I love how Diamond City residents somehow can remember the name of the wall from our times (Green Monster), but can't remember how baseball works at all lmao. Thanks for helping me put that together lol
@@joeypizza2761 they probably have plenty of newspapers and other such media that references it, but comparably less rulebooks. After all, most people who have played the game were taught by someone else, really only someone playing competitively would need a nuanced rulebook.
@@MistaOppritunity lol yeah, that makes sense. I guess I just think of how the vendor described the world series ending in gladiator style bloodshed and it makes me laugh lmaooo
48:59 Does anyone else think this map looks a bit like the Big Dipper constellation? It's probably a coincidence, but I know the Big Dipper (or "The Drinking Gourd") was pretty significant in the efforts of real world runaway slaves.
The Railroad have it rough. They get understandable hate from the Institute, but they also get it from the Commonwealth because of the widespread fear of synths. It’s almost impossible for them to succeed!
To be fair they're all out of their minds. My introduction to joining their faction was their lead engineer trying to inject me with battery acid because I've eaten food before.
@@MistaOppritunity I would love to pretend Tinker Tom is a misunderstood genius…but at least I’ll say that it seems like everyone acknowledges he’s batshit.
@@MistaOppritunity To be fair with Tom, he's the result of terrible happenstance and years of being hunted by the group who they should "always, ALWAYS think they resources beyond what we can imagine." But still, obviously nobody in HQ's like Tom. They just tolerate the conspiracy nonsense because of his engineering skills.
@@jennaheiser625 right, and to continue the they're all crazy tangent, I think the gen 1 and 2 controversy is a conversation that desperately needs to happen. Because deacon is right, a gen 1 is about the same as a protectron, and gen 2s don't appear much better. I'd say codsworth and Curie are closer to having sentience than a gen 2. But he brings that up to the player once, and we never have the option to argue with someone.
The Railroad could have been SO COOL if they did it right. They need to be greatly expanded, more missions more safehouses, more cool quests. It could have worked sooooo much better than it does. I'm pissed off by the missed potential. Also the Railroad theme absolutely slaps.
To be fair, almost all Fallout 4 faction could have been so cool if they expanded it. The game needed more time to flash out the major faction and create a more compelling story
I feel that way about the Minutemen. They could have done so much more with the Minutemen. Forming a provisional government 2.0, getting even in Quincy, becoming a rival military force to the BoS….
All of the factions other than BoS are done as if they were created in hurry. Idk if the developers needed more time to expand them or just simply didn't care. Tho I feel like it's one of the traits of latest Bethesda's cRPG games, the same issue was in Skyrim and although I didn't play Starfield yet, I could see many people complain about the same thing. The problem is Bethesda doesn't seem to give a single fuck about this critique so I'm deeply worried how will the factions look like in TES VI and Fallout 5.
@@salemnights The only way to play any Bugthesda title from Skyrim onward is with mods. There are just too many glitches and missed opportunities otherwise.
one thing i would add is that the minutemen are the only faction that don't want to destroy the railroad, also if you get caught working for the railroad at the institute Desdemona says you should work with the minutemen implying that they have some sort of alliance between them, another thing that backs up my case is that Sturges is a synth (if you console command him to die he has a synth component on his body) and has apparently had there mind wiped and has no knowledge of him being a synth
That and the general of the minutemen, their highest authority, is you. You can kinda just tell the minutemen that they should organize to deal with the biggest threat to the commonwealth, and they will do so.
Talking about how many agents there are at Bunker Hill during the battle in a cut debriefing with Des she says the the Railroad hired some mercenaries to pad their numbers.
In defense of Railroads' trail and password to their base, consider how the average wastelander would react? To most, it would just be graffiti. This is also downtown, which is heavily infested dangers. Maybe to pre-war minds, the puzzle is simple, but you still have to fight packs of ghouls, hounds, mutants, raiders and even gunners.
Yeah, you would think the non-RR/Institute people there would try and get MM help when a bunch of Syths, BoS soldiers, and weirdly dressed mercs (the RR hired a bunch of mercs to pad thier numbers) suddenly show up and start shooting each other.
@@dog_boy5123 I doubt they hate them enough to not ask them for help when shit hits the fan this hard. Hell, at that point I'd be trying to radio the damn raiders I'm paying "protection" to to come help or they won't get paid (obviously I wouldn't tell them about the Syths/BoS) to at least (hopefully) distract some of the others.
@@hanzzel6086 Bunker hill is the only settlement to refuse join the MM unless you do some jobs before the battle, so I can honestly say they are stubborn as hell until they get a rude awakening. (I won't lie they kinda deserve it, they really are assholes)
one thing I'm surprised that isnt added to this map are the railroad signs scattered over the map that tell those in the know alittle about that location, such as danger, ally or cache. they're similar to how the theives guild in skyrim have shadowmarks in a similiar system of symbols like thieves cant theres even one such symbol on a location overlooking vault 111 it would be intereting to see the spread of where thosre symbols show up all over the map and if there are any concentrations of specific symbols, such as an area with alot of "danger" or "ally" symbols
@@flameguy3416Having watched most of his videos, it's evident that he is very knowledgeable in both the recent Fallout games and the classics. On the other hand, Fallout 4 is very interesting from this perspective, but not endless. Understanding how the various factions in the older Fallout games worked, from a cartographic point of view, can be equally fascinating. 😃
I will say this: While nothing really comes of Boxer if you tell her and the Railroad that there's a Synth Sanctuary in Far Harbor in Fallout 4... Fallout Shelter Online has missions for the Railroad that mention that they have started to use boats to ship synths that don't want their memories wiped to Far Harbor. While I know that Fallout Shelter Online is thoroughly non-canonical, it has a lot of details that I think could be interesting, such as that, if included in Future installments. Plus, the upgraded artwork of each character is sweet, and I try to emulate the look and weapon loadouts of Online as best I can for my companions whenever I play Fallout 4.
I'd imagine there was also a safehouse in Quincy back before the Gunners decimated the place. There could have also been one near University Point and Salem given they were large populatoon centres
I grabbed the game about a month ago and i am still amazed how much content there is to the lore, between RadKing, oxhorn and others, still being published to this day and i love it to bits
@@johnmadden2191 Oxhorn has had a few issues over the years Content wise, he'd mostly just read off the Fallout Wiki _verbatim_ with the only actual contribution being his recitation. He also had a habit of just making up lore for his videos that did not in fact exist for the sake of spicing things up and padding video length. With reading the Wiki seemingly being the only research he did at times, there were also a couple instances of him presenting modded content as canon as well. There's also the general shilling for Bethesda that rubs a lot of people the wrong way; He covered a lot of Fallout 76 when it first dropped and people get made at him since liking that game was the 'wrong' opinion at the time. Personally I don't care about that, 'dude just seems like a big Bethesda fan. As an individual, he's made a few offhand remarks when he was younger that aren't super conducive to who he is and what he puts out now. Dude advocated for a very conservative view of woman despite now often flooding his game with big tiddy sex mods to the point you'd think he was MxR. Also for someone whose bread and butter was a game series that openly condemns xenophobia and other kinds of bigotry, the guy had some not flattering comments about other races and LGBTQ+ folk. Now, to his credit he's apologized for the no-no's he did in the past and appears to have had no hiccups since, but a lot of folk are skeptical of any apologies by online personalities at this point.
