Fallout 4: how to get the best ending
Fallout 4 has four endings. Which will you choose - and what determines that choice?
With Fallout 4 having just been re-released in VR, we decided that it was time to revisit our Fallout 4 guides. Here's how to see the best ending in the game, whether in VR or not.
The ending you'll see when you finally wrap up Fallout 4's main questline depends on your choices in the second and third acts. We'll be explaining these choices and their consequences in detail in the rest of this article, so this is your last chance to avoid some spoilers. Are you ready?
How do I choose an ending?
The end game state depends on decisions made during Act Two and Three.
While each ending has its own Act Three mission chain, a major decision point occurs during The Molecular Level at the end of Act Two: If you have the Brotherhood of Steel, Railroad or Minutemen help you build the teleporter, they'll give you an optional objective of obtaining data about the Institute. Choosing to support a faction in this way unlocks its Act Three questline and ending.
You need to be friendly with each faction in order to have them help you with the teleporter. In the case of the Minutemen and Railroad it's very easy to join their ranks if you follow the main quest, but you'll have to seek out the Brotherhood of Steel for yourself or when prompted by a new quest at the end of Act One.
Once you arrive at the Institute during The Molecular Level, you can choose to obtain the data for your faction. If you grab it, you can hand it over to the faction which requested it, continuing with that questline - or leave it alone, and side with the Institute for the fourth ending.
Each of the Act Three questlines involves destroying two factions, and once you've knocked off the first one you have one last chance to switch sides, either by betraying the Brotherhood to the Institute or vice versa.
No matter which of the four endings you achieve, you'll see pretty much the same cinematic at the end; only the Institute's ending has a different scene. The real difference is the political landscape of the Commonwealth once you're done: no matter what you do, two factions will be destroyed, locking their quests forever.
- Institute destroyed
- Brotherhood of Steel destroyed
- Railroad survive
Have the Minutemen help you build the teleporter and meet with Father, ending Act Two. Return the Institute data to Sturges. The Minutemen questline will only continue if you help to establish eight key settlements.
Once you've met this requirement, the questline will have you attack the Institute and Brotherhood of Steel.
In the wake of this suddenly warlike turn of events, the Minutemen keep the peace in the Commonwealth. Railroad quests will be still be available.
- Institute destroyed
- Brotherhood of Steel destroyed
- Minutemen survive
Have the Railroad help you build the teleporter and meet with Father, ending Act Two. Do not aggravate the Institute until prompted to by the Railroad, or this ending will be locked.
To trigger the Railroad questline in Act Three, return the Institute data to them. You'll need to continue to keep the Institute on friendly terms as the Railroad brings a spy in. You'll then be sent to help destroy the Brotherhood of Steel and the Institute - and get the chance to adopt a Synth child with Shaun's memories.
Like the Minutemen, the Railroad ending results in a Commonwealth at liberty, but with more non-hostile synths getting around the place. Minutemen quests will still be available.
Brotherhood of Steel Ending
- Institute destroyed
- Railroad destroyed
- Minutemen survive
This is the only ending the Brotherhood of Steel survives. Have the Brotherhood help you build the teleporter and return the Institute data to them once you have met with Father, ending Act Two.
Although the Brotherhood's genocidal and totalitarian leanings make this the most morally troubling ending, it's also totally badass. You have two options for continuing this ending:
- Destroy the Railroad with the Brotherhood and help reactivate Liberty Prime by building parts
- Complete Institute quests including destroying the Railroad, but betray the Mass Fusion plan by dobbing to the Brotherhood
Whichever path you take, when the Institute is wiped out, and you find out something pretty amazing about one of your pals.
In the wake of this victory the Brotherhood of Steel work constantly to protect the Commonwealth from threats, which unfortunately include some of its residents. Minutemen quests will still be available.
- Brotherhood of Steel destroyed
- Railroad destroyed
- Minutemen survive
This ending is available regardless of how you make your way to the Institute. All you need to do is keep on the Institute's good side, and take one of these two options:
- Follow the Institute quest line.
- Follow the Brotherhood of Steel questline, but betray the Mass Fusion plan to the Institute.
In either case you will have destroyed the Railroad and the Brotherhood of Steel, and eventually end up taking over leadership of the Institute.
