Fallout 4

Fallout 4

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Sybsidian Nov 30, 2015 @ 3:49pm
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Three Factions Alive and at Peace Ending guide (Spoilers)
Warning! (Spoilers) !! This covers the end game without giving away to much, just quest names and general info.

A "good ending" is in the eye of the beholder, of course. Previously, this might have been called a "good karma" ending. But, since karma doesn't exist in Fallout 4, this ending is best described as putting the Commonwealth into a state of strong stability for all of the major players (except for the Institute...those slaving, murdering bastards get nuked). This ending keeps all the major factions alive and happy with you.

Now let me be very clear, With this ending ALL above ground factions WILL BE AT PEACE and will have the player hero marked as a hero. Other ending have the BOS Hostile to railroad or the MM, or both. You cannot get to blind betrayal and have friendly behavior from all BOS to all your companions.

You are a high-ranking knight in the Brotherhood, a major asset of the Railroad, and (of course) the leader of the Minutemen. Side quests for all three factions are open to you along with various post-event quests.

If your idea of a "good ending" is everyone dead and a giant pile of pillows that you stole from all corners of the Commonwealth placed in one room guarded by nukemines and missile turrets, then...yeah. This won't be the best "good ending" to suit your tastes. But if you want all companions from the Minutemen, Railroad and Brotherhood to be happy and alive, with nobody from those factions murdering each other in the streets, then this is the ending for you!


The steps to achieve this ending are listed below. We've also uploaded a saved game state for this ending to Nexus Mods:
http://www.nexusmods...ut4/mods/3511/?

Here's our video guide:
https://youtu.be/OUFEeYdQnVc



The process:

Step 1: Before completing "Reunions," complete all main and both side quests (once each) for the Brotherhood of Steel recon team. Talk Brandis down from being crazy.

Step 2: Complete "Reunions" and "Dangerous Minds." (For proper completion, keep Preston at the Castle.)

Step 3:
(a) You will have received "Tradecraft" and "Shadow of Steel." DO NOT advance in either of these quests.
(b) Focus on the Minutemen as you continue down the main quest line. Use the Minutemen to gain access to the Institute.
© Get yourself banished from the Institute. You can play along and poke around for a bit first if you like, but if you do, you'll have to murder someone to get banished (might we suggest those bastards down in synth retention?). You may safely complete "Institutionalized," but do not progress any farther before getting yourself kicked out. Don't even speak to Father again after completing "Institutionalized." DO NOT complete "Synth Retention." (Give holotape to Sturges.)

Step 4:
(a) You will have received "Form Ranks" for the Minutemen. DO NOT advance this quest.
(b) DO NOT start "Defend the Castle." Don't even go to the Castle.
© Complete all quests for the Brotherhood from "Shadow of Steel" to "Show No Mercy." DO NOT complete "Show No Mercy." Don't even get on the Vertibird. Grab ALL side quests from the Brotherhood and keep them open.

Step 5: Complete "Form Ranks" and "Defend the Castle." Start "The Nuclear Option" for the Minutemen but DO NOT complete it.

Step 6: Complete all Railroad quests from "Tradecraft" to "Randolph Safehouse 6."

Step 7: Complete "The Nuclear Option."

That's it! This process will result in all factions loving you. The heads of the Brotherhood will praise your actions (except Max, who is pouting and won't talk to you). From here on out, they will not start fights and will only kill mutants and raiders. Many of their quests and side quests are repeatable. The Railroad has a whole new line of quests for you, and there is fun to be had everywhere (however, don't talk to P.A.M. after this; she wants to start a war with the Brotherhood). Enjoy your (relatively) peace-filled Commonwealth!

(BTW, if one of your companions is being attacked by another faction, this is most likely because they got hit with some crossfire while in a multi-faction battle and then shot back. This happens often...and is annoying as hell. Danse will shoot down his own Vertibird then leave you because he is mad that you shot down his friends. Yeah.)