@@username1660 tbh I really don’t care about the individual. People can have whatever opinions they want, but it is very ironic to download skimpy mods and have a conservative view on women. As far as the content goes, that kinda sucks, im not surprised. Won’t lie, the dude has a great radio voice. Used to love putting his stuff on in the background while I was gaming. The FO76 shilling is is quite cringe, to this day I will say it is not only a bad release but a bad game. Thanks for the info man!
One of the possible locations for the mercer safehouse mission is spectacle island which always made me think that the railroad has some boats stashed somewhere that they use to move synths/agents around, possibly up to acadia or other coastal areas
Really enjoy your deep dives, excellent work and we always learn more about the lore with every video. Still playing FO4 after all these years and still learning new things thanks to you and the few other folks willing to put so much time into learning and explaining the lore to the rest of us. Atom's Glow be with you!
"How are they not suffering from the bonfire in the building?" "We raiderz have 10 endurance and at least five chems in us at one given time, get on our level mortal"
It’s possible that the Old North Church wasn’t the HQ for the Railroad when they set up the whole “Follow the Freedom Trail” thing, and they had to turn it into their HQ because of Institute meddling.
Little info on why the tallest buildings in Boston couldn't be taken for the MILA Q's. I strongly suspect that this has something to do with the game engine. If you somehow reach the roof of the Mass Fusion building, the Institute quest is automatically started from the end of the Institute quest line, where you are teleported to the roof. This happens regardless of whether you even know the Institute at this point and I strongly assume that it is similar with the Trinity Tower, as you meet Rex and Strong there during their quest.
Caretaker will also send you to DLC locations to "clear a path" for the concierge quest. one such location he'd like you to wipe out is a completely innocent family farm. Namely the Dunmore farm in Nuka-World. all the way to the south-west. When I say "innocent" I mean their only crime is being rude, though the patriarch of the family becomes a little more hospitable if you've wiped out the Nuka-World raiders. Yes, you have to kill them, you cannot convince them to leave. there's no dialog options for it. I'm inclined to believe this is a bug, and not intended by Bethesda, and I'm pretty sure the unofficial patch fixes it for the same reasoning seeing as this family unit isn't hostile when you arrive for this mission.
Ah the infamous Battle of Bunker Hill, where you can walk through the 3 way battle without firing a shot. In fact i would go as far as to recommend not firing at all and just progress to whatever objective you decide on. Always seemed poorly implemented to me. I guess bethesda was crunched for time and figured it was close enough
@@diewott1337 I think last time I played… I don’t remember fighting at all. I released the Synths and by the time I came back out the Gen1/2s were dead, the Railroad were dead and the BoS weren’t hostile. I’d done the Deep Range Transmitter job for Danse but hadn’t joined the BoS. I remember looting the dead RR and Synth bodies along with a couple BoS ones. The surviving BoS just milled around and were gone when I went to claim Bunker Hill after the quest was over.
On the railroad "freedom trail" part, it's mentioned that the switchboard used to be their HQ. My guess is that the church was a small recruitment/monitoring post, but was the only viable place to rebuild after the synths attacked the other site
I think there is an argument to be made that Piper is sympathetic with the railroad. As she does her best to be a whistleblower of the dangers of the institute, but is not hostile to Nick. But she is hostile to Mayor Mcdunna who she believes is a synth and an instute informer
Always an interesting look. I didn't notice any mention of the locations that have the safehouse railsigns randomly around the Commonwealth though, excepting Bedford Station (where it's on the switching tower where you find the recording). Two others I know off the top of my head are the Quincy Red Rocket and a broken down house at the corner of Prospekt Park between Wattz and Stockton's Church that has a sleeping bag upstairs you can use. These may have been some of those smaller safehouses, and it would be interesting to see how these would factor into the route maps. As for the bioscience guys having the binned tapes, I suspect this is an asset reuse situation. Since containers can be created in the game files with items included, and all these bins look the same, I think it's likely the one for covenant where it's in the bin was made special, and then it was accidentally reused in the Bioscience rooms of the Institute, but it's still fun to speculate.
IIRC, Caretaker can also send you to clear out a "trouble spot" in the Nuka-world area, where the trouble is some reasonably peaceful ex-gunners. Usually, this causes him to suffer a sudden case of lead poisoning or 10th degree burns.
Keep in mind that the Railroad's current HQ in the Old North Church is easy to find via the Freedom Trail and its not-so-subtle hints because, in all likelihood, the Sole Survivor and, by extension, the Player *is literate,* and I recall one bit of info from dialogue is that most people of The Commonwealth are *_il_** -literate,* so even such a simple hint and puzzle would be baffling to most because they: *1.* Cannot read the Freedom Trail's markers, and will likely not have any spare writing utensils to even make any note of the glyphs they see, which couples with: *2.* Most people are unknowledgeable of American History and the monuments created to honor such, so "The Freedom Trail" would be referencing something they have no context for, even through the Freedom Trail's markers and literal red trail is obvious on looking at it, it's likely an irrelevant quirk of Boston to most people, and finally: *3.* Most people are likely utterly unconcerned with following the obscure and metaphor-sounding hints and teases of The Railroad's recruitment statement because they are *not the player* and lack the very game-y abilities to not starve; to absorb horrific injuries from sharp and blunt objects, bullets, lasers, plasma, and radiation and only need a handful of chems or 200-year old snacks to recover from; and can mysteriously gain new skills and knowledge irrelevant to likely everything they've done hitherto from "perks". The common man is, not built to risk their lives on something that drags them through a gauntlet of monsters and ne're-do-wells for a relatively-underwhelming "reward" of getting conscripted into a clandestine operatives group. and... *4.* Even if all of the above could be defied by one or many people, perhaps the person or persons who could have followed-through with the hint simply disagree with The Railroad's ideals/want to exterminate Synths once and for all... *Or* that person or persons don't care about The Railroad for one reason or another, because their priorities are not with shadow-y organizations for one reason or another, like helping those that have no knowledge, time, or resources to spare on such a gallivanting adventure.
