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[FO4] Best Ending *Hidden ending*


Sybsidian

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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.


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:



Here's our video guide:





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 likley 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.)



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  • 2 weeks later...
  • 3 weeks later...

I was actually fairly far along with the Railroad before I discovered this guide, but still managed to pull off this ending, so it seems some steps are fluid. I was able to complete the Randolph Safehouse series of quests before getting kicked out of the Institute and still picked up this guide from step 4 onward to complete a 3-way ending. (ish- nobody at the Prydwen really seems to notice other than Qunlan, who commended me on my brilliant tactical use of the MM as cannon fodder) If I had to guess I'd venture the timing of "Show no Mercy", "Synth Retention", and "Join Ranks/Defend the Castle" are the key points. It seems I autofail "Show no Mercy" after succesfully Defending the Castle.

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  • 10 months later...

Just a heads up - you can get banished from the Institute without killing anyone. When Shaun tasks you with taking Bunker Hill, warn the Railroad or BoS (I warned the Railroad and the BoS showed up anyways, spies confirmed). Don't do anything to make anyone hostile against you (there will be areas where synths try to kill you, and you can kill them). When you go back to Shaun on the roof of the CIT, he will say that Bunker Hill went terribly for them, and ask you why. You can tell him the truth. He'll have some words that I imagine would hurt Nate/Nora to the core, and then he teleports out of there, and you're banished.

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Just a heads up - you can get banished from the Institute without killing anyone. When Shaun tasks you with taking Bunker Hill, warn the Railroad or BoS (I warned the Railroad and the BoS showed up anyways, spies confirmed). Don't do anything to make anyone hostile against you (there will be areas where synths try to kill you, and you can kill them). When you go back to Shaun on the roof of the CIT, he will say that Bunker Hill went terribly for them, and ask you why. You can tell him the truth. He'll have some words that I imagine would hurt Nate/Nora to the core, and then he teleports out of there, and you're banished.

I played Bunker Hill and warned the Railroad only yet the Railroad owned turrets in the basement opened fire on me.

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Are you using any mods that increase the number of enemies? Because at least one of them has some... strange logic about who's hostile to whom. You get synths being neutral to you before the Institute, or BOS vertibirds swerving to shoot the Abernathy's cow, although they don't seem to have any qualms with the humans there :p

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Just a heads up - you can get banished from the Institute without killing anyone. When Shaun tasks you with taking Bunker Hill, warn the Railroad or BoS (I warned the Railroad and the BoS showed up anyways, spies confirmed). Don't do anything to make anyone hostile against you (there will be areas where synths try to kill you, and you can kill them). When you go back to Shaun on the roof of the CIT, he will say that Bunker Hill went terribly for them, and ask you why. You can tell him the truth. He'll have some words that I imagine would hurt Nate/Nora to the core, and then he teleports out of there, and you're banished.

I played Bunker Hill and warned the Railroad only yet the Railroad owned turrets in the basement opened fire on me.

 

 

I'd have to replay it. But I do remember things getting hairy in the tunnels. Also if you don't save the synth fugitives I believe the RR turns hostile. Saving them provides you with an interesting conversation with Shaun, and perhaps one of the most emotional ways to get banished from the Institute. Nothing like realizing your kid turned into a monster that can't be reasoned with.

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