There's One Real Choice When Picking Your 'Nuka-World' Gang

The final 'Fallout 4' DLC is full of options, but one's a no-brainer.

best gang assignments nuka world

Once you’ve managed to claw your way through the Gauntlet and assert your new position as Nuka-World’s new dictator, you’re going to have to determine which of the park’s gangs will follow you onto Raider glory — though only one makes for a truly smart choice.

Bethesda has graciously given players three choices for followers. However, if you’re even remotely pragmatic (and you’re not role-playing a total psycho), then there’s really only one option you can possibly make when choosing a faction to support: The Operators.

Your Choice is Violence, Violence, or Money

When you finally get through the Gauntlet, your new right-hand man, Gage, is going to send you around to meet the leaders of all the gangs and get a feel for their general motivation. Three gangs run the park: The Disciples, the Pack, and the Operators.

best gang assignments nuka world

The Disciples are a sadistic bunch who enjoy dour decor and torturing people for long hours. While they’re relatively easy to bully into place, they also give off a generally unproductive vibe, mostly because — again — they spend all their time hunting and killing people as gruesomely as possible.

best gang assignments nuka world

Next up is the Pack, a Raider group that looks like the aftermath of a frat party at Burning Man. They like to pit animals against each other in combat (like real winners), and, like the Disciples, they just love some good old-fashioned violence. That focus on having a good time means that if and when you assign them a section of the park, their payouts are lacking.

best gang assignments nuka world

Finally, the Operators are run by a brother-sister team — though the sister does the talking. If their Saks Fifth Avenue Raider armor wasn’t a dead giveaway, you’ll find that the Operators sole concern is robbing people blind. They’re focused on making those caps, people, and that’s the mentality you need when you’re trying to establish a fledgling Raider empire, am I right?

The Real Reason to Pick the Operators

As you travel around Nuka-World , securing sections of the park, you’ll be asked to assign a gang to preside over each zone. You can spread the love equally or you can favor one gang more than the others.

Once you’ve assigned a Raider gang to your secured park zone, they’ll put up a chest and fill it with tribute swag. If you’d like for your chest to be filled with the most items possible, then choose the Operators. Otherwise, your tribute will be noticeably smaller and less advanced.

If you’re in this for the money and the loot, then the Operators provide the biggest payout, hands down.

You Can Get All the Benefits No Matter Who You Back

Unless you actually walk into Raider HQ , pull out a gun, and start blowing people away, grumbling and idle threats are the worst that a slighted Raider gang will do if you don’t favor them. You can still get jobs from them, you can still hang around their pads, and you can still take whoever you want on raiding missions into the Commonwealth.

Literally the only thing that gang support does — or so it seems — is put put items in your tribute chest, and the Operators put the most stuff in that chest, making them a no-brainer when it comes to supporting one over the others.

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best gang assignments nuka world

Fallout 4: Nuka-World guide - how to get the best ending and perks, or declare Open Season

Fallout 4: Nuka-World gives you a choice of endings. What will you do?

fallout_4_nuka_world_dlc_lg_3

Fallout 4 : Nuka-World has two major endings: one where you take the "good" path and beat up all the raiders, and three variations of the "bad" ending where you help the raider gangs become a serious force in the Commonwealth.

Unusually for Fallout 4, Nuka-World's "bad" ending is the main one; you're strongly encouraged to embrace the life of a raider and set up shop in the theme park: doing so seems to have no consequences in terms of the main Fallout 4 faction relations, even when you hand over some of your established settlements. Meanwhile, the "good" ending is only available via a sidequest path Open Season , and is nasty, brutish and short; see the Open Season section below for details on how to trigger and complete it.

By the way, we have a huge Fallout 4 guide you can check out if you're struggling with any other part of the game. If you have questions, we have answers.

How Fallout 4: Nuka-World's ending works

The main, "bad" ending is definitely the more interesting of the two; towards the end of the main path of Fallout 4: Nuka-World one of the three raider factions will turn on you, and you'll have to destroy them to finish the story. There's no way to avoid this, but you can control which faction goes rogue.

Which faction you end up fighting during the ending of Fallout 4: Nuka World is dependent on how much favour you build with each of the three raider factions in Nuka-World, which is in turn determined your actions during two quests: The Grand Tour and Home Sweet Home . Here's how that works:

  • During the Grand Tour, you'll have to raise a flag at each of the five sub-parks beyond Nuka-World USA, claiming them for one of the three factions. Claiming a subpark for a group raises your favour with them significantly. There's no way to be entirely fair to the three groups.
  • During Home Sweet Home, you can choose a raider faction to accompany you on quests, which slightly raises your favour with them.