Another point the institute actively destroys historical information to erase knowledge of the prewar era so so it's less likely they would know this kind of stuff
Would be interested in seeing a map of all the synths in the commonwealth. Sturges, Warwick, Mayor McDunough, anyone else with a synth component, and some info on what they were up to. I'm sure there's a lot of them around that I and a lot of other players don't know about.
@@daltongarrett7117 yeah, not the best guy but still a useful service when it was around and hidden from view which was probably good for the RR if they did ever go through him
Likely just a result of game mechanics, but I find it interesting to theorize that when we build a settlement to function as a safe house, any settlers assigned there may also sympathize with the railroad. Especially since that settlement would likely continue to operate as one far after the initial quest.
4:20 id like to think that having a location lie on the freedom trail and telling people to follow it was a decision made due to the casualties at the switchboard, meaning that theyd need more new members
Thank you for this information, citizen. I shall now direct the data to Minuteman General & Institute Director "Sole Survivor" so he can clean up all loose ends. XD
There's a ghoul living right next to the Gunners at the Mass Bay Medical Center. He has an "ally" Railroad symbol on his wall. There is also an "ally" symbol on the door of vault 81.
@Nobody-zl3kk yes but that could be argued as someone covering his own ass because the Synth got killed. It doesn't prove that it was an accidental incident. More than that, we have to take the Institute at their word if we want to presume that the Broken Mask was an accident. And I don't think the word of the Institute is worth a whole hell of lot.
An institute log mentions the broken mask synth wasn't ready for field deployment and several eyewitnesses mentionned his face twitched a few times before shooting. So while it was an accident, the Institute still need to be destroyed due to their super mutants and destruction of the CPG.
I really wanted to like the railroad, the first time I met them in game they rubbed me the wrong way and I've been lukewarm at best on then since. When I do new playthroughs I join them just long enough to get ballistic weave and that's only if I'm doing a non power armor playthrough. I really hope that there is a better Cloak and Dagger espionage faction in the future.
A good cloak and dagger faction, equally needs a competent enemy to work against. The railroad are middling competent, and sometimes get lucky breaks. The institute is consistently crushing them. I do have some hopes for fallout london's knights of camelot, having a background of pre war special forces ghoul within their ranks.
they just gotta fire that emil guy, he was also incharge of the dark brotherhood and thieves guild in skyrim, he did the main story for fallout 3, bethesda just needs to stop giving this guy these really big franchise leads lmao
The people of fallout are living hour by hour, imagine living in hell and being like "Ya let''s fight aliens and recapture their probe victims" "Better go fight the AI gods that can teleport" "Oh...stepped on a nail, guess I'll die"
Something I never understood: why doesn't the institute just send out undercover synths/coursers that seek out the railroad, tell them they are a synth that wants to escape, and have them either destroy the place or sabotage it until ready for an assault.
If they send out synth, i think the risk is, that the synth will help the RR. And probably one of the first steps is, to deaktivate any normal trackers from synth. (I don't think, that the institute won't have trackers on there symths)
@@schwingedeshaehers hmm good point. But coursers don't seem as easily influenced, and they still pass as a synth/human. all that's needed is they let him get smuggled to the secret spots, have one of the bird watchers follow him and mark all the important locations. even if they figure out its a courser at some point, by that time the institute knows everyone and everywhere important to attack and interrogate.
At least in my play throughs, I've only ever seen Mercer go to far away settlements, Zimonja, the Drive-in, Sunshine Tidings...it seems like its always an empty settlement and far away from Boston proper. I always assumed it was an attempt to have a location near the edge of the map to get synths out of the area. Perhaps a response to losing so many urban safehouses? Or perhaps those are a newer effort?
I thought of something a couple days after watching this video so i came back to comment. I was thinking, after the railroad defeats the brotherhood and the institute, they don’t really have anything to fight for right? Except they do, slavery, the whole point of freeing the synths is the railroad HATES slavery. Similar to another faction on the west coast that eventually joined a larger more established faction. So what if the player sides with the minutemen while still a member of the railroad, and while at first they are frustrated that the player triggers the evacuation of the institute, eventually a smaller faction within the railroad realizes they are purely against slavery in general, and WHO in the commonwealth uses slavery? Maybe a specific faction that deserves a ‘Bullet’ to the skull? So the railroad, (while ofc not as impressive as the Desert Rangers) will essentially be the desert rangers in this scenario. Perhaps Railroad heavies are now 60 minutemen 😂. Using railroad intelligence which generally seems to be as effective or more effective while being unnoticed as the minutemen intelligence is. The minutemen with railroad help, will be able to kill all the raiders that (somehow lol) find synths. Then also using railroad intelligence and possibly or probably espionage. The minutemen and members of the railroad that remain, hunt down and arrest/kill gunners that employ slavery along with any other factions or people who employ slavery. And maybe (depending on headcannons at this point). The railroad either become a sort of elite force since they have both doctor Carrington and Tinker Tom, the railroad or the members that support the minutemen become some kind of intelligence service within the minutemen. Personally I’d like to think that Tinker Tom and Sturges get to be buddies and make stuff for the minutemen, perhaps Carrington and Virgil (assuming he’s alive) revisit super mutant cures and end up with beneficial research regardless of achieving the objective or not, and maybe some settlers from the slog, other ghoul and or other radiation immune people, can dig up the institute in attempt to find any other possible tech or research that could benefit the commonwealth as a whole before covering it back up and marking a danger zone for future wastelanders.
Side note. Personally every time i try to do a play through (believe it or not I’ve never ACTUALLY completed fallout 4 or any of the DLC’s excluding vault 88 and automatron), I just cant bring myself to fully join the brotherhood of steel or institute beyond a certain point so usually I join one of the other two and they survive beyond the end of the game. But also it would be really nice for the Atom Cats to be the Minutemen power armor training grounds and Tinker Tom and Sturges make some “totally tubular new mod-if-i-cations to the Minutemen’s new studs” and the atom cats get to test it out and train minutemen veterans in power armor usage AND dropping in from vertibirds (courtesy of Tinker Tom and Sturges)
I've been wondering about the traders who supply information to the Institute. Is there any evidence besides the Institute saying they are informants? I've wondered some, especially since they are all known to hang out with Stockton (or at least be in the same area of the map together) if they could possibly be double agents? Could Stockton slip them a little extra money to give the Institute old or slightly inaccurate information? You would think with the number of synths coming through Bunker Hill, many of them not knowing the norms of society outside of the Institute, and the fact that the traders share a room with Stockton on a weekly basis, the Institute would have found out about him and targeted him.
Agamemnon was the legendary king of Mycenae and leader of the Greek army in the Trojan War of Homer's Illiad. Agamemnon is a great warrior but also a selfish ruler who famously upset his invincible champion Achilles, a feud that prolonged the war and suffering of his men.
