Boston’s post-apocalyptic wasteland is a brutal place where difficult decisions will sometimes have to be made. The Sole Survivor’s prime directive is to find their son and they will stop at nothing until he is found. No job is too dirty, no enemy too daunting, no terrain too hostile.
However, not all severe acts are born from desperation. Some are choices that the player can make to benefit themself at the expense of others — decisions many will classify as “Evil” or “Wrong.” These moral qualms won’t stop many wasteland wanderers, for sometimes the darkest deeds lead to deep satisfaction — or flat out hilarity, depending on one’s capacity for gallows humor.
10 Cannibalism
The Cannibal perk has been something the player can acquire in multiple Fallout games. The first time it appeared as something that one could embody was in Fallout 3, where players can eat the dead bodies of most humanoids they find. The process and effects are similar in Fallout 4, though now consuming the dead is quicker and more graphic with blood spurting about. This perk is a great way to heal after a tough fight, especially if one was fighting humans, Ghouls, or Super Mutants.
9 Extort Money From A Child
If the player finds and explores Vault 81, they will notice a cat near the entrance. After speaking to various people, the Sole Survivor will encounter Erin Combes, a young girl looking for her missing cat. Her feline friend, named Ashes, is not too far and can be easily found then returned to the girl. Though, if the player has high enough Charisma, they can demand greater and greater payment from Erin. She is a child and does not have much to offer but she loves her cat enough to give away all of her most prized possessions; including her teddy bear, her favorite kickball, and a silver locket that she was given by her mother.
8 Cause Mama Murphy To Overdose
Most will come across Mama Murphy at some point when completing objectives for the Minutemen. She is an elderly lady who acts like a fortune teller and aids the Sole Survivor with hints in the form of visions induced by chems. If the player gives her too many drugs in exchange for visions, she will die. Other NPCs even give warning about the dangers of enabling her bad habits, but the player can ignore these and pump her full of recreational chemicals for tips and hints.
7 Prolong The Suffering Of A Cyborg
In Nuka-World, players can encounter Sierra Petrovita, who will tell the Sole Survivor about a possibly lucrative quest involving some fact-finding. After tediously searching Nuka-World for letters to a secret password, the player and Sierra can enter a hidden area where they will find the creator of Nuka-Cola, Jon-Caleb Bradberton who is naught but a frozen head in a jar.
Bradberton has been conscious for 200 years and no longer wishes to be subjected in this horrible fate, so death would be mercy. He’ll ask the player to end his suffering in exchange for some great rewards but Sierra insists that he be kept alive so that she can spend time with him. Knowing this, the player can still keep him alive against his will in exchange for a unique article of clothing offered by Sierra.
6 Convince A Scientist To Kill Himself
In the Glowing Sea, the player can encounter a civil Super Mutant named Brian Virgil. The Solve Survivor can learn that Brian was once a scientist working for The Institute and can help the player break into it in exchange for a cure. Brian once hid a single dose of the cure for the kind of mutation he suffers from in The Institute and asks that the player retrieve it for him. If one returns from the pristine labs, with or without the cure, they can converse with Brian. His mind is beginning to slip and he will soon become a near-mindless monster like other Super Mutants. After hearing this, the player can imply that he should take the easy way out instead of letting himself descend into violent madness.
5 Betray Kind Synths
While exploring Far Harbor, it is possible to encounter a faction of peaceful Synths living in an observatory. They have dubbed this structure Acadia and spend their time avoiding conflict with humans. The Synths here express their enjoyment of their freedom and imply that being captured by The Institute would be their worst nightmare. As a vehicle for cruelty, the player can inform The Institute about Acadia’s existence, which will lead to the Synths there being captured and having their minds wiped.
4 Send Settlers To Their Death
Also in Far Harbor, the player can pick up a quest from Small Bertha who will tell of a lumber mill near Echo Lake covered in a foul fog and swarming with feral Ghouls. The Sole Survivor can accept the quest and clear the place of threats to make it a bit safer for settlers. Upon doing so they will meet a madman named Malcolm, who turns out to be a violent cannibal.
Despite this, the player can arrange a deal with him where the Sole Survivor will send settlers to the mill and allow Malcolm to hunt, kill, and eat them at his leisure.
3 Unleash Synthetic Gorillas In The Institute
If the player decides to become part of The Institute, they will eventually encounter a protest in the Bioscience lab. Here the player can try to talk the protestors out of their defiance… or they can use a nearby terminal to unlock the observation chamber housing two synthetic gorillas, which will go on a rampage, ending the protest efficiently and brutally.
2 Sell A Child To A Slaver
With the lack of any law enforcement, heinous acts against fellow humans can be committed with near impunity. One such practice is slavery. If the player travels south of University Point, they may pass by a broken home and a rusty fridge. From within the voice of a child will be heard, asking to be freed. Upon doing so, the Sole Survivor will meet Billy Peabody, a Ghoul child who has been locked in the fridge since the bombs fell. The player can lead Billy to his old home or along the way they can sell him to a slaver named Bullet who will automatically show up during the quest.
1 Withhold Medicine From A Dying Child
In Vault 81, the player can come across another child in need. Young Austin was exploring and was bitten by a radioactive molerat. Instead of developing cool superpowers, he got a terminal illness. The player can explore the hidden areas of the vault where Austin was bitten and find a cure. Upon returning to the doctor treating Austin, the Sole Survivor can hand over the only cure and save the boy’s life. Or they can withhold it and let the child die. There’s no use for this drug beyond curing this specific illness, so there is little reason to refuse to help the lad besides getting some sick kicks.
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