The system seems to be heavily weighted towards The Grand Tour, so the easiest way to ensure your least-favourite faction is the one to go is to ensure they get fewer parks than anybody else. Splits like 2-2-1, 4-1-0, 3-2-0 will all result in one faction being royally p**sed off with you.

If you split the parks 3-1-1 or even 5-0-0, there's an even chance of either of the two unhappy factions turning on you. Avoid the wrath of the one you want to keep friendly by taking them raiding with you during Home Sweet Home.

(We weren't able to discover if completing radiant quests for factions increased favour. If it does, it's not as reliable as the other two methods mentioned above.)

Nuka-World faction perks: how to choose a gang to support

At the conclusion of Home Sweet Home you'll transition automatically into Power Play , the final quest of Fallout 4: Nuka-World, in which you'll have to fight the third faction as you seek to restore power to Nuka World's generators.

At the end of Power Play, you'll be granted two of three possible perks. The two perks you receive depend on which factions are alive; there's no way to get all three. Here's what's on offer:

  • Ace Operator: 25% damage bonus for suppressed weapons, 10% bonus on stealth while in shadows.
  • Chosen Disciple: melee kills restore 25% of AP.
  • Pack Alpha: 25% bonus on melee and unarmed damage, 25% bonus to standard and energy damage resistance.

You probably don't need to be told which of these perks works best with Fallout 4's Infiltrator build , right? It's the Operators. Oh, gosh, is it the Operators. The other two are pretty interesting if you're going for One Punch Man , though.

One last note when considering which faction to support is that the Operators will give up more loot than the other gangs when you grant them a park, so if you like their perk, giving them all five parks and using Home Sweet Home to raise favour with your second favourite faction is the most rewarding path.

Open Season

So you don't want to be a raider? No worries. At any point in Fallout 4: Nuka-World's story quests, you can change your mind and opt to murder all the raiders instead, freeing the traders to run the park. Simply visit Mackenzie, the doctor in the Nuka-Town Market, and accept the Open Season quest.

Although Mackenzie makes it sound like you can just quietly murder the gang leaders and continue as normal, attacking any of the leaders enough to upset them will aggro every raider in the park - including Gage, your companion. It will also fail all other Nuka World story and radiant quests .

That said, you can still restore power to the park by exploring for yourself, and some of the other quests will still be available. Up to your conscience here, really.

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Fallout 4 Nuka-World: How to Assign a Gang to a Park Area

Image of Chris Jecks

Assigning a Gang to a Park Area- Fallout 4 Nuka-World

Fallout 4’s Nuka-World tasks you with managing three different gangs who all want control of the theme park for different reasons. While one simply wants to make money from the theme park, another is all about protecting it and is happy as long as blood is spilled.

As you explore the park and clear it of any threats, you’ll have to assign these park areas to the gangs. Assigning an area to a gang will make them tolerate you just a little bit more, something that’s particularly handy considering you’re dealing with a bunch of Raiders here.

You’ll know that a park area is ready to be assigned to a gang when your Quest updates and indicates that all prerequisites have been met. The problem now is, how exactly do you assign the area to a particular gang. When you were talking with Gage about your plan to make Nuka-World great again, he mentions raising flags. This is exactly what you have to do. Simply follow the marker on your map and seek out a flag pole. Then press ‘X’ on PS4 or ‘A’ on Xbox One to interact with the flag pole and choose which gang you’d like to assign this area to.

Remember, though, when assigning an area to a gang, you’ll also make their rivals jealous. Therefore, it’s best to try and keep the territory of the park as evenly distributed as you can as to avoid any unnecessary hostilities.

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Fallout 4: 15 Tips To Complete The Grand Tour In Nuka-World

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  • Successfully completing The Grand Tour in Nuka-World requires proper preparation and strategic planning.
  • Utilize perks like Ghoulish and Wasteland Whisperer to easily navigate through challenging areas within the DLC.
  • Grab unique weapons like The Problem Solver and bring followers along to tackle tough enemies and quests effectively.