I absolutely enjoy the radking and his stories. They always keep me entertained at work, basically I put an earbud in and shove my phone in my pocket. 😅
I wish we could get perks that made it beneficial to be iradiated. Not just ghoulish. I mean in 76. A perk that works like atoms Devoted robes. A perk that works like Hancocks perk. A perk that works like rad powered. A perk that works like rad child which was better than ghoulish. A perk that worked like atomic. A perk that worked like nuclear anomaly but without healing all your radiation. A perk that worked like the inquisitor of atom perk. A prrk that worked like atoms bulwark. A perk that worked like the champion of atom perk. I do realize sone of these are from past games and from legendary effects. They could work them into the game as cards or armors. They only need to rework them a little and balance them out a bit.
Imo the Bio scientists definitely understand that gen 3 synths are functionally humans, and they're all secretly sympathetic, but of course they can't be found with railroad material, so they promptly dispose of it. Why wouldn't they just destroy it? Because then we couldn't find them and form theories !
Safehouse Trinity could mean Trinity tower. As it's currently in very bad shape and filled with mutants now, who knows what went on there before. Also Safehouse Bolthole could make either an old colonial era Fort or Building as old Forts and such often had Boltholes, which were basically secret escape tunnels or hatches. Another thing you didn't consider was all the railroad signs. There could be a few of them indicating areas that agents often frequent. Some could just be caches others could be informal safehouses or other allies. Also the other DIA caches could be seen as railroad property since only they really can open them with the Sole survivors help after breaking back into the old HQ.
I think that Carringtons prototype is likely a stealth boy upgrade. Several quests later, after you complete memories interrupted, Tinker Tom adds, "railroad stealth boy" to his shop stock, which is an improved stealth boy.
I agree with you there, becayse thats a very good point.
It’s also found in the safe next to two other normal stealth boys, so very likely
"Ah the Great Green Jewel. Be careful of the guards, some of them are assholes, others are just Deacon."
R4-04 from Tales of the Commonwealth
I always figured synth retention left the railroad tapes around the institute as a fishing expedition trying to flush out sympathizers.
Or brought back by synths sent to the surface who would like to run, but haven't had the opportunity. Let other synths know that there is an organization that will help them if they can be found. Also to try and find anyone inside the Institute that might be sympathetic to their condition.
For Railroad sympathizers I would add the merchant Opal. She's the one near the top of the buildings west of the Custom House. At the alley leading up to her location there's a RR safehouse symbol. Her location also has some turrets that aren't automatically hostile.
As a Railroad sympathizer, thank you for this! I love finding the rail signs but they are VERY easy to miss.
I like the idea that safehouses are just that, normal places that are also good for hiding.
I think one could back this up too by The Railroad being known to work with caravans and traders, and most shops have some sort of back room. Wherever Opal keeps her supplies, she may have the option to hide synths there.
🎉😊
Great notice and thought, Thank you for sharing!
I had seen it floated in other comments that "Beast" safehouse is the empty apartment above diamond city. The wall is nicknamed "Green Monster" so it would be a consistent and clever nod to that.
I feel the only important details left out I would have liked are railroad caches and the scattered coded railroad signs (some locations are marked "dangerous") that could paint a picture of a "heat map" of railroad operations.
The places where they leave drop points being areas they may have needed to cut and run outta there?
@@thatalbinofurry6855 Some times but not always.
The Red Rocket east of Vault 88 has a "safehouse" RR sign on its entrance. Finding more of those signs seems like the best way to identify RR safehouses.
I feel like bioscience has the tapes because they may be slightly sympathetic to the railroad. They work with more than human synths so they would have a different perspective of it, but as for the holotapes being in the trash, Ayo has searched rooms before so if he found those tapes in the trash it would be less suspicious. Ayo very well may be the reason why any railroad sympathizers won't speak up.
If you get booted from the institute before the institute attacks highrise's home then he will be alive for and the safe house will never be infiltrated.
I thought this was a missed opportunity. Instead of Ticonderoga going silent, have its location and intended removal by the Institute be given to the player after doing Boston After Dark. Then have you decide it's fate similar to the Battle for Bunker Hill.
Option 1) Go along with the Institute and wipe it out.
2) Alert Desdemona and give the Railroad time to bug out. Then set up smaller safe houses elsewhere. Or use your settlements like with the Caretaker quest. Institute shows up to discover they are now in a fight with the raiders who've taken over.
3) Alert Maxson of a RR safehouse full of synths and the Institute's plan. Let the Institute do their thing then take out the survivors regardless of who wins there. A double win for the Brotherhood.
@@christopherconard2831sounds to me like you just want more options to be a psycho...
47:05 Trinity Tower and Mass Fusion are also two of the most dangerous locations in downtown Boston, so it is likely that Tinker Tom or someone else in the Railroad deliberately avoided these locations. Trinity Tower has a very large super mutant presence. Mass Fusion has gunners positions outside the front door.
And going to the top auto triggers the mass Fusion quest for the institute
In the next Fallout, whenever that gets released, I really hope we can find synths that have been "rescued" and exfiltrated from the Commonwealth.
Re-using code names for the safehouses is really stupid. Those names are already known and would set off alarms if they're heard in conversations around the commonwealth. Someone using a known code name marks themselves as an affiliate of the Railroad and invites investigation by the Institute. It's no wonder they've lost so much over the years, even ignoring the Institute's widespread use of bird watchers.
Could the "Beast" safehouse be the secret open room on top of Diamond City? Since the wall is called the Monster?
Probably not. Deacon will mention in cave areas that every HQ they've had has been underground.
A safehouse, maybe.
That’s a great idea
I love how Diamond City residents somehow can remember the name of the wall from our times (Green Monster), but can't remember how baseball works at all lmao.
Thanks for helping me put that together lol
@@joeypizza2761 they probably have plenty of newspapers and other such media that references it, but comparably less rulebooks. After all, most people who have played the game were taught by someone else, really only someone playing competitively would need a nuanced rulebook.
@@MistaOppritunity lol yeah, that makes sense. I guess I just think of how the vendor described the world series ending in gladiator style bloodshed and it makes me laugh lmaooo
As a General of the Minutemen, someone has to plant the tatos!
Give my regards to your commander, President Garvey.
You won't be doing that because another settlement.....
Hey stop being strategic and fortifying that settlement before getting another, another settlement needs your help
48:59 Does anyone else think this map looks a bit like the Big Dipper constellation? It's probably a coincidence, but I know the Big Dipper (or "The Drinking Gourd") was pretty significant in the efforts of real world runaway slaves.
