Tuesday, September 6, 2016

Fallout 4 Nuka World DLC: All Endings




"From here on out we're stuck together because what it took to get where you are now, the burned bridges, the salted earth, there is no going back.  Like it or not you're one of us.  A cut throat, a killer...A Raider. As luck would have it.  It seems this was the life you were meant for.   Sorry boss.  Take it from experience.  There is no point in fighting who you are.  You can only either let nature consume you, fall to booze and chems like the rabble around this place or you can embrace it.  Let it drive you.  With that in mind, I hope you appreciate the earnestness when I say...welcome home Boss!  Here is to a bright future."
     - Mags, Operators Leader

If you thought you were going to have a fun censored DisneyLand knockoff  DLC, then obvious you aren't used Bethesda irony and sarcastic metaphors.  In Fallout 4 last DLC, Nuka World, you challenged with being leader of 4 gangs that run a corrupt amusement park where innocent travelers are tricked by a lie of helping those in need and forced to fight to the death or become a slave to the bandit anarchy crime syndicates.

In Nuka World there are 4 Factions that run this sadist paradise:

Raiders
Hubologists
Traders
Gunners

If you accept the challenge of managing in Hell hole full on disloyal, disrespectful, degenerates and anarchist then this is the add-on for you.  The DLC opens with you trying to defeat a Mad Max like maze of traps and blood thirsty upstart bandits looking to prove something or make a name for themself by gunning you down. After you overcome their challenges and prove your the alpha male or female in charge, then all the factions bow down to you and "let you" take charge of the place.

When I say "let you" take charge of the place, I mean they really only let you have political power to act as a non-bias leader that governs all bandit factions, and not let anyone faction have more leverage over the other. 


This DLC has real gang mentality and organized crime done with a mafia like twist.  At one point you're asked to make a tough choice of living the rest of your life sleeping with a gun under your pillow for safety or putting a bullet in head of the 4 faction leaders, Nisha, Mason, Mags, and William, then restore Nuke World to the peaceful free trading post that all assume it would be. The problem with putting a hit one leader of Disneyland causes all their followers and NPC to turn on Walt Disney. 

""Free and in charge today, tomorrow you'll be somebody slave.  Ain't life somethin.  After everything we done for them, they turned on us. Ungrateful shits! I expect more from Nisha at least. "
        - Porter Gage

Well Boss, you have to decide what direction you want to take.  The old saying you can't please them all, so decide which ones you value the most and which ones you want to screw over...holds weigh here.  
Picking your ending and bonus begins with how you plant flags at the amusement park during the Grand Tour Quest. You should give control of the park sections to the two you like (based on the perks below). Give them both at least 2 spots of land. One faction is going to betray you, and you'll lose favor and face them in the last quest. The more land you give a faction, the better they'll like you.
There are 5 spots to give out, but 3 factions - so even if you try to be fair, someone's getting shorted. You can guarantee you'll end up with the two you want by splitting the land at the Nuka World park 3 to 2, and leaving the other out. Also, bring the raider groups that you like to raid with you during quests after Grand Tour in order to gain more favor with them. See the Perks you gain for each of the raider factions under "Power Play Rewards" below.

"What should we do? We keep going! We take over more settlements in the commonwealth. We take what we want, and we keep taking until we own everything. Oh, and let me make something clear. I appreciate what you've done, but don't go thinking we're friends. We ain't. I'd still happily kill you if enough caps were involved."

- Mason, Pack Leader

Home Sweet Home and Consequences of Going Full Raider

You must build up three Raider Outposts in the Commonwealth during the Home Sweet Home Quest - which should be easy if you're familiar with the game's Settlements system. You will talk to Shank and get to select a Settlement from a few places, as well as which faction you'll bring along to do the raid (it's better to do that to gain more favor with one you like). You will lose control over that Settlement permanently (in terms of connecting it to your other Settlement supply lines and being able to build there), so choose wisely. You'll then be building it for the raiders.
You can choose to talk to the Settlers to get them to walk away or to actually raid it, which is really easy even though Minutemen show up. If you attack Minutemen, Brotherhood of Steel or other factions in the process (even if they're defending) you will permanently damage your reputation with that faction.(A reader warned this happened to them below.) You should make a backup save if you're unsure you want to go this route. You're going full raider if you attack, and it's impossible to finish the Nuka World content without the following consequence - permanent loss of standing with the Minutemen.