The final DLC to Fallout 4 transports the player into the middle of the desert where a quirky bunch of raiders have set up camp in a rundown amusement park. Nuka-World provides unique gameplay in that regard, not only due to its vibrant and bright environment, but also thanks to the raider storyline.

Fallout 4 Vault Boy ducking behind big rock looking at posterized red Centaur silhouette

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One of the first major quests when the Sole Survivor arrives in the park is to liberate the five other areas surrounding Nuka-Town. This quest is called the Grand Tour, and is likely going to take the majority of the player's attention due to how long and challenging it is. Not to worry, however, since properly preparing for this monumental task helps to complete it with success in no time.

Updated on June 15, 2024, by Matthew Weideman: As many players dive back into Fallout 4 after the success of Amazon's Fallout TV show, they'll likely need a hand getting through some of the game's more difficult quest lines. The Nuka World DLC is a fun but difficult section of the game, and while it's fun to go in blind to explore and discover with fresh eyes, there are some parts of this additional content that players will almost undoubtedly struggle to get through. With that in mind, new tips have been added to this list to help players who are returning to the Commonwealth, or just venturing out for their first excursion.

15 Get The Ghoulish Perk

Get through kiddie kingdom without issue.

Vault Boy, turned into a ghoul, walks away from a mushroom cloud

  • This perk requires 9 Endurance

The Ghoulish perk helps players deal with radiation, although it does not actually turn them into ghouls . At its first rank, it causes radiation damage to heal players while simultaneously shrinking their health bar from rads. At its second rank, the healing provided by rads is even greater, and at the third rank, there is a chance that feral ghouls can become friendly. Finally, at its fourth rank, radiation slowly heals over time, allowing players to maintain their maximum health without using Radaway.

This perk is useful for Kiddie Kingdom in particular, since it is inundated with radioactive mist and all the enemies there are feral ghouls. If the mist can heal players, and they also have a chance for any of the enemies to turn friendly, this area becomes a cakewalk. The Ghoulish perk also helps players who are out and about during radiation storms, and when they go into the irradiated area of the Nuka-Cola Bottling Plant.

14 Get The Strong Back Perk

Loot the parks without having to drop things off.

Vault Boy holds a giant box and bag over his head

  • This perk requires 6 Strength

There is a surprising amount of distance between Nuka World's various parks and Nuka-Town, USA, which serves as the main base for raider gangs. Cave crickets, Deathclaws, and other deadly enemies lurk in this otherwise relatively empty space as well.

The Strong Back perk boosts the amount of weight that players can carry, which in turn minimizes how many times they will have to make the trek between parks to dispose of unneeded inventory, and prevents them from dropping loot in the Wasteland that they would rather keep.

13 Get "The Problem Solver"

This gun makes short work of even the toughest enemies.

Fallout 4 The Problem Solver

  • Intimidate Mason to get this gun

Before starting The Grand Tour, players need to talk with each of the three Nuka-World raider gang bosses. When talking to Mason , the leader of the Pack, players should choose only the right-hand dialog option. If they do this and pass the Charisma check with him, Mason will give the Sole Survivor a gun called The Problem Solver .

This rifle has the Furious legendary mod, which increases its damage by 15% for every consecutive hit against a target within the last ten seconds. This gun makes short work of the many Nuka-World enemies that are normally bullet sponges, as each hit deals more and more damage. If players fail the Charisma check with Mason, they can also buy a gun called the Splattercannon, which has this same mod, from the Nuka-Town Market.

12 Get The Wasteland Whisperer Perk

Pacify and control the dlc's dangerous creatures.

Closeup of the Wasteland Whisperer Perk and its description

  • This perk requires 9 Charisma

The Wasteland Whisperer perk gives players the chance to pacify, and even command (at higher ranks) the mutated creatures of the wasteland that are below the player's current level. Many of the most dangerous creatures found in the game fall under this category, and fighting with them is much easier than fighting against them.

Cave crickets, Deathclaws, Bloodworms, and more can be tamed by players with this perk. Since these enemies are found throughout the desert between the parks (and all over Dry Rock Gulch in the case of the Bloodworms), having this perk is extremely useful anywhere in the Nuka-World DLC area.

11 Use The Nuka-Mixer Stations

Craft different kinds of nuka cola.