The Railroad have it rough. They get understandable hate from the Institute, but they also get it from the Commonwealth because of the widespread fear of synths. It’s almost impossible for them to succeed!
To be fair they're all out of their minds. My introduction to joining their faction was their lead engineer trying to inject me with battery acid because I've eaten food before.
@@MistaOppritunity I would love to pretend Tinker Tom is a misunderstood genius…but at least I’ll say that it seems like everyone acknowledges he’s batshit.
@@MistaOppritunity To be fair with Tom, he's the result of terrible happenstance and years of being hunted by the group who they should "always, ALWAYS think they resources beyond what we can imagine."
But still, obviously nobody in HQ's like Tom. They just tolerate the conspiracy nonsense because of his engineering skills.
@@jennaheiser625 right, and to continue the they're all crazy tangent, I think the gen 1 and 2 controversy is a conversation that desperately needs to happen. Because deacon is right, a gen 1 is about the same as a protectron, and gen 2s don't appear much better. I'd say codsworth and Curie are closer to having sentience than a gen 2. But he brings that up to the player once, and we never have the option to argue with someone.
@@jennaheiser625
Even though he is nuts I still think he is one of the most fun of the npcs.
Never clicked on a video faster in my life
Same
Double same
Zip it up when you’re done
Exactly my thought
Same, I love thes cartography videos lol
The Railroad could have been SO COOL if they did it right. They need to be greatly expanded, more missions more safehouses, more cool quests. It could have worked sooooo much better than it does. I'm pissed off by the missed potential. Also the Railroad theme absolutely slaps.
To be fair, almost all Fallout 4 faction could have been so cool if they expanded it. The game needed more time to flash out the major faction and create a more compelling story
@nickmaxfracasso8376 Fr, the only faction that felt properly fleshed out to me was the BoS. But they have soo many other problems.
I feel that way about the Minutemen. They could have done so much more with the Minutemen. Forming a provisional government 2.0, getting even in Quincy, becoming a rival military force to the BoS….
All of the factions other than BoS are done as if they were created in hurry. Idk if the developers needed more time to expand them or just simply didn't care. Tho I feel like it's one of the traits of latest Bethesda's cRPG games, the same issue was in Skyrim and although I didn't play Starfield yet, I could see many people complain about the same thing. The problem is Bethesda doesn't seem to give a single fuck about this critique so I'm deeply worried how will the factions look like in TES VI and Fallout 5.
@@salemnights The only way to play any Bugthesda title from Skyrim onward is with mods. There are just too many glitches and missed opportunities otherwise.
Your cartography series is nifty. Always a great listen. Thank you for your continued content creation.
one thing i would add is that the minutemen are the only faction that don't want to destroy the railroad, also if you get caught working for the railroad at the institute Desdemona says you should work with the minutemen implying that they have some sort of alliance between them, another thing that backs up my case is that Sturges is a synth (if you console command him to die he has a synth component on his body) and has apparently had there mind wiped and has no knowledge of him being a synth
That and the general of the minutemen, their highest authority, is you. You can kinda just tell the minutemen that they should organize to deal with the biggest threat to the commonwealth, and they will do so.
@@Destroyer_V0man, I only wish you could make more decisions
Its always a good day when radking uploads a video
You forgot Slim, a goal merchant marked with an “ally” rail sign.
Talking about how many agents there are at Bunker Hill during the battle in a cut debriefing with Des she says the the Railroad hired some mercenaries to pad their numbers.
In defense of Railroads' trail and password to their base, consider how the average wastelander would react? To most, it would just be graffiti. This is also downtown, which is heavily infested dangers.
Maybe to pre-war minds, the puzzle is simple, but you still have to fight packs of ghouls, hounds, mutants, raiders and even gunners.
Swan and raiders occupy Boston commons.
"And the minutemen are off planting Tatos or something"
Actually, why ARENT the MM at the Battle of Bunker hill??
Yeah, you would think the non-RR/Institute people there would try and get MM help when a bunch of Syths, BoS soldiers, and weirdly dressed mercs (the RR hired a bunch of mercs to pad thier numbers) suddenly show up and start shooting each other.
Well, Bunker Hill literally HATE the minutemen, so I guess they are just that stubborn to refuse to get help
@@dog_boy5123 I doubt they hate them enough to not ask them for help when shit hits the fan this hard. Hell, at that point I'd be trying to radio the damn raiders I'm paying "protection" to to come help or they won't get paid (obviously I wouldn't tell them about the Syths/BoS) to at least (hopefully) distract some of the others.
@@hanzzel6086 Bunker hill is the only settlement to refuse join the MM unless you do some jobs before the battle, so I can honestly say they are stubborn as hell until they get a rude awakening. (I won't lie they kinda deserve it, they really are assholes)
one thing I'm surprised that isnt added to this map are the railroad signs scattered over the map that tell those in the know alittle about that location, such as danger, ally or cache. they're similar to how the theives guild in skyrim have shadowmarks in a similiar system of symbols like thieves cant
theres even one such symbol on a location overlooking vault 111
it would be intereting to see the spread of where thosre symbols show up all over the map and if there are any concentrations of specific symbols, such as an area with alot of "danger" or "ally" symbols
Fantastic series! It would be possible to do a cartography series also for Fo3/New Vegas?😍
Seconded
@@misterfingerguns thirded
@@noahminor5306 fourthed
He's more of a Fallout 4 Content Creator
@@flameguy3416Having watched most of his videos, it's evident that he is very knowledgeable in both the recent Fallout games and the classics.
On the other hand, Fallout 4 is very interesting from this perspective, but not endless.
Understanding how the various factions in the older Fallout games worked, from a cartographic point of view, can be equally fascinating. 😃
I will say this:
While nothing really comes of Boxer if you tell her and the Railroad that there's a Synth Sanctuary in Far Harbor in Fallout 4...
Fallout Shelter Online has missions for the Railroad that mention that they have started to use boats to ship synths that don't want their memories wiped to Far Harbor.
While I know that Fallout Shelter Online is thoroughly non-canonical, it has a lot of details that I think could be interesting, such as that, if included in Future installments.
Plus, the upgraded artwork of each character is sweet, and I try to emulate the look and weapon loadouts of Online as best I can for my companions whenever I play Fallout 4.
I'd imagine there was also a safehouse in Quincy back before the Gunners decimated the place. There could have also been one near University Point and Salem given they were large populatoon centres
Hopefully we get more of this series but on the other games. Cartography of fallout nv, or maybe even the originals would be cool
Is there really much of NV to do that though?
I grabbed the game about a month ago and i am still amazed how much content there is to the lore, between RadKing, oxhorn and others, still being published to this day and i love it to bits
Yeah, FO4 though it's story is a bit weak the side stories and other lore makes it one of the most fun.
