Fallout 4 Best "Good Ending" Possible: Peace between Railroad, Brotherhood and Minutemen

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Fallout 4
Game:
Fallout 4 (2015)
Duration: 11:25
4,474,132 views
60,818


The Internet's first how-to guide to Fallout 4's elusive "good ending"!

(WONDERING WHAT ARMOR SHE'S WEARING? See this video ► https://youtu.be/fH6HmRrKkyM)

Save file for this ending ► https://www.nexusmods.com/fallout4/mods/3511

A "good ending" is in the eye of the beholder, of course. This ending brings peace to Fallout 4 and its factions. Previously, it 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 the Institute; those slaving, murdering bastards get nuked). All of the other major factions stay 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 from all corners of the Commonwealth placed in one room guarded by nukemines and missile turrets, then...yeah, this won't 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 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."

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.
(c) 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 the 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.
(c) 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 and Fallout 4 peace!

(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.)

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