End of the Line (2024)

If you will not do this, then you can no longer have a place in the Institute. Do you understand me?Father

End of the Line is an Institute main quest inFallout 4.

Contents

  • 1 Quick walkthrough
  • 2 Detailed walkthrough
    • 2.1 Speak with Father
    • 2.2 Kill Desdemona
  • 3 Quest stages
  • 4 Companion reactions
  • 5 Notes
  • 6 Bugs

Quick walkthrough[]

Institute main quest: End of the Line
Speak with Father.
Kill Desdemona.Inform Desdemona about the Institute's orders.
Leads to: Underground Undercover
Eliminate the Railroad leaders.
Speak to Father.(Optional) The Brotherhood of Steel has already been eliminated.
Reward: 500 XPReward: 500 XP
Leads to: Airship DownLeads to: Nuclear Family

Detailed walkthrough[]

Speak with Father[]

Father will ask what the player thinks of the Directorate's intention to destroy the Brotherhood of Steel. Even if the player says that it is a mistake to do so, Father will insist that it is the only right decision because otherwise the Institute will be destroyed. He then reveals that the player's involvement with the Railroad is known and asks whether they are ready to turn on the Railroad. Even if the player says that they are allies and argues to save them, he wants them to destroy the Railroad. If the player refuses, Father will say it is an order. If the player says they are not allies or has failed Tradecraft, there will be no option to warn Desdemona; when going to talk to her, she will say that the Railroad is aware that the player is working with the Institute and asks them to leave, and the rest of the Railroad will be dismissive of them.

Kill Desdemona[]

When arriving at Railroad HQ, the next step can be approached multiple ways, but will end in one of two results.

1. Siding with the Institute - Killing Desdemona

The moment the player fires a shot at someone, everyone in the Railroad HQ will turn hostile. Glory is the biggest threat of the faction. She uses a minigun and is equipped in heavy armor. The rest of the faction will use unmodded pistols, aside from Deacon, who will use whatever weapon he has on him at the time. If Deacon is not at HQ when the player character attacks, he will likely be walking around the Commonwealth and will have to be chased down to proceed with the mission. After killing the leaders of the Railroad, return to Father. He tells about a plan to drive the Brotherhood of Steel out from the Commonwealth to discourage them from returning. This plan is about teaching the Brotherhood that the Institute can, at any time and place, turn their own technology against them. The player character is instructed to speak with Doctor Li/Doctor Watson about this. End of the Line is completed and Airship Down begins. If the Prydwen was already destroyed in Rockets' Red Glare, then End of the Line is completed and Nuclear Family begins.

2. Siding with the Railroad - Warn Desdemona

To preserve allegiance with the Railroad, the player must inform Desdemona about the Institute's orders for the Railroad's execution. She will tell the player to stall for time and continue working with Patriot. One will at that point need to do a long series of quests, starting with Underground Undercover, before End of the Line fails. There is no reward for this outcome, but the player character gets to remain a member of the Railroad. If all objectives have been completed for Underground Undercover prior to speaking with Z1-14 to advise that the rebel synths are ready to fight for their freedom, he will immediately inform them of his discovery of the Brotherhood's imminent attack on Railroad HQ. Speaking to Desdemona will then complete Underground Undercover and start Precipice of War.

Quest stages[]

Quest stages
StageStatusDescriptionLog Entry
10 Speak with FatherAfter meeting with the Directorate, I need to talk to Shaun about what comes next.
20 Kill DesdemonaThe leaders of the Railroad need to be eliminated, to make sure they can no longer interfere with Institute operations.
25 Eliminate the Railroad leaders
30 Speak with Father - if the Prydwen was not destroyed yet.
200End of the Line (1)CompletedThe Railroad is finished. They won't be a problem for the Institute anymore.
1500End of the Line (2)Failed

Companion reactions[]

End of the Line (3)

Missing data (info)

This article is missing some required data. You can help Nukapedia by filling it in.

EventCaitCodsworthCurieDanseDeaconHanco*ckMacCreadyPiperPrestonStrongValentineX6-88LongfellowGage
Protect the RailroadEnd of the Line (4)End of the Line (5)End of the Line (6)N/AEnd of the Line (7)End of the Line (8)End of the Line (9)End of the Line (10)End of the Line (11)End of the Line (12)End of the Line (13)N/A
Ask Desdemona what does she thinkEnd of the Line (14)End of the Line (15)N/AEnd of the Line (16)End of the Line (17)End of the Line (18)End of the Line (19)End of the Line (20)N/A
Kill the RailroadEnd of the Line (21)End of the Line (22)End of the Line (23)N/AEnd of the Line (24)End of the Line (25)End of the Line (26)End of the Line (27)End of the Line (28)End of the Line (29)End of the Line (30)N/A

Notes[]