Fallout 4 - Nuka-Cola Mixer

  • Each type of Nuka Cola offers different bonuses

In addition to the many collectible items in Fallout 4 , players can find various Nuka-Cola recipes as they explore Nuka-World. Once found, players can mix different Nuka-Cola varieties together to create powerful drinks that can save their life later on. Each recipe has a different effect, such as "Nuka-Sunrise", which regenerates health and Action Points in addition to increasing rad resistance.

There are Nuka-Mixer stations in each of the five parks, and players can also build them in their settlements. Saving up each individual type of Nuka-Cola and then mixing them into more powerful sodas is a great way to have extremely powerful aid items on hand when in a tough situation.

10 Keep The Division In Mind

The parks cannot be divided evenly between the raiders.

Fallout 4 Nuka World Raider Sitting On Crates

  • There are 5 parks and only 3 raider gangs

The whole point of the quest is ultimately to divide the park by raider factions. Each gang is eager and greedy to get their slice of cake , and they'll pester the Sole Survivor about it regularly even as they're still finishing the quest. After each park is freed, the player must raise a flag for one of the factions.

Dividing the park equally isn't possible, but it is possible to make sure two gangs will stay loyal to the player until the end by giving both of them two parks. The last gang will therefore only get one, and will be the one to turn on the player at a later stage. So, make the choice of whom to support early on, and don't divide the parks willy-nilly.

9 Grab The Medal And Cappy Quests

Getting these early keeps players from going in circles.

Fallout 4 Sierra From Nuka-World

  • Starting these quests before leaving Nuka-Town saves time

Before heading out to explore these parks, spend a bit more time in Nuka-Town to grab a few additional quests. These are collection quests, so it's best to get them now so that the player doesn't have to return to the parks and go through them all at a later stage.

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Make sure to speak with Sierra , who will most likely be somewhere around The Parlor in Nuka-Town, and grab the quest Cappy In A Haystack from her. Also speak to N.I.R.A., the Nuka-Cola shaped Protectron patrolling the outside of the marketplace, just outside of Cola-Cars Arena to get the Precious Medals quest.

8 Take Note Of Star Cores And Inaccessible Areas

Many nuka-world areas are off limits at first.

Fallout 4 Star Control Star Cores

  • Pick up Star Cores whenever possible

When initially setting out, it will quickly become obvious to the player that many of the areas and features of Nuka-World aren't available due to power being off in the entire park. There are a handful of these locations, often barred by a terminal that must be powered. Make sure to take note of them and come back later after the Power Play quest is finished.

It's also very important to keep an eye out for these circuit board items that glow red. They can be found randomly in various parks and even outside Nuka-World in the desert. These are Star Cores , and will be extremely handy at a later time in the game, so keep an eye out for that while on the tour to avoid having to come back and recheck all the parks.

7 Bring A Follower

Two guns are better than one.

Fallout 4 Porter Gage

  • Having a companion to shoot and carry loot is extremely helpful

In terms of difficulty, Nuka-World is absolutely no joke. Players who arrive here at only level 30 or slightly above will definitely have a bit of a hard time, as many of the enemies are very strong and deal tons of damage. That being said, it's not an impossible task to finish the DLC that early on.

The parks that need to be freed especially are filled to the brim with dangerous critters, so bringing a follower along is a good idea. In particular, Porter Gage is an excellent choice for those going for a raider storyline. Otherwise, a tanky character like Paladin Danse will serve a player great .

6 Visit Bradberton First

Loot here can impact the entire dlc.

Fallout 4 Bradberton Town In Nuka-World

  • Bradberton is northeast of the parks

Before wandering into any of the parks, it's recommended to explore the outside of Nuka-World, if not for the loot then for the sake of interesting side quests . Namely, there's the town of Bradberton located northeast of the park itself, which is overrun by ghouls but has a few nice spots for some random loot.

Fallout-4-Most-Exceedingly-Rare-Items-In-The-Game

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It's also a good idea to come here to grab a holotape off of a ghoul woman's corpse. Rachel will be located around the middle of the town, in a lit-up rundown house. Her story will shed some light into the situation at Kiddie Kingdom and will help the player with Oswald later on.

5 Start With Dry Rock Gulch

Face bloodworms instead of nukatrons.

Fallout 4 Dry Rock Gulch Aerial View

  • The enemies here are not as tough as other parks

If the difficulty of the parks is a major problem, then the best way to go about starting The Grand Tour is to start with the easiest. Dry Rock Gulch is the least deadly out of the five parks, and features mostly bloodworms and other insects that are very easy to deal with.