Remove Oxhorn and it's cool
@@sopadumacacoumadelicia5 what’s the deal with oxhorn? I used to watch a lot of lore videos back in the day, he was one of them
@@johnmadden2191 Oxhorn has had a few issues over the years
Content wise, he'd mostly just read off the Fallout Wiki _verbatim_ with the only actual contribution being his recitation. He also had a habit of just making up lore for his videos that did not in fact exist for the sake of spicing things up and padding video length. With reading the Wiki seemingly being the only research he did at times, there were also a couple instances of him presenting modded content as canon as well. There's also the general shilling for Bethesda that rubs a lot of people the wrong way; He covered a lot of Fallout 76 when it first dropped and people get made at him since liking that game was the 'wrong' opinion at the time. Personally I don't care about that, 'dude just seems like a big Bethesda fan.
As an individual, he's made a few offhand remarks when he was younger that aren't super conducive to who he is and what he puts out now. Dude advocated for a very conservative view of woman despite now often flooding his game with big tiddy sex mods to the point you'd think he was MxR. Also for someone whose bread and butter was a game series that openly condemns xenophobia and other kinds of bigotry, the guy had some not flattering comments about other races and LGBTQ+ folk. Now, to his credit he's apologized for the no-no's he did in the past and appears to have had no hiccups since, but a lot of folk are skeptical of any apologies by online personalities at this point.
@@username1660 tbh I really don’t care about the individual. People can have whatever opinions they want, but it is very ironic to download skimpy mods and have a conservative view on women. As far as the content goes, that kinda sucks, im not surprised. Won’t lie, the dude has a great radio voice. Used to love putting his stuff on in the background while I was gaming. The FO76 shilling is is quite cringe, to this day I will say it is not only a bad release but a bad game. Thanks for the info man!
One of the possible locations for the mercer safehouse mission is spectacle island which always made me think that the railroad has some boats stashed somewhere that they use to move synths/agents around, possibly up to acadia or other coastal areas
doesn’t acadia hate the railroad?
@@lilcarttheoneandonly something like that might be right about that now that you mention it, been awhile since I played it
@@lilcarttheoneandonlythey don’t hate them but they also don’t like them
10:39 Griswald could be a reference to fort griswald in Connecticut
Really enjoy your deep dives, excellent work and we always learn more about the lore with every video. Still playing FO4 after all these years and still learning new things thanks to you and the few other folks willing to put so much time into learning and explaining the lore to the rest of us. Atom's Glow be with you!
"How are they not suffering from the bonfire in the building?"
"We raiderz have 10 endurance and at least five chems in us at one given time, get on our level mortal"
Raiders: This sh** ain't NOTHIN to me, man.
It’s possible that the Old North Church wasn’t the HQ for the Railroad when they set up the whole “Follow the Freedom Trail” thing, and they had to turn it into their HQ because of Institute meddling.
I'm playing back through Fallout 4 again and these videos are nice to have on in the background. So far I control everything North of the Charles
Little info on why the tallest buildings in Boston couldn't be taken for the MILA Q's. I strongly suspect that this has something to do with the game engine.
If you somehow reach the roof of the Mass Fusion building, the Institute quest is automatically started from the end of the Institute quest line, where you are teleported to the roof. This happens regardless of whether you even know the Institute at this point and I strongly assume that it is similar with the Trinity Tower, as you meet Rex and Strong there during their quest.
Caretaker will also send you to DLC locations to "clear a path" for the concierge quest. one such location he'd like you to wipe out is a completely innocent family farm. Namely the Dunmore farm in Nuka-World. all the way to the south-west. When I say "innocent" I mean their only crime is being rude, though the patriarch of the family becomes a little more hospitable if you've wiped out the Nuka-World raiders. Yes, you have to kill them, you cannot convince them to leave. there's no dialog options for it. I'm inclined to believe this is a bug, and not intended by Bethesda, and I'm pretty sure the unofficial patch fixes it for the same reasoning seeing as this family unit isn't hostile when you arrive for this mission.
I love this series so so much, thank you for doing these videos RadDaddy💖
"Here we are, at our new deathhouse"
"You mean safehouse?"
"Sure..."
Ah the infamous Battle of Bunker Hill, where you can walk through the 3 way battle without firing a shot. In fact i would go as far as to recommend not firing at all and just progress to whatever objective you decide on. Always seemed poorly implemented to me. I guess bethesda was crunched for time and figured it was close enough
That happens to me on most playthroughs as I generally side with the Minutemen.
That happened to me when I did it the last time. I just ran to the synths and only fought on the way out since BoS becamr hostile 😂
@@diewott1337 I think last time I played… I don’t remember fighting at all. I released the Synths and by the time I came back out the Gen1/2s were dead, the Railroad were dead and the BoS weren’t hostile. I’d done the Deep Range Transmitter job for Danse but hadn’t joined the BoS. I remember looting the dead RR and Synth bodies along with a couple BoS ones. The surviving BoS just milled around and were gone when I went to claim Bunker Hill after the quest was over.
On the railroad "freedom trail" part, it's mentioned that the switchboard used to be their HQ. My guess is that the church was a small recruitment/monitoring post, but was the only viable place to rebuild after the synths attacked the other site
Yes please tell the insti- the viewer all the bases.
I am a simple being, I see RadKing, I see railroad, I click.
I think there is an argument to be made that Piper is sympathetic with the railroad. As she does her best to be a whistleblower of the dangers of the institute, but is not hostile to Nick. But she is hostile to Mayor Mcdunna who she believes is a synth and an instute informer
Always an interesting look. I didn't notice any mention of the locations that have the safehouse railsigns randomly around the Commonwealth though, excepting Bedford Station (where it's on the switching tower where you find the recording). Two others I know off the top of my head are the Quincy Red Rocket and a broken down house at the corner of Prospekt Park between Wattz and Stockton's Church that has a sleeping bag upstairs you can use. These may have been some of those smaller safehouses, and it would be interesting to see how these would factor into the route maps.
As for the bioscience guys having the binned tapes, I suspect this is an asset reuse situation. Since containers can be created in the game files with items included, and all these bins look the same, I think it's likely the one for covenant where it's in the bin was made special, and then it was accidentally reused in the Bioscience rooms of the Institute, but it's still fun to speculate.
IIRC, Caretaker can also send you to clear out a "trouble spot" in the Nuka-world area, where the trouble is some reasonably peaceful ex-gunners.
Usually, this causes him to suffer a sudden case of lead poisoning or 10th degree burns.
Once I figured out Caretaker only serves to give you one mission then can't be assigned to do settler things he became very expendable.
