
Bethesda is known for putting players in tough moral situations where there is no clear answer. This is especially true in the Fallout series.
For the few mean people who want to play through cruelly, moral decisions can be simple: just pick the obviously bad option and enjoy the pain. The truth is that there isn’t a clear “good” road to follow in Fallout 4. Instead, the player has to use their own morals to decide what is right.
The Fallout series makes it funny that the main playable character can be clearly bad and even horribly evil at times, but for players who want to be good, it can feel impossible a lot of the time. Even more so when, as is often the case in Bethesda games, there isn’t a clear right way.
Initiate Clarke’s Ghoulish Compassion

Initiate Clarke is one of the interesting people that the Sole Survivor meets through the Brotherhood of Steel tasks. The Sole Survivor finds a group of zombies hiding in the underground part of Boston Airport while looking for some lost supplies.
When they got into a fight, Clarke admitted that he had been taking food for the ghouls out of kindness, thinking that the ghouls must still have parts of their old selves. There are a few options for Fallout 4 player, such as lying to the Brotherhood of Steel to keep Clarke alive, tricking them, or turning Clarke in to be put to death for his kindness.
Fueling An Old Lady’s Chem Addiction

The Sole Survivor saves a group of people from a group of raiders early in the main quest line. Mama Murphy is one of these survivors. She is a strange old woman who says she has “the sight.” As a clairvoyant, Mama Murphy can give the Sole Survivor useful information about some tasks as long as she has a lot of Chems.
The other characters that were saved with Mama Murphy beg the player several times not to feed her addiction. However, Fallout 4 player can ignore their pleas and keep giving Mama Murphy Chems in exchange for her strange intuition. This ends up killing Mama Murphy in the end.
One Cure, Two Sick Patients

There are many vaults to discover in the Commonwealth, but Vault 81 might have one of the most difficult moral problems. The Sole Survivor will meet a sick kid named Austin when they go into the vault. Austin says he got the disease after looking into a secret part of the vault. When the Sole Survivor goes in to help find a cure, he or she finds that diseased mole rats have taken over the closed-off area. After getting through the locked-off area, Curie finally gives the players a fix.
As it turns out, there is only one fix, and if the Sole Survivor has taken even one hit from the mole rats, they will also get sick, giving the player a heavy -10 health point hit for good. The player can pick to either save the child or get better.
Choosing Which Faction To Side With

When playing Fallout 4, the Sole Survivor will come across four different groups that they can join. The player’s choice of which faction to support determines the result of the Commonwealth. This makes it a very important choice that should not be made without much thought.
The Institute, the Brotherhood of Steel, the Railroad, and the Minutemen are the four groups. They all have different ideas about how the new world should be built after the war. Every group has at least one flaw or wrong idea that is shown during Fallout 4, which makes the final choice even harder.
The Paladin Danse Revelation

The Sole Survivor will meet Paladin Danse, a real knight in shining power armor, while finishing the Brotherhood of Steel quest line. Danse is a strong, level-headed character who is always loyal to the Brotherhood of Steel and has a good alignment.
The fact that he is a Synth makes the fact that he hates Super Mutants and Synths even more heartbreaking. He wants to rid the republic of them with the Brotherhood. The Brotherhood of Steel tells the Sole Survivor to find Danse, and Danse himself begs to be killed because he can’t take it any longer. It’s up to the player to decide if he deserves fate.
Deciding What To Do With The Synths At Acadia

As the Sole Survivor walks through Far Harbor, they might come across a group of Synths that have gotten away. The Synths have built a place they call Acadia to be safe since they broke away from the Institute. This is a tough moral choice for Fallout 4 player if they have joined with the Institute or the Brotherhood of Steel.
Some might say that the group of Synths is not a threat. Because they seem to be living a peaceful life. On the other hand, they are still Synths, and the Institute and the Brotherhood of Steel both have firm views on how to handle them.
The Truth Of Cabot House

After finishing a series of quests, the Sole Survivor can find out the truth about Cabot House. It turns out that every family member is from before the war. There are rumors that the family’s father found a magical headpiece that gives him cool skills, like living longer. The headpiece, on the other hand, made him dangerous, so his family built a full asylum to lock him up.
During his time in prison, the son was able to copy his father’s long life by taking his blood. Which kept him and his family living for so many years. After helping the son defend the refuge from Raiders, the Sole Survivor has to decide whether to kill the father or the son. The results are shocking.
Dealing With A Paranoid Brother

The Sole Survivor sees an exciting scene as they enter Diamond City and go down the stairs. Kyle, a man who is crazy about his fears, points a gun at his brother and yells that he is a Synth. Two guards are standing next to him and telling him to stop. Tensions rise quickly, and the player is given a chance to try to stop it.
There is a moral dilemma because it is clear that Kyle needs emotional help. Is he quickly killed so that Riley can be saved, or do they try to convince him to step down? It turns out that Kyle is eliminated no matter wha. Which leaves the player with the unpleasant taste of fair justice.
Taking Over Covenant Town

People can find a nice little town called Covenant while traveling through the Commonwealth. The town seems to be doing well for itself, with clean homes and walls that are easy to protect. Before they can go inside, the Sole Survivor has to take a familiar test to show that they are not a Synth and clear up all doubts.
Eggy Car players can get into Covenant after taking the quiz. Inside, the town looks like it’s doing much better than most of the other cities you can find. Which makes it a great place to build. But Covenant can’t become a useful settlement until all of its present residents are gone.
Choosing Whether To Save Shaun

The Sole Survivor is shocked to find out that the loved child they were looking for was actually a synthesizer the whole time they were following Shaun’s trail in the main quest. The player will have to make a tough choice if they decide to take down the Institute after this news.
It’s up to the player to decide whether to leave Shaun to his fate in the burning Institute or save him. An almost sad finish to the search that started the journey of the Sole Survivors. It is up to the player to decide if the Sole Survivor wants to get back at the Institute by giving up their last wish or tries to bring back some part of life before the war that they lost.