Once again this route offers all companions but 1. All factions will be at peace will all other factions and no companions will be hostile to any of them.
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Showing 1-15 of 197 comments
Klokw3rk Nov 30, 2015 @ 3:53pm 
nice it still seems a bit forced though

there should of been a way to get the raiload and brotherhood agree to a compromise the fact they are out for each others blood is a bit upsetting there wasnt a proper way to get them to be peaceful
Sybsidian Nov 30, 2015 @ 4:18pm 
Well the railroad is a secret group
Also if you follow these steps, The railroad leader never has the speech about "the evils of the brotherhood" They just see them as another faction. And the brotherhood never hunts them down.
Lance Smites Dec 22, 2015 @ 4:15pm 
In regards of "Tradecraft to Randolph Safehouse 6", does that include the completion of Randolph Safehouse 6 or just the gaining of the quest?
H.E. Dec 22, 2015 @ 4:18pm 
It's really odd how the Brotherhood thinks the synths can just create more of themselves when they don't have the necessary know how let alone the means to do it (the free synths)
Last edited by H.E.; Dec 22, 2015 @ 4:20pm
Fried Noodles Dec 22, 2015 @ 4:22pm 
Originally posted by H.E:
It's really odd how the Brotherhood thinks the synths can just create more of themselves when they don't have the necessary know how to do it (the free synths).
Why is it odd that the Brotherhood would assume the worst possible case scenario about a shadowy underground entity that no one seems to have any solid intelligence about?
leadmecca Dec 22, 2015 @ 4:22pm 
It seems like the best logical canon ending as it involves a bit of thinking, a little work and failing/not doing certain questlines on purpose.
H.E. Dec 22, 2015 @ 4:23pm 
Originally posted by Dolphin Kind:
Originally posted by H.E:
It's really odd how the Brotherhood thinks the synths can just create more of themselves when they don't have the necessary know how to do it (the free synths).
Why is it odd that the Brotherhood would assume the worst possible case scenario about a shadowy underground entity that no one seems to have any solid intelligence about?

No they don't just mean the institute they use this same argument against any and all synths including the Railroad.
Last edited by H.E.; Dec 22, 2015 @ 4:25pm
Fried Noodles Dec 22, 2015 @ 4:25pm 
Originally posted by H.E:
Originally posted by Dolphin Kind:
Why is it odd that the Brotherhood would assume the worst possible case scenario about a shadowy underground entity that no one seems to have any solid intelligence about?

No they don't mean the institute the use this same argument against any and all synths including the Railroad.
So they don't know anything about the Institute but they know everything about synths? They can positively confirm, just by examining the few destroyed gen-1 synths that they've collected aboard the Prydwen, that it's absolutely impossible that synths would be able to propagate themselves?
H.E. Dec 22, 2015 @ 4:27pm 
Of course its impossible since it requires a massive complex like the Institute to produce them in the first place.
Fried Noodles Dec 22, 2015 @ 4:35pm 
Originally posted by H.E:
Of course its impossible since it requires a massive complex like the Institute to produce them in the first place.
Right.
If only Elder Maxson would've read that in the Fallout Wikipedia, maybe he wouldn't have called for their destruction. It's such common knowledge.
H.E. Dec 22, 2015 @ 4:37pm 
That's not knowledge its logic and common sense, these abominations of technology are highly developed so no way they can just replicate themselves with scrap from the wasteland. If that were true anyone could do it above ground.

Heck it's been decades since the first gen 3s appear if it was true it is easy to replicate they would just salvage dead gen 3s.
Last edited by H.E.; Dec 22, 2015 @ 4:38pm
Lance Smites Dec 22, 2015 @ 5:47pm 
Sooo can anyone tell me about Randolph Safehouse 6?
Nite69 Dec 22, 2015 @ 5:55pm 
well I know for sure I will have to start another playthrough and try this later cause right now Railroad are already an enemy to me, and I been working back and forth between BOS and Institute missions
QuantumCurt Jan 7, 2016 @ 7:54pm 
I'm doing a second play through right now, and I'm trying to do this ending. I've got a question though...why is it necessary to talk Brandis down from being crazy before completing Shadows of Steel? This is a quest that many people will unlock simply by going to the National Guard Training Yard or the Revere Satellite Station, but you can also get it from the BoS directly as I understand. You basically convince Brandis to return to the BoS and the Prydwen, but at this point the Prydwen isn't even IN the Commonwealth.

Is this process based simply on the order in which you personally completed the quests, or is there an actual reason that this quest must be completed first? It wouldn't really be an issue, but I like completing this quest with Danse as a companion. He has some interesting dialog along the way, and I'd hate to miss out on hearing it again.
TooTall1 Jan 7, 2016 @ 7:55pm 
I am not sure, but there is a load of Q & A under the vid
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Date Posted: Nov 30, 2015 @ 3:49pm
Posts: 197