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Fallout 4: Top 5 Hilarious Plot Holes that Make Absolutely No Sense in The Wasteland

Jun 19, 2024
Hey, how's it going guys, he's not here and the radioactive four of the post-nuclear US is a land full of stories. Table, whether the sad struggle of a humble substance farmer or the great horseman for power between two apocalyptic armies, appears everywhere we look. There is a story to be found, unfortunately, sometimes these stories can

make

no

sense

or conflict with each other and with the rules of the Fallout universe as we know them. These awkward paradoxes and contradictions in the game's story are known as

plot

holes

. And boy, are there a couple in this game?
fallout 4 top 5 hilarious plot holes that make absolutely no sense in the wasteland
A while back I made a video exploring some of Skyrim's more notable

plot

holes

and it worked really well and was a lot of fun, so I figured why not take this series to the Wild Wasteland of radioactive Boston. and I can't think of any good reason not to sit back and relax as we take a look at five interesting plot holes in Fallout 4. Jet Start is just one of a wide variety of Kems that appear throughout the Fallout franchise. , its effects have varied. Depending on the game, but in Fallout 4, the jet can be used to slow down time and gain some pretty useful extra agility points.
fallout 4 top 5 hilarious plot holes that make absolutely no sense in the wasteland

More Interesting Facts About,

fallout 4 top 5 hilarious plot holes that make absolutely no sense in the wasteland...

Interestingly, it is one of the main cams that was used on bolt 95. Bolt 95 was, or I assume it is a volt, the only one. The survivor may discover near the edge of the glowing sea that a rather intriguing experiment took place within Vault-tec. The devious demons that they are had intentionally populated the bunker exclusively with chemical addicts and after it was sealed, the residents would be isolated. of their substances completely at once for at least five years because after that time had passed and once most of the addicts had already recovered, a new supply of 15 cases of jet and psycho and voltec would be revealed to the residents. see how Long story short, they didn't react very well and almost all of them overdosed or killed each other over the supply, but the thing is that even though Voltec clearly states that Jet and Psycho were the main Kem used in the experiment according to Fallout Slore Jet.
fallout 4 top 5 hilarious plot holes that make absolutely no sense in the wasteland
It didn't actually exist at the time this project was planned or executed. You see, we learn and we fall into that jet. It's actually one of the few consumables that was created after the war rather than before it was developed by some pseudo-product of a murky

wasteland

. Scientists realized that the fumes from Brahmin dung could be inhaled like a camp and by the way, yes, when you use a jet in the game, you are basically inhaling synthesized Brahman gas, which is new but, more importantly, means it is physically impossible for the jet. have been available before the bombs dropped but somehow Vault-tec was using it in some of their more outlandish experiments to be fair this inconsistency doesn't bother me massively as Fallout 2 was developed by interaction rather than by Bethesda , so if they wanted to go.
fallout 4 top 5 hilarious plot holes that make absolutely no sense in the wasteland
Go back and reconstruct the lore to suggest that jet was a chemical that already existed before the bombs dropped, you could do that and it wouldn't bother me too much, although I don't think that's really what's happening here, most likely than whoever was writing. These terminal entries simply didn't know Jet's full history and assumed it was like any other chamber. Unfortunately, that person was wrong. Next on his list is the curious case of Roger Warwick. He and his farm are at the center of the story. Institute mission to build a better harvest, we talked a little bit about this in our last Fallout 4 video, so I'll spare the

wasteland

my new details essentially if Roger Warwick isn't Roger Warwick, if you know what I mean, he's a synth , used to be a persona until a few months ago, when the Institute captured the real Roger and replaced him with one of their droids.
Now they are secretly using his farm to test a new crop developed by his bioscience division, if he talks to members of the Warwick family. Everyone will comment on how their patriarch has recently undergone a massive personality change for the better, losing what was once a huge temper and becoming kinder and happier, and everyone is quite satisfied without having a clue that the real Roger is already It's not okay, everyone except one person. A single worker on the farm has realized the synthetic truth and the Institute will send you to neutralize this man who knows too much after the mission has been completed.
Roger will be marked as uh nacelle and can a few kill him please and This is where things get weird because if one decides to shoot this obviously robotic farmer dead, he won't drop a synth component, if that