The Minutemen are not seen as a threat by the Institute so survive the purge. This ending is somewhat ambiguous as the Institute's goals are noble enough, but their methods are questionable at best; synths will be enslaved in this ending. Minutemen quests will still be available.
Fallout 4 Guide: How to Get the Best Ending
Fallout 4 players are able to see four different conclusions at the end of the game. Use this guide to see every possible ending that Fallout 4 has to offer.
By now, many players should be close to finishing Fallout 4, or may be itching to go back through the game to see one of its other endings. In total, there are four endings available in Fallout 4, and all are dependent on which faction the player sides with near the end of the main quest.
Players will have to unlock at least three of the endings in order to unlock all of Fallout 4's achievements, so knowing exactly how to trigger these endings is important for anyone hoping to fully complete the game. Keep in mind that this guide will have spoilers, so anyone that is sensitive to that sort of thing should tread carefully.
Brotherhood of Steel Ending
The path to the Brotherhood of Steel ending begins when players are tasked with building a teleporter to the Institute. A number of optional objectives pop up, giving players the option to tell the other factions in the game about the teleporter. Simply visiting the Brotherhood of Steel after this and alerting Elder Maxson to the situation will suffice.
Continue pursuing the Brotherhood of Steel quests until the option to destroy the Railroad becomes available. Work with the Brotherhood against the Railroad, while also continuing to pursue quests for the Institute. Eventually, the Institute will give the player the quest called "Mass Fusion" - choose to alert the Brotherhood to the Institute's plans, and then this ending will be a sure thing.
There's some pretty shocking story revelations associated with this ending, but overall, it's one of the least desirable ones. It results in the destruction of both the Institute and the Railroad, closing off their quests forever, and killing Brotherhood of Steel members is actually one of the quickest ways to get Power Armor, so allying with them is not hugely advantageous.
The Institute Ending is arguably the "best" ending in the game, as it offers just a little more plot-wise than the other endings do. It's also one of the easier endings to achieve, as only blatant betrayal of the Institute will knock players off the path to their ending. And even then, some of the possible betrayals along the way will actually be forgiven by Father and the Institute. Though to be on the safe side, just do whatever the Institute says and don't betray their plans to the other factions roaming the Commonwealth.
The Institute ending results in the destruction of both the Brotherhood of Steel as well as the Railroad. On the bright side, however, players will have an extra scene to watch in this ending when compared to the other endings available in the game.
The Minutemen is perhaps the weakest faction in all of Fallout 4. In fact, the other factions in the game basically outright ignore them, and they are the only faction to survive every ending no matter what.
It's worth noting that there are no achievements tied to the Minutemen ending. While it is perhaps the most morally justifiable ending out of all of the endings, it also offers a lot less to players. That being said, pursuing the Minutemen ending keeps the Railroad quests available, so that path can still be pursued to some extent.
One important thing to keep in mind if one plans on doing the Minutemen ending, is that there is a game-breaking bug associated with the Mosignor Plaza settlement quest. The end of the Minutemen quests tasks players with establishing eight settlements in the Commonwealth, but if Preston Garvey asks one to clear out Mosignor Plaza, don't do so until Bethesda patches the problem.
This ending is a bit trickier than the others, as it's possible to get locked out of it if players are kicked out of the Institute too soon. Basically, just stay on the Institute's good side unless outright prompted to act against them by the Railroad. It is during the quest "Underground Undercover" when the Railroad has the player operate as a spy within the Institute, and work against them from the inside.
The Railroad quest has one of the more emotionally satisfying endings, and also leads players to the Railway Rifle, which is one of the most useful out of all of Fallout 4's weapons.
Just to recap, each ending will see at least two factions obliterated, but the Minutemen will survive regardless of the player's actions. The three endings that are required to unlock all of the achievements/trophies in the game are the Brotherhood of Steel, Institute, and Railroad endings. Since the Minutemen will always be around, players can pursue their quests at any point without worry.
In any case, Fallout 4's multiple endings gives the already massive game added replay value. Whether one is doing research trying to determine what ending is right for them or just trying to beat the game a different way, this guide should offer an idea of what steps need to be taken in order to see all of the endings that Fallout 4 has to offer.
Which Fallout 4 ending is your favorite? Which one did you get during your first time through the game? Let's discuss the possible Fallout 4 endings in the comments below.