"It's like dealing with some rotten little kids, lashing out for attention. Better to die in a fight, then live with the consequences of the own stupidity"
      - Nisha, Disciples 

Losing Standing with Minutemen

Peaceful Bullying
This 100% requires speech checks and or paying off the Settlers. I tested this a lot and determined that for each stage of the quest you complete, Preston Garvey will get more upset. There's 0 impact until you start to take Outposts for the Raiders in Home Sweet Home. He'll gradually come to disown you and accept 0 orders, though he won't attack at first. This will stop endless Settlement quests, for sure! If you go the peaceful route and simply bully the Settlements, you'll reach the tipping point with him alone when you set up the second and third Raider Outposts. Again this is even with simply bullying and 0 violence.
Killing Minutemen & Settlers
If you go with violent actions, ALL Minutemen will hate you as you must kill them when they show up to defend the Settlements you raid (including Ronnie Shaw and named NPCs belonging to that particular faction). Keep all this in mind. You're helping raiders, and that goes against everything the Minutemen stand for, so there's no way around it.
Raid On
However, as Kris says below, you will not have an unkillable Preston Garvey attacking you forever. It only lasts a few days. This means the Minutemen could still be used to finish the game. Preston will never be your follower again, and you cannot get his companion Perk. It is a good perk, but so too are the raider perks. You could of course get his first.

Power Play Rewards - Nuka World Ending

You'll only get this far if you actually go all out as a Raider. During Power Play, you'll get to enable the park's power and allow some additional exploration that wasn't possible with everything off. However, you have to fight off the faction that backstabs you because they feel jilted.
As I said above, you can pick which Raider Factions will stick with you by favoring them in land division and bringing them along to raid. What dictates which faction you should side with and who gets to claim what land in the Nuka-World Park is largely taste, but many players will do it based upon the Perks the Raider Factions have to offer. Here's a rundown, copied from my page about the new SPECIAL and Faction perks offered in the Nuka World DLC:
  • Disciples Faction - Chosen Disciple Perk. Any kills made with a melee weapon will restore 25% of yourAction Points.
  • Operators Faction - Ace Operator Perk. All guns with a suppressor attached will get a 25% damage boost, permanently. Additionally, your character gains a 10% boost to sneak abilities when in the shadows.
  • The Pack Faction - Pack Alpha Perk. Gives a +25% boost to melee and unarmed damage. Its additional function is to reduce damage/energy resistance by 25%! This is a further reduction to damage aside from your normal DR/ER and is certainly useful on a ranged character as well.

You'll Get Two Perks and Additional Rewards

After completing the 'Power Play' Quest, you'll be rewarded with the perks of the two factions that did not turn against you and may give the defeated faction's land to another group. There won't be another betrayal, you've unified the raiders and established a dominant group in the Commonwealth. The two Perks are a great reward, and from there you can accept radiant quests from the two factions remaining. Since my character is a Sniper, I naturally went with Operators and the Pack. A pure melee build would probably prefer Disciples/Pack.

Tribute Chests

Another nice reward are the tribute chests from each of the five zones of the park. Since you're the Overboss, you deserve a cut of what the raiders under you make - this is kind of how your Settlers give you supplies. Only since they're raiders, they will give you chems, money, and weapons/armor directly. Of course, plenty of Nuka Cola as well. Each of the three factions has a set loot table for what they'll give in the tribute chests, but it's hard to track it all down - it doesn't offer end-game gear, just different types of weapons and armor you'd inevitably sell. Nothing amazing, but it certainly helps and you're able to fast travel to the various zones and pick up your loot every so often.
Raider Outposts and Settlements you've convinced to supply the raiders will also pay tribute. This goes in your Overboss chest back in Nuka World. It's yet unclear how often Settlements and Raiders pay tribute to you but is likely related to time played.

You CAN have Settlements and Raider Outposts after Home Sweet Home

You'll have to give up 3 of your Settlements to Raiders to finish the DLC. As far as I'm currently aware, none of this will affect the others. No one has to know you're the notorious leader of a raider gang. When it comes time to setup Outposts, you should just use Settlements you care little about and use them to supply the settlement you raided.

Good Ending: The Open Season Quest

Very early on in the DLC, you can speak to Doctor Mackenzie in the Market in Nuka-Town and get theOpen Season quest. She'll point out how the merchants are all slaves and that you could save them all by killing off the leaders of the three raider factions, which will aggro literally every Raider in Nuka World. This is just a shortcut ending. You can still do a good bit of what Nuka World has to offer in terms of exploration as the whole land mass will still be there, but you'll ruin some of the potential quests and the ability to grant land to the raider gangs. Read the linked guide to see how far you probably should go - hint: at least finish The Grand Tour!

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