  • Deacon will turn hostile if the Railroad is attacked.
  • If the player has already eliminated the Railroad themselves or by completing Tactical Thinking, Father will only simply express relief that the Sole Survivor has already handled it, and complete the quest immediately. However, he will also express regret, having hoped there would be alternatives.
  • If Boston After Dark or other Railroad quests which involve certain characters being set to protected has not been completed, those characters may remain protected and may even continue following the player throughout the Commonwealth.
  • If X6-88 is the current companion when approaching the Railroad HQ, the entire base will automatically turn hostile.
  • Killing any named Railroad agents will make the player enemies with the Railroad.
  • If Deacon is in a settlement during the quest, attacking him may make certain settlers become hostile.
  • It is possible to hold off on the Railroad's destruction by warning Desdemona and continue with the Railroad questline. One can then destroy the Railroad after completing Rockets' Red Glare should they choose to remain with the Institute. This will net more XP in the long run. There will also be less Railroad opposition since Glory will have died in Precipice of War.
  • It is also possible to complete Underground Undercover before starting this quest. Since Underground Undercover only completes after Powering Up, which also begins End of the Line, the player character will get both objectives (Warn Desdemona and Kill Desdemona) at the same time. When speaking to Desdemona, one will have the option of telling her about both the impending BOS attack as well as the orders from the Institute to kill them. If one chooses to continue helping the Railroad, she will direct the player character to deal with the BOS first.
  • Despite this quest being about destroying the Railroad, the Ticonderoga safehouse, where High Rise and a large group of Railroad agents reside, will remain unaffected. However, if the player character has not yet completed Boston After Dark, the building will be inaccessible.
  • There is no dialogue option for pointing out to Desdemona that it's pointless to destroy the Institute because the player character will soon take it over from within; she will present her plan and the conversation will end.

Bugs[]

  • End of the Line (31) Quest will not progress on the (Eliminate the Railroad leaders) stage even though all of them are killed. A fix is by completing the stage using the console: setstage Inst306 30 [verified]
  • End of the Line (32) Quest won't progress - an alternate issue: If you warn Desdemona about the Institute's plans, the Brotherhood of Steel begin to attack both the Sole Survivor and the Railroad. If at this point one changes their mind and decides to kill both parties present (the Brotherhood and the Railroad), one may not be able to kill Glory - oddly though she is not hostile towards the Sole Survivor - the fix for this is the same console command as the previous bug: setstage Inst306 30 [verified]
  • End of the Line (33) Quest will not progress - a third issue: If the player has previously eliminated the Brotherhood of Steel presence on the Prydwen, they will be unable to warn Desdemona, and therefore be unable to proceed to Rockets' Red Glare or The Nuclear Option (Railroad) if the player wishes want to play the Railroad's endgame. One can still end the game on friendly terms with the Railroad by getting banished from the Institute and then completing The Nuclear Option (Minutemen).[verified]
  • End of the Line (34) End of the Line (35) End of the Line (36) The player will be unable to access Railroad HQ where Desdemona is, if before siding with the Institute the player has already started the quest Tactical Thinking from the Brotherhood of Steel. The secret passage will be locked, and the player will not be able to interact with the mechanism to open it. This link [1] shows a glitch that breaks through the wall. On PC, use tcl to toggle clipping off before using the glitch and then back on once through the wall.[verified]
  • End of the Line (37) If one manages to kill all essential targets quick enough while sneaking it is possible for P.A.M. to stop being hostile and continue giving quests for the Railroad.[verified]