Fallout 4 is currently available for PC, PlayStation 4, and Xbox One.
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Dalton Cooper is an editor for Game Rant who has been writing about video games professionally since Having written thousands of game reviews and articles over the course of his career, Dalton considers himself a video game historian and strives to play as many games as possible. Dalton covers the latest breaking news for Game Rant, as well as writes reviews, guide content, and more.
Fallout 4: Why Siding With the Commonwealth Minutemen Is the BEST Ending
A faction players can literally build from the ground up, the Commonwealth Minutemen can lead to the best, most peaceful ending of Fallout 4.
In in Fallout 4, there are four main factions fighting for control of the Commonwealth: the Minutemen, the Railroad, the Brotherhood of Steel and the Institute. Each has their own ending depending on who players ultimately side with, as they become the dominant force of the region. All of these factions have pros and cons (some more than others), but siding with the Minutemen is generally considered to provide the best possible outcome for the Commonwealth.
The Commonwealth Minutemen is a ragtag militia with colonial-era inspiration that once operated everywhere and was a force to be reckoned with. That all changed with both the loss of their headquarters, and the Quincy Massacre, which saw the majority of Minutemen either dying or becoming raiders themselves. When players first emerge from Vault and make their way to Concord, they'll come across Preston Garvey, the last surviving Minuteman. If players rescue him and his group, they can eventually work to rebuild the militia as its leader.
Related: Fallout: New Vegas - Every Faction, Explained
Choosing to side with the Minutemen is the most peaceful option since the only faction they'll have to destroy is the Institute. So long as players don't participate in any missions that would make them enemies with the other factions (and make sure to issue an evacuation protocol while attacking the Institute), the Minutemen will be able to coexist with both the Brotherhood and the Railroad. Additionally, with the threat of the Institute gone, none of the surviving factions will be hostile to each other.
As a citizen militia that draws recruits from settlers local to the area, the Minutemen also stand as the faction most wastelanders might be inclined to join, or at least support compared to the others. The Brotherhood, despite their seemingly noble intentions, can be seen as imperialistic or militaristic given their overwhelming firepower and the fact that they're not local to the Commonwealth.
As for the Railroad, it's far too small an organization to ensure the safety of the various settlements across the wastes, and it's generally more preoccupied with helping synths than wasteland communities. The last remaining option is the Institute, which has kept the Commonwealth divided for decades, fearful and hateful of them for kidnapping countless settlers and turning them into super mutants or by having them replaced with synth replicas to spy on the populace.
Related: The Five RAREST Events in Fallout 4
Both in terms of story and gameplay, it's beneficial to have as many of the main factions active and allied to you as possible. They all hold outpost and patrols across the Commonwealth, often engaging raiders, mutants and other monsters, and generally making the land safer. It's also important to remember that the Minutemen aren't a proper military force, and occasionally they might need powerful allies to help against powerful foes.
Since players act as their general, they will sometimes be able to determine what path the Minutemen take in the conflict and which factions they fight. Every other Commonwealth faction already has their respective leaders, and while players can join and rise through the ranks by completing quests, they'll still have little to no sway in regards to the direction these factions take. The Brotherhood, for example, can't be influenced to spare the Railroad and vice versa during their respective main quests. And, despite family relations to the Institute's Director, there's no way to convince him to fundamentally change the Institute's policies regarding synths or the other factions.
The Minutemen might not have the military might of the Brotherhood, the intelligence gathering capabilities of the Railroad or the advanced technology of the Institute, but what it does have is the love of the people. This is a faction that shows promise for future Fallout titles and generally bring hope to wastelanders stranded in a hopeless world.
Keep Reading: The UK Would Be a PERFECT Setting For a Fallout Game
The 12 Best Mac Games (Updated )About The Author
Robert Koumarelas is a writer, video and photo editor. Graduating from Sheridan College for Journalism, covering and writing about great stories has become as much passion as a career. Video games are not just a fun hobby for him, but a legitimate form of art and story telling that engages fans.
Below is the old post. Follow the instructions in the video above.
Fallout 4 has a 5th ending after all and I think is the best because you'll have tons of more game play left after the main story of the game is completed. I found this gem on YouTube and I think everyone should know about this awesome ending.