If i remember correctly there should also be a dead railroad member in a hospital in Boston DT, but i might be confusing it with a dead minuteman
Keep in mind that the Railroad's current HQ in the Old North Church is easy to find via the Freedom Trail and its not-so-subtle hints because, in all likelihood, the Sole Survivor and, by extension, the Player *is literate,* and I recall one bit of info from dialogue is that most people of The Commonwealth are *_il_** -literate,* so even such a simple hint and puzzle would be baffling to most because they:
*1.* Cannot read the Freedom Trail's markers, and will likely not have any spare writing utensils to even make any note of the glyphs they see, which couples with:
*2.* Most people are unknowledgeable of American History and the monuments created to honor such, so "The Freedom Trail" would be referencing something they have no context for, even through the Freedom Trail's markers and literal red trail is obvious on looking at it, it's likely an irrelevant quirk of Boston to most people, and finally:
*3.* Most people are likely utterly unconcerned with following the obscure and metaphor-sounding hints and teases of The Railroad's recruitment statement because they are *not the player* and lack the very game-y abilities to not starve; to absorb horrific injuries from sharp and blunt objects, bullets, lasers, plasma, and radiation and only need a handful of chems or 200-year old snacks to recover from; and can mysteriously gain new skills and knowledge irrelevant to likely everything they've done hitherto from "perks". The common man is, not built to risk their lives on something that drags them through a gauntlet of monsters and ne're-do-wells for a relatively-underwhelming "reward" of getting conscripted into a clandestine operatives group.
and...
*4.* Even if all of the above could be defied by one or many people, perhaps the person or persons who could have followed-through with the hint simply disagree with The Railroad's ideals/want to exterminate Synths once and for all... *Or* that person or persons don't care about The Railroad for one reason or another, because their priorities are not with shadow-y organizations for one reason or another, like helping those that have no knowledge, time, or resources to spare on such a gallivanting adventure.
Another point the institute actively destroys historical information to erase knowledge of the prewar era so so it's less likely they would know this kind of stuff
Institute agents extremely appreciative of this video
Would be interested in seeing a map of all the synths in the commonwealth. Sturges, Warwick, Mayor McDunough, anyone else with a synth component, and some info on what they were up to. I'm sure there's a lot of them around that I and a lot of other players don't know about.
The railroad has some great missions
28:11 diamond city also having a basement doctors for face changes could be a similar case as with Amari
yeah but he probably can't wipe synth minds, and even if he could look what happened to the guy we go looking for for the detective agency...
@@daltongarrett7117 yeah, not the best guy but still a useful service when it was around and hidden from view which was probably good for the RR if they did ever go through him
I always like these Cartography videos.
Where do you classify stockton's daughter that covenant kidnapped? I expected that caravan to be in your list of dead railroad assets.
can't believe i never made that connection before
Love the work you put into this series, one of the best
Likely just a result of game mechanics, but I find it interesting to theorize that when we build a settlement to function as a safe house, any settlers assigned there may also sympathize with the railroad. Especially since that settlement would likely continue to operate as one far after the initial quest.
May Atom irritate your day
😂
@@Rad_King sorry my mind is very irradiated
@@gioflores7989 bros too irridiated 💀
@@rebeccasutton2401 😂
You missed the RR agent watching you when you leave Vault 111.
Most likely deacon, and I think radking did a video on him specifically a while back.
@Destroyer_V0 You can target them in VATS if you're fast enough, and it's just a normal agent.
4:20 id like to think that having a location lie on the freedom trail and telling people to follow it was a decision made due to the casualties at the switchboard, meaning that theyd need more new members
13:39 bet the dude at libertalia was responsible for the attack and info on them.
Thank you for this information, citizen. I shall now direct the data to Minuteman General & Institute Director "Sole Survivor" so he can clean up all loose ends. XD
Every single time I do Boston after dark I get an amazing fireworks show down the road from Ada and the mechanisms bots
At 46.30, you call him tweaker tom. XD an astute observation.
There's a ghoul living right next to the Gunners at the Mass Bay Medical Center. He has an "ally" Railroad symbol on his wall. There is also an "ally" symbol on the door of vault 81.
These series are my favorite! Great analysis, thanks for sharing! I can't wait for the next episode
Also I like how everyone assumes that the synth in the Broken Mask Incident went crazy, rather than being an intended operation.
Isn't there a terminal in the institute that goes like "ya shitters! Synth wasn't ready for such a thing!" Or smth?
If it was intended then the institute deserve everything that's comes to them the most comical evil faction that's meant to be taken seriously ever
@Nobody-zl3kk yes but that could be argued as someone covering his own ass because the Synth got killed. It doesn't prove that it was an accidental incident. More than that, we have to take the Institute at their word if we want to presume that the Broken Mask was an accident. And I don't think the word of the Institute is worth a whole hell of lot.
An institute log mentions the broken mask synth wasn't ready for field deployment and several eyewitnesses mentionned his face twitched a few times before shooting. So while it was an accident, the Institute still need to be destroyed due to their super mutants and destruction of the CPG.
What would the Institute have to gain from that, though? How would they benefit from causing a mass shooting in Diamond City?
I really wanted to like the railroad, the first time I met them in game they rubbed me the wrong way and I've been lukewarm at best on then since. When I do new playthroughs I join them just long enough to get ballistic weave and that's only if I'm doing a non power armor playthrough.
I really hope that there is a better Cloak and Dagger espionage faction in the future.
A good cloak and dagger faction, equally needs a competent enemy to work against.
The railroad are middling competent, and sometimes get lucky breaks. The institute is consistently crushing them.
I do have some hopes for fallout london's knights of camelot, having a background of pre war special forces ghoul within their ranks.
they just gotta fire that emil guy, he was also incharge of the dark brotherhood and thieves guild in skyrim, he did the main story for fallout 3, bethesda just needs to stop giving this guy these really big franchise leads lmao
Another Kingly movie-length video is here. Time to zone out.
Thank you for your hard work brother in Atom.
The people of fallout are living hour by hour, imagine living in hell and being like "Ya let''s fight aliens and recapture their probe victims" "Better go fight the AI gods that can teleport" "Oh...stepped on a nail, guess I'll die"
Something I never understood: why doesn't the institute just send out undercover synths/coursers that seek out the railroad, tell them they are a synth that wants to escape, and have them either destroy the place or sabotage it until ready for an assault.
If they send out synth, i think the risk is, that the synth will help the RR. And probably one of the first steps is, to deaktivate any normal trackers from synth. (I don't think, that the institute won't have trackers on there symths)
@@schwingedeshaehers hmm good point. But coursers don't seem as easily influenced, and they still pass as a synth/human. all that's needed is they let him get smuggled to the secret spots, have one of the bird watchers follow him and mark all the important locations. even if they figure out its a courser at some point, by that time the institute knows everyone and everywhere important to attack and interrogate.