After Dry Rock Gulch, the easiest is Kiddie Kingdom. The remaining three parks are roughly similar in difficulty, with the World of Refreshment and the Nuka-Cola bottling plant being slightly easier than Safari Adventure and Galactic Zone.

4 Kiddie Kingdom: Prepare For Rads

Ghouls defend this park with radiated mist.

Fallout 4 Kiddie Kingdom Aerial View

  • Bring Rad-X or wear Power Armor

Kiddie Kingdom might not be difficult in terms of its enemies, since it's basically just filled with painted ghouls that are easy enough to deal with. They can be a bit annoying to fight in groups, but overall, this shouldn't be a major issue for a level 30 character.

The main problem with Kiddie Kingdom is the radiation fog that lingers all over it. This means packing RadAway, Rad-X or even a hazmat suit which provides +1000 rad resistance might be a smart idea. A power armor will also serve the player well in this area to counter the abundance of radiation.

3 Bottling Plant: Mirelurks And Power Armor

The nuka cola river has mutated mirelurks here.

Fallout 4 World Of Refreshment Inside With Mirelurk

  • An easier early area that's nice to be done with

Among the three hardest parks, the World of Refreshment and the outside area of the Bottling Plant is probably the easiest. It's pretty irritating to deal with, however, since the Mirelurks around here are much stronger due to living in the turquoise Quantum River that flows through the area.

Fallout 4 Battle Mirelurk Brotherhood of Steel

Cosmic Contrarian returns to simulate a battle in Fallout 4! This time, it's 10,000 mirelurks rising up against 500 Brotherhood of Steel knights on a beach.

Moreover, the Mirelurk Kings and the Mirelurk Queen found outside in the back of the plant are very tough to deal with, so any unique weapons that deal extra damage to these critters is a good idea, as is a shotgun for close range. Make sure to explore the roof of the building well in order to find the password to a terminal that unlocks the unique Nuka-Cola power armor.

2 Safari Adventure: Take Cito And A Shotgun

Deadly gatorclaws await the sole survivor here.

Fallout 4 Cito From Safari Adventure

  • Having two companions is immensely helpful against the unique enemies here

Safari Adventure is the second or most difficult out of the parks, depending on the type of character build the player has. This park is completely infested by Gatorclaws, which are basically slightly modified Deathclaws with a lizard-like head.

The best way to get through this area is to ask Cito to come along and help. This essentially means the player can have two followers, making the task at hand ten times easier. A good shotgun and some power armor will also work wonders against Gatorclaws that love fighting at close range.

1 The Galactic Zone: Watch Out For Nukatrons

Robots and turrets are the main threats here.

Fallout 4 Nukatron

  • Upgraded versions of robots serve as the enemies in the Galactic Zone

The Galactic Zone is probably the hardest, again depending on the strengths and weaknesses of the player's build. What gives the robots that infest this area an edge is their sturdiness against weapons, as well as their powerful energy attacks. The Nukatrons in particular are absolutely devastating if not killed quickly.

There are also a few powerful sentry bots and a whole host of Novatrons, an alternate version of the classic Assaultron. The best way to get through here is to focus on the body of most robots, since Protectrons in particular don't take headshot damage and are weaker in their middle.

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How To Complete Each Nuka-World Achievement

Fallout 4 guide hub: weapons, armor, quest walkthroughs, tips, & more, details everyone missed in nuka-world.

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Fallout 4: Nuka-World 'The Grand Tour' walkthrough

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Table of contents

  • Quest steps

Secure Nuka-World's Bottling Plant

Secure safari adventure, secure kiddie kingdom, secure dry rock gulch, secure galactic zone.

The goals of this quest are to expand the territory for the gangs, secure the parks beyond the walls of Nuka-Town USA and then decide which gangs will occupy the territories permanently. Claiming an area for a raider gang raises your favor with them. There's no way, however, to be entirely fair to the three groups. At the conclusion of the main quest, you will receive two of three possible perks based on your preference between the gangs.

best gang assignments nuka world

Travel to the marked location on your map. Complete the location quest A World of Refreshment. Expect to find a new mutated breed of mirelurks, nukalurks, assaultrons and a nukalurk queen.

best gang assignments nuka world

Travel to the marked location on your map. Complete the location quest Safari Adventure. Expect to fight a lot of gatorclaws, a new deathclaw-like hybrid.

best gang assignments nuka world

Expect a constant influx of radiation from water misters that someone has tampered with to to spray highly radioactive water. You'll also have to put down a lot of feral ghouls of the common and legendary variety.

best gang assignments nuka world

Travel to the marked location on your map. Complete the Star Control side quest. Expect laser turrets and a variety of robots including nukatron defenders, eyebots, Mr. Frothys that spray highly irradiated gas and protectrons.