All credit goes to "The Triple S League" via YouTube
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.)
(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 ♥♥♥♥♥♥♥s 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.)
(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!
(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 oftenand 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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4 best ending fallout
In Fallout 4, players must decide the fate of the Commonwealth by siding with one of four competing factions. Each faction holds a certain ideology with regard to the fate of the Commonwealth, and in this Fallout 4 Best Ending guide we'll walk you through the steps to take in order to get the best ending in Fallout 4.
If you were instead after how to get the best ending for Fallout 4: Far Harbor, then head over to out Fallout 4 guides walkthrough hub, containing a wealth of information on quests, areas, and the best items in the game.
After Act II, players must choose which faction they would like to support. This initiates a series of events that eventually lead to the end of the game. Warning: we will be describing the events that take place after siding with each faction in order to explain their impact on the state of affairs in the Commonwealth.
There are major spoilers ahead regarding the conclusion of Fallout 4. If you have not yet sided with a faction and do not wish to know what happens upon doing so, then you should not read this article just yet. Consider yourself warned. If you would like a spoiler-free overview of each faction’s beliefs and intentions instead, then check out our guide on choosing the best faction in Fallout 4.
Fallout 4: The Minutemen Ending
The Minutemen essentially want a chance to rebuild their communities and thrive in the Commonwealth. Thus, the Minutemen faction is considered mostly neutral, as no other faction seems to have an issue with them throughout the game. However, if you choose to side with the Minutemen after completing Act II, you will become allied with the Railroad faction, forcing you to take up arms against both the Institute and the Brotherhood of Steel.
To side with the Minutemen, you must establish eight settlements throughout the Commonwealth. Preston Garvey will offer intel to help guide you in the right direction. Once the settlements are built, the Minutemen suddenly feel the need to wipe out the Brotherhood of Steel by destroying the Prydwen airship. This came as a bit of a surprise, considering the Minutemen ultimately desire peace for the people of the Commonwealth, and attacking the Brotherhood seems a bit too warlike for this faction.
Siding with the Minutemen leads to a planned attack on the Prydwen airship, shooting it down with artillery from multiple directions. Though the Prydwen gets destroyed, the Brotherhood of Steel refuses to go down without a fight. As the Prydwen falls, several hostile Vertibird gunships come straight toward the Castle. You must take up arms with your fellow Minutemen to defeat what remains of the Brotherhood once and for all.
Once the Brotherhood of Steel is defeated, the Minutemen focus their attention on destroying the Institute. This involves betraying Father and planting a charge on a nuclear reactor that will destroy the Institute from the inside. Since the Minutemen become allied with the Railroad faction, several Synths are recovered from the Institute in the process. Afterward, the Railroad quests remain available, and the Commonwealth is free to settle their communities peacefully. Although this doesn’t seem to be a very ‘neutral’ way to go about these events, siding with the Minutemen may nevertheless be the easiest ending to achieve.
Fallout 4: The Railroad Ending
The Railroad faction is primarily sympathetic towards Synths, and will go out of their way to ensure the safety and integration of Synths in society. Similar to the Minutemen ending, siding with the Railroad faction will pit players against the Brotherhood of Steel and the Institute.
To destroy the Brotherhood of Steel, the Railroad sends you to infiltrate the Prydwen airship with Tinker Tom in order to plant explosive charges on the ship’s hydrogen gasbags. Once the two of you clear the blast radius of the Prydwen on a stolen Vertibird, the charges detonate, sending the Prydwen plummeting to the ground.
Defeating the Institute mostly involves the same methods for each of the factions that aim to destroy it. For the Railroad ending, players must remain on the Institute’s good side long enough for an undercover Railroad spy to access the inner workings of the organization. The spy helps you and the other Railroad members to infiltrate the building long enough to plant an explosive on the Institute’s nuclear reactor. After clearing the area, you’re given the go ahead to detonate the charge and nuke the Institute from a distance.
Siding with the Railroad ultimately helps save Synths from a life of servitude. Upon leaving the Institute building, there is also an opportunity to save a Synth boy who believes you to be his parent. If you feel Synths deserve an equal chance at living amongst humans, then the Railroad faction ending is your best option.