v·d·e

Main questsAct 1War Never Changes· Out of Time· Jewel of the Commonwealth· Unlikely Valentine· Getting a Clue· Reunions
Act 2Dangerous Minds· The Glowing Sea· Hunter/Hunted· The Molecular Level
Act 3Institutionalized· From Within· Inside Job· Underground Undercover
Side questsCambridge Polymer Labs · Confidence Man· Curtain Call· Dependency· Diamond City Blues· Emogene Takes a Lover· Here Kitty, Kitty· Here There Be Monsters· Hole in the Wall· Human Error· In Sheep's Clothing· Kid in a Fridge· Last Voyage of the U.S.S. Constitution· Mystery Meat· Order Up· Out in Left Field· Painting the Town· Pickman's Gift· Public Knowledge· Pull the Plug· Reveille· Short Stories· Special Delivery· Story of the Century· The Big Dig· The Devil's Due· The Disappearing Act· The Gilded Grasshopper· The Marowski Heist· The Memory Den· The Secret of Cabot House· The Silver Shroud· Trouble Brewin'· Vault 75· Vault 81
Companion questsBenign Intervention· Emergent Behavior· Long Road Ahead· Long Time Coming
Miscellaneous questsArt Appreciation· Atom Cats· Botany Class· The Cleaner· The Combat Zone· Detective Case Files· Diamond City's Most Wanted· Fallen Hero· Find the Treasures of Jamaica Plain· Fly Fishing· Giddyup 'n Go· Gun Run· Hazardous Material· Meet Ness at the Crash Site· Nuka Cola Needs· Pool Cleaning· Prep School· Traffic Jam· Treasure Hunt· Vault 81 Tour· Virgil's Cure
Unmarked questsA Pillar of the Community· Bill Sutton· Brother Against Brother· Familiar Faces· Fertilizer Woman· Holly· Lucy Abernathy· Maintenance Man· Quality Assurance· Supervisor Brown· Supervisor Greene· Suspected Synth· Wedding Day
Cut quests20 Leagues Under the Sea· Bullet· Off the Grid· Salvage· That's the Spirit· The Enemy of My Enemy· The Replacement
Creation Club quests End of the Line (38)A Pint-Sized Problem· A Place to Call Home· Burned on the River· Can You See Me Now?· Captain Cosmos· Carbonated Concerns· Combat Ready· Crucible· Deathmatch· Dog Rescue· Early Retirement· Enclave Radio· From Hell· Giddyup!· Holiday Spirits· Malevolent Malfunction· Method to the Madness· Neon Winter· Over the Moon· Pyromaniac· Shrouded Manor· Silver like the Shroud· Slocum's Joe· Speak of the Devil· The Paper Mirror· The Prototype· The Quantum Stag· Tunnel Snakes Rule!· Way Back Home

Faction quests

Brotherhood of SteelMain questsFire Support· Call to Arms· Semper Invicta· Shadow of Steel· Tour of Duty· Show No Mercy· From Within· Outside the Wire· Liberty Reprimed· Blind Betrayal· Tactical Thinking· Spoils of War· Ad Victoriam· The Nuclear Option
Side questsA Loose End· A New Dawn· Cleansing the Commonwealth· Duty or Dishonor· Feeding the Troops· Leading by Example· Learning Curve· Quartermastery· The Lost Patrol
Commonwealth MinutemenMain questsWhen Freedom Calls· Sanctuary· The First Step· Taking Independence· Old Guns· Inside Job· Form Ranks· Defend the Castle· The Nuclear Option
Side questsClearing the Way· Ghoul Problem· Greenskins· Kidnapped Trader· Kidnapping· Out of the Fire· Raider Troubles· Resettle Refugees· Returning the Favor· Rogue Courser· Taking Point· The Sight· Troubled Waters· With Our Powers Combined
The RailroadMain questsRoad to Freedom· Tradecraft· Boston After Dark· Underground Undercover· Operation Ticonderoga· Precipice of War· Rockets' Red Glare· The Nuclear Option
Side questsA Clean Equation· Burning Cover· Butcher's Bill· Butcher's Bill 2· Concierge· High Ground· Jackpot· Lost Soul· Memory Interrupted· Mercer Safehouse· Randolph Safehouse· To the Mattresses· Variable Removal· Weathervane
The InstituteMain questsInstitutionalized· Synth Retention· The Battle of Bunker Hill· Mankind - Redefined· Mass Fusion· Pinned· Powering Up· End of the Line· Airship Down· Nuclear Family
Side questsA House Divided· Appropriation· Building a Better Crop· Hypothesis· Plugging a Leak· Political Leanings· Reclamation· Pest Control

Add-on quests

Automatron

Far Harbor

Main questsMechanical Menace· A New Threat· Headhunting· Restoring Order
Side questsRogue Robot
Main questsBest Left Forgotten· Cleansing the Land· Close to Home· Far From Home· Reformation· The Way Life Should Be· Walk in the Park· Where You Belong
Side questsAblutions· Acadian Ideals· Blood Tide· Brain Dead· Data Recovery· Deadliest Catch· Forbidden Knowledge· Hull Breach· Hunting the Hunter· Living on the Edge· Rite of Passage· Safe Passage· Search and Destroy· Shipbreaker· The Arrival· The Changing Tide· The Great Hunt· The Heretic· The Hold Out· The Price of Memory· The Trial of Brother Devin· Turn Back the Fog· Visions in the Fog· What Atom Requires· Witch Hunt
Vault-Tec Workshop
Nuka-World
Main questsVault-Tec Calling· Better Living Underground· A Model Citizen· Explore Vault 88· Power to the People· The Watering Hole· Vision of the Future· Lady Luck
Side questsOverseer's Most Wanted
Main questsAll Aboard· Taken for a Ride· An Ambitious Plan· The Grand Tour· Home Sweet Home· Power Play
Side questsA Magical Kingdom· A World of Refreshment· Amoral Combat· Cappy in a Haystack· High Noon at the Gulch· Open Season· Precious Medals· Safari Adventure· Star Control· Trip to the Stars
End of the Line (2024)
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