957th like! Almost to 1k already 5 hours after the upload. You make great videos and I'm very glad to see your content is being appreciated
I got a mercer safehouse where boomer is once or twice which might have been mentioned but I didn't hear it so it felt worth mentioning
At least in my play throughs, I've only ever seen Mercer go to far away settlements, Zimonja, the Drive-in, Sunshine Tidings...it seems like its always an empty settlement and far away from Boston proper.
I always assumed it was an attempt to have a location near the edge of the map to get synths out of the area. Perhaps a response to losing so many urban safehouses? Or perhaps those are a newer effort?
Curious why railroad signs aren't mapped 🤔
they are everywhere.... like mapping the signs the thieves guild uses in skyrim
I thought of something a couple days after watching this video so i came back to comment. I was thinking, after the railroad defeats the brotherhood and the institute, they don’t really have anything to fight for right? Except they do, slavery, the whole point of freeing the synths is the railroad HATES slavery. Similar to another faction on the west coast that eventually joined a larger more established faction.
So what if the player sides with the minutemen while still a member of the railroad, and while at first they are frustrated that the player triggers the evacuation of the institute, eventually a smaller faction within the railroad realizes they are purely against slavery in general, and WHO in the commonwealth uses slavery? Maybe a specific faction that deserves a ‘Bullet’ to the skull? So the railroad, (while ofc not as impressive as the Desert Rangers) will essentially be the desert rangers in this scenario. Perhaps Railroad heavies are now 60 minutemen 😂.
Using railroad intelligence which generally seems to be as effective or more effective while being unnoticed as the minutemen intelligence is. The minutemen with railroad help, will be able to kill all the raiders that (somehow lol) find synths. Then also using railroad intelligence and possibly or probably espionage. The minutemen and members of the railroad that remain, hunt down and arrest/kill gunners that employ slavery along with any other factions or people who employ slavery.
And maybe (depending on headcannons at this point). The railroad either become a sort of elite force since they have both doctor Carrington and Tinker Tom, the railroad or the members that support the minutemen become some kind of intelligence service within the minutemen. Personally I’d like to think that Tinker Tom and Sturges get to be buddies and make stuff for the minutemen, perhaps Carrington and Virgil (assuming he’s alive) revisit super mutant cures and end up with beneficial research regardless of achieving the objective or not, and maybe some settlers from the slog, other ghoul and or other radiation immune people, can dig up the institute in attempt to find any other possible tech or research that could benefit the commonwealth as a whole before covering it back up and marking a danger zone for future wastelanders.
Side note. Personally every time i try to do a play through (believe it or not I’ve never ACTUALLY completed fallout 4 or any of the DLC’s excluding vault 88 and automatron), I just cant bring myself to fully join the brotherhood of steel or institute beyond a certain point so usually I join one of the other two and they survive beyond the end of the game. But also it would be really nice for the Atom Cats to be the Minutemen power armor training grounds and Tinker Tom and Sturges make some “totally tubular new mod-if-i-cations to the Minutemen’s new studs” and the atom cats get to test it out and train minutemen veterans in power armor usage AND dropping in from vertibirds (courtesy of Tinker Tom and Sturges)
Flawed Faction or not, Freedom is the right of *ALL* Sentient beings.
Babe wake up! Rad Jesus has uploaded 😩
I've been wondering about the traders who supply information to the Institute. Is there any evidence besides the Institute saying they are informants?
I've wondered some, especially since they are all known to hang out with Stockton (or at least be in the same area of the map together) if they could possibly be double agents? Could Stockton slip them a little extra money to give the Institute old or slightly inaccurate information?
You would think with the number of synths coming through Bunker Hill, many of them not knowing the norms of society outside of the Institute, and the fact that the traders share a room with Stockton on a weekly basis, the Institute would have found out about him and targeted him.
Good series. Keep up the good work, and please keep at updating your vids
Agamemnon was the legendary king of Mycenae and leader of the Greek army in the Trojan War of Homer's Illiad. Agamemnon is a great warrior but also a selfish ruler who famously upset his invincible champion Achilles, a feud that prolonged the war and suffering of his men.
I love the Railroad, I like what they do except for the whole "blowing up the BoS" bit. That doesn't seem like a cannon event to me.
I absolutely enjoy the radking and his stories. They always keep me entertained at work, basically I put an earbud in and shove my phone in my pocket. 😅
High Rise is a little too gung-ho on that mission… dude has picked a fight with the super mutant settlement along the way.
I wish we could get perks that made it beneficial to be iradiated. Not just ghoulish. I mean in 76. A perk that works like atoms Devoted robes. A perk that works like Hancocks perk. A perk that works like rad powered. A perk that works like rad child which was better than ghoulish. A perk that worked like atomic. A perk that worked like nuclear anomaly but without healing all your radiation. A perk that worked like the inquisitor of atom perk. A prrk that worked like atoms bulwark. A perk that worked like the champion of atom perk. I do realize sone of these are from past games and from legendary effects. They could work them into the game as cards or armors. They only need to rework them a little and balance them out a bit.
Hell yeah, I've been waiting for this one
I feel like the cartographer had more fun "exploring" the members of the railroad than doing actual cartography in this video.
my day is blessed by our King's upload 🙏
Ain’t no way I woke up and saw a new tasking video. Ain’t no way.
Glad to be here this early I love your work dude.
love this mini series
Love maps, and love fallout. This is sweet.
New video to fall asleep to! Nice
Vault 81 is an ally if the railroad and you missed multiple outpostd
Babe wake up, new Fallout Cartography video just dropped!
Another fantastic upload, thanks RadKing!!!!!!
Imo the Bio scientists definitely understand that gen 3 synths are functionally humans, and they're all secretly sympathetic, but of course they can't be found with railroad material, so they promptly dispose of it. Why wouldn't they just destroy it? Because then we couldn't find them and form theories !
that's true sometimes evidence is left for the player even if it isn't logical
Safehouse Trinity could mean Trinity tower. As it's currently in very bad shape and filled with mutants now, who knows what went on there before.
Also Safehouse Bolthole could make either an old colonial era Fort or Building as old Forts and such often had Boltholes, which were basically secret escape tunnels or hatches.
Another thing you didn't consider was all the railroad signs. There could be a few of them indicating areas that agents often frequent. Some could just be caches others could be informal safehouses or other allies.
Also the other DIA caches could be seen as railroad property since only they really can open them with the Sole survivors help after breaking back into the old HQ.
Amazing video! @radking will you do a cartography video on the BOS and enclave from FO3?
AT LONG LAST! MORE CARTOGRAPHY!!!
Great vid as always King