Once you've secured all of Nuka-World for the gangs, return to Gage to complete The Grand Tour and start Home Sweet Home.

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  • Fallout 4: Nuka-World Best Gang - Which Is Best?

Image of raider faction leaders

Ah, Nuka World, where the drinks run cold and so does the blood. It really is a unique place. I mean yeah on one hand you have the rides and the lights and the arcade games, but on the other hand, there are a bunch of raider gangs hanging corpses up as decoration! 

Having said that, these aren’t just any hanging corpses, they can be your hanging corpses! Whoever said that being bad doesn’t get you nice things! As overboss in Nuka World, you have the ability to decide the fate of Nuka World’s slaves and Nuka World’s three raider factions, so no pressure!

My mission today is to give you all the information you need to know about Nuka World’s gangs so that you can make the big decisions with a little bit of background on these lovely raider factions.

Getting To Nuka World:

Fallout 4 Nuka World DLC - How To Start And Get To Nuka World!

The three gangs in Nuka World are The Pack, The Operators, and The Disciples. Needless to say, these are not the sort of people the lone wanderer would usually have much to do with. But this DLC gives you the ability to dip your toe into the pool of possibilities and not only join the raider ranks, but lead them!

Before you get to meet the raider gangs you first have to get to Nuka World. Getting there is easy, getting there alive proves to be a bit of a challenge.

Start this quest by opening up your Pip-Boy and scrolling over to the radio section, you will see a new station called Nuka-Cola Family Radio. Listen to the broadcast and you will begin the quest All Aboard. Your Pip-Boy will update and guide you to Nuka World Transit Center.

Upon finding the Nuka World Transit Center, (Located a little west of  Lonely Chapel). You find that it’s overrun by Gunners, These guys also picked up the radio signal and have come to try and loot the place. 

Take out the Gunners and head inside the station. The first thing you see when you enter the building is an ‘injured man’ named Harvey, he’s faking it. You can find this out by either passing a speech check, being overly nice to him or by finding out the hard way by hopping on the train to Nuka World without any insight into what you are in for.

Long story short, Harvey is a prisoner, enslaved by the raiders at Nuka World. He has been sent out to lure people to Nuka World to either be killed or enslaved by the raiders.

Nuka World Transit Center

The Gauntlet:

Get Through the Gauntlet in Fallout 4 Nuka-World

As you travel to Nuka World, you are greeted with a beautiful view of a run-down theme park! Before you have a chance to soak it all in,  you are berated by a voice on a speaker. You have just become the newest contestant on the Gauntlet. A maze of enemies, explosives, and traps, such fun! 

When the monorail pulls into the station the terror begins. Raiders, robots, and radioactive waste line your path. Fight your way through and you will end up in the Cola-Cars Arena.

Just before you enter the arena itself, you are spoken to by Porter Gage (The Overboss’s right-hand man). As it turns out, the current Overboss isn’t very popular and Gage wants him gone. He lets you know that Colter (Current Overboss) isn’t going to fight fair, he uses electrified Power Armor. Making him untouchable. 

However, Gage informs you of a weakness. A squirt gun! Use the squirt gun on Colter and it zaps his electric power for a few seconds, allowing you to inflict damage.

Cheating Boss Colter

Other NPCs:

There are so many unique characters in this DLC, some crucial, others, not so much. So here is a rundown of Nuka World NPCs. (Only the ones that have a use!):