make

s you scratch your head, he definitely should, since the Institute states in no uncertain terms that Roger is a gen 3 synth. Heck, after completing his mission, Roger even promises to continue working with the Institute right in your face, but if he is a gen 3 synth , it has to have a synth component, which it doesn't have at the beginning.
I thought this might be some 8d nuclear issue. to the chest by the Bethesda riders may be the real Rodgers somehow avoided replacement maybe he just learned to play along or something, but there are terminals in the Institute's bioscience lab that clearly indicate that the human Roger was kidnapped and taken to the Institute for interrogation and the robot was sent a replacement, so chances are that whoever was in charge of placing Rogers NPC simply forgot to add a synth component to their inventory, which is admittedly a bit strange, since they intentionally marked that his essential status would be revoked once the appropriate mission was finished. who knows, maybe the real Roger Warwick is that good ol' Killman in number 3 who can unite the Polymer Labs is an antiquated research facility located just west of the former Commonwealth Institute of Technology.
Well, the building itself is certainly old and not necessarily abandoned before the war. as on your first visit to the place you'll be greeted by a Miss Nan Ero bot named Molly, who apparently hasn't yet gotten the memo about the whole nuclear apocalypse thing and will treat you as if you were any other prospective pre-war visitor. Molly will eventually end up offering you a job at the institution and starting a side quest worthy of its own video, but before Soul Survivor begins, she'll ask you if you'd like to participate in a company orientation, basically just a brief lecture on the history of Cambridge surveys, relax, if you agree, you will be taken to a small room where she does just that, you will learn about the founders of the corporation, its extensive ties to the US military and, most importantly, Its role in building a Liberty Prime, which liberated the city of Anchorage, Alaska, from Chinese occupiers, earned the company a lot of respect from the American public, except that's not what happened in Fallout 3, we learned. from the Brotherhood of Steel that while the Pentagon planned to use automation to save Anchorage, the military ended up developing power armor before they were ready.
Power armor proved to be far more successful than anyone's wildest expectations and that's what ultimately played the decisive role in the United States - the recapture of Alaska and Liberty Prime was never deployed. remained buried in the Pentagon, in fact, the US government didn't even reveal Liberty Prime's existence to the general public, leading to this whole interaction where Moly the robot spends five minutes talking about it with any guy who just walks in and asks for a job, either they're going to be a nuclear physicist or a pretty shady janitor at best for fourth place. I feel like this is almost kind of a cheat because I think most people eventually noticed it, but the second act of Fallout Four's main questline begins in the memory of the good neighbors. with a synthetic Nick Valentine, he has Kellogg's old memories loaded into him via a chip we took from Kellogg's body after killing him in the mission before Kellogg is half Robo anyway, after putting that chip inside Nick Valentine, then we went into a memory chair. and access Kellogg's memories through Nick Valentine.
I know it's a little complex, but it's certainly one of the most interesting moments in the game as we go through this man's mind and search for information about our son Shawn, once you're done. of Kellogg's memories and I have logged out of the server. The next time you talk to Nick, he will say: "I hope you got what you were looking for inside my head." This was without a doubt one of the most surprising moments of the entire game. It implies that Kellogg still retained some influence over Nick after the machines shut down and really sets the stage for this whole new dynamic to be introduced with Valentine, where we have to constantly be aware of when he is him and when Kellogg is in control or at least that.
I should have because this subplot is never addressed or even mentioned again, Bethesda just removes it completely from the game never to be explained. I was hoping this moment would be a catalyst for a lot more, but instead nothing ever came of it, but in fact there may be one reason for all of this is that the Dangerous Minds mission actually had quite a bit of dialogue and deleted sequences that would have revealed that Nick and Kellogg were a little more closely linked than the release version of the game suggests. conversation the player could have had with dr.
Amaury, who would explain that Nick Valentine may have been constructed from modified cybernetic parts similar to those the Institute used to enhance Kellogg, which is why Nick was able to access his memories in the first place, this dialogue was eventually replaced by the ability from Nick to read Kellogg. The memories just blow me away because it's a very old model and the fact that it may be based on the same parts that made Kellogg Kellogg is never explained or mentioned considering this replacement, it's very possible that Bethesda had planned for there to be a lot of them.
There's more going on here and maybe turning Nick Valentine's horseman for control of his own mind with Kellogg into an actual subplot, but he ultimately decided to scrap it and this dialogue was simply left over or it could be that this is just the result of making a mess of you. little bad You may be the judge and finally last on our list, the mission "The Boy in the Refrigerator" is probably among my favorites. The missions offered in the game begin when you hear the screams of a child coming out of the refrigerator after opening the door and helping the child.
You realize that he is a demon and says that he has been trapped there for the last 200 years since the bombs fell. He will ask you to take him back to his old house so he can find out what happened to his family. Spoiler alert. Good news. A family of sorts also survived their targets and the reunion acts as one of the game's most touching moments. Additionally, you have the option to sell the child to a slaver named Bullet and take a few hundred catties to make decisions, however, despite the enjoyable narrative and unique concept, this mission really shouldn't exist at all according to the game's story.
You see, the quest suggests that demons don't age or need to eat anything due to the fact that this kid managed to survive 200 years locked up. in a refrigerator like a demon and came out still a child and that slaver who asks if he can buy Billy from us even goes so far as to say that the reason he wants him is because demons don't age or need to eat, which makes them excellent. workers, but we know damn well that's not how ghouls work, the Fallout franchise is pretty inconsistent as to whether ghouls actually need to eat or not, for example there's a ghoul in Fallout 4 named Kent Connelly who lives in Good Neighbor and we can find terminal entries about it. that clearly indicates that the locals are trying to keep him fed so he doesn't accidentally starve to death and the brotherhood of steel faction even features a side quest where we learn about a soldier who is secretly trying to keep a group of wild demons away .
Starving under the Boston airport, so clearly the demons need to eat or they will starve. Fallout 2 implies that some demons can survive without food rather than living off radiation, but Billie's refrigerator isn't a very radioactive place. Also ghoul children aren't supposed to be something we know that gulification stops aging in adults but in children that's not the case and Fallout New Vegas we need a character called brother who became a ghoul a long time ago when I was a child. an adult despite that condition, furthermore, in Fallout 3, if there is a character named Gob who suggested having a gluttony fight when he was a child, but he also grew up, sothat this Peabody kid really shouldn't exist, he should have starved to death years ago or at least I became an adult while he was in the refrigerator, however, this was one of my favorite missions in the game, so all is forgiven, Bethesda, well maybe not, but you get the idea anyway.
In that

sense

, we are going to conclude five interesting plots in Fallout. 4 Thanks for visiting everyone, I'm the one showing this video, did you find it the most intriguing or stimulating? Do you have any possible explanations behind some of these? Leave a comment below, as always, ratings are very much appreciated again thanks for watching and I hope to see you all in my next video, peace to all

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