Fallout 4: The Brotherhood of Steel Ending
The Brotherhood of Steel is vehemently against anything involving Super Mutants, Ghouls, or Synths. In their mission to bring order to the Commonwealth, the Brotherhood of Steel aims to ultimately take down the Synth-loving Railroad faction, as well as the tech-savvy Institute. While the Brotherhood believes that advanced technology primarily caused the world’s problems, they incidentally depend on technology to achieve their objectives. Although the Brotherhood holds this somewhat inconsistent viewpoint, they make up for it with end-game activities that happen to be quite entertaining.
After choosing to aid the Brotherhood of Steel in their cause, you will become an enemy of the Railroad and Institute factions. You are instructed to retrieve a holotape program from the Railroad HQ, eliminating all Railroad members in the process. Report back to Lancer-Captain Kells to continue onto the next phase of the Brotherhood’s plan of attack.
With the Railroad out of the picture, the new objective is to get the massive, patriotic mech Liberty Prime functioning again. Upon retrieving a holotape with intel from the Institute, you will begin working with Proctor Ingram and Dr. Li to rebuild Liberty Prime. Dr. Li instructs you to gather materials to reconstruct the required components needed to get Prime working again. After retrieving an Agitator to power the robot, Liberty Prime is ready for action.
Once the anti-Communist robot is back online, it will be programmed to head straight to C.I.T., and you are told to escort the robot in its patriotic trek toward the Institute. When you arrive, Liberty Prime will blast a hole in the ground allowing the Brotherhood to infiltrate the Institute. Once inside, the plan is the same as the other factions: plant an explosive on the nuclear reactor, and watch the Institute go boom.
Upon successful completion of the Brotherhood’s end-game tasks, you are promoted to the rank of Sentinel, and receive a new jet pack for your Power Armor suit. With the Railroad and Institute destroyed, the Brotherhood of Steel is one step closer to bringing order to the Commonwealth.
Fallout 4: The Institute Ending
The Institute is despised by the other factions for various reasons. However, Father maintains a hopeful outlook for the future of the Commonwealth that can only come about through technological advancement. Father claims that the work of the Institute will return the Commonwealth back to the way it was before its destruction, only if you stick around to help.
Supporting the Institute is fairly straightforward, and simply involves completing various quests given to you by Father. Father eventually reveals that he is dying, and would like for you to take up the mantle as leader of the Institute. He will have you record a speech to be broadcasted throughout the wasteland, informing people of the Commonwealth about the Institute’s endeavors. Siding with the Institute will pit you against both the Railroad and the Brotherhood of Steel factions. The Minutemen, of course, are spared from the Institute’s wrath.
Now that you are informed about the details of each ending in Fallout 4, hopefully you are able to select the ending that best suits your play style. Head over to USGamer’s Fallout 4 Walkthrough and Guide to explore other features in Fallout 4.
After meeting with the Institute Division heads and officially becoming allied with the faction, Father requests that you eliminate all of the Railroad leaders, starting with Desdemona. You will likely find the leaders in the Old North Church, but if there are any stragglers who have wandered out into the Commonwealth, they should be marked on the map.
Next, you must infiltrate Boston Airport and destroy several generators, allowing an Institute Synth to hack the Liberty Prime weaponized robot. When the hacking is complete, Courser will quickly warp you to a safe location as Liberty Prime unleashes a powerful blast on the Prydwen, bringing the massive Brotherhood of Steel airship crashing to the ground.
Once you’ve eliminated both enemy factions, you will have one last conversation with Father before he passes on. Father will die regardless of the ending you choose. Choosing to side with the Institute will alter the final cutscene slightly, replacing the nuclear explosion with Father’s hospital bed instead. The Institute will remain as a travel location after the final cutscene.
Choose your faction carefully, as this will determine which faction is available after the conclusion of the main story. Players can return to the remaining factions to complete Miscellaneous and Radiant quests upon finishing the game.
The guys stood and looked at her. They could no longer. But they didn't want to let go either. Suddenly Kolya's eyes lit up. He looked then at the running dog but at Marinka.
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Now, you will not escape. Sergei abruptly rolled to the side. Had he hesitated another second and the tentacles into which the hands of his mistress had turned, would have closed around his neck with an indestructible ring. Of flesh. Ivashov crashed to the floor.