  • Aaron Corbett - Captive merchant
  • Brett Dunmore - Merchant
  • Cito - Can help you get through the Safari Adventure questline
  • Cora - Merchant
  • Colter - Former Overboss (The one you killed!)
  • Dara Hubbell - Leader of the Hubologists
  • Dixie -  High ranking Disciples member
  • Fritsch - Arcade manager
  • Evan - Tribute to Fallout fan who passed away
  • John-Caleb Bradberton - Nuka Cola inventor
  • Katelyn Alden - Merchant
  • Lauren Plummer - Captive merchant
  • Lizzie Wyath - High ranking member of The Operators
  • Mackenzie Bridgeman - Captive merchant
  • Maddox - Captive merchant
  • Mags Black - Leader of the Operators
  • Mason -  Leader of the Pack
  • Maurice Turner, Phill Roller, Rolanda Hooper, Tula Spinney - Hubologist weirdos 
  • Nisha - Leader of the Disciples 
  • Porter Gage - Your right-hand man 
  • Red Eye - Nuka World’s radio DJ
  • Savoy - High ranking Disciples member
  • Shank - Instructs you to take over the commonwealth
  • Shelbie Chase - Captive merchant
  • Sinner -  Commonwealth raider leader 
  • William Black - Co-leader of the Operators

Now we know how to get there, how to beat Colter, and a little more about Nuka world's residents. So let's get to know the raider factions

The Disciples:

Nuka World Part 4: Meeting The Disciples at Fizztop Mountain - Fallout 4 Lore

Faction Leader - Nisha:

The Disciples are ruled by Nisha, a true cold-blooded killer. Her gang is located inside Fizztop Mountain (Just as the base of the building). Nisha isn’t a big fan of being told what to do, this includes whatever you want from her as Overboss. You can often hear her and her gang dropping the occasional comment about killing you. Needless to say, she's not your biggest fan.

You can build up some respect from her by giving her and her gang locations throughout Nuka World and the commonwealth, so they can expand their reach.

If you decide to give this gang a decent slice of land and power then they will reward you with the perk Chosen Disciple. This perk restores 25% of your action points when killing using a melee weapon. Not bad if you are a melee build.

Nisha - Raider Faction Leader

The Operators:

Faction Leaders - Mags and William Black:

The Operators are the most ‘civilized’ of the gangs. Don’t get me wrong, they are still brutal killers, but they go about it in a more professional way, make of that what you will!

The faction is led by Mags Black and her brother William Black. This faction cares about one thing and one thing only, Caps! Keep these guys happy by giving them locations to expand their group and generate more caps. 

If you decide to keep these guys happy then you will be rewarded with the perk Ace Operator. This perk allows you to deal 25% more damage when using silenced weapons, whilst also being 10% less visible when sneaking in the shadows. So pretty damn good if you ask me!

Mags - Raider Faction Leader

Faction Leader - Mason:

Mason is the leader of the Pack,  he looks like a deranged Conor McGreggor! So probably not wise angering him! As the name suggests, the Pack stick together and are very loyal to one another, they also live and behave a bit like wild beasts. Although these guys aren’t as civilized as the Operators, they look after their own and respect the hierarchy. Just like the other two factions, give them land to gain favor.

Keeping Mason and the Pack happy gives you the perk Pack Alpha. This is a very powerful perk as it gives you a 25% increase to your damage resistance, and also allows you to deal 25% more damage when fighting using melee attacks or with your fists.

Mason - Raider Faction Leader

So Who’s The Best:

Nuka World gives the sole survivor a lot of decisions to make. So it can be tough to choose. No matter what you choose, one of the factions will turn against you. So out of the three possible perk rewards, you will only be able to get two of them. 

Since these are raider gangs who capture and kill innocent people, the morality behind the decision is non-existent. Whatever you choose, raiders will be raiders.

So make the decision based on your character’s build. I side with the Pack and the Operators, this is because I like the sneaky approach. Being able to deal 25% more damage with silenced weapons and 25% more damage with a melee weapon suits my build perfectly. Plus Nisha was rude to me on my first play-through. So I hold a bit of a grudge against her!

Honorable Mention:

 Putting the gangs aside, there is another ‘faction’. I use the term faction loosely. They are more of a collective of idiots! These are the Hubologists, a cult for people who believe in some sort of mystical higher power. 

They think that they can get to their extraterrestrial higher beings via a spaceship ride located on the outskirts of Nuka World.

You can choose to help them achieve their goal, sort of. Alternatively, you can rig the ride and kill them all. 

Hubologists

Quickfire Bonus Facts:

  • This DLC came with its own magazine collection scattered throughout Nuka World, so go out there and find all the copies!
  • By collecting all the star cored you can get the Quantum X-01 power armor in the Galactic Zone
  • Inside the Disciples hideout located on top of the building is a small reference to Star Wars, it’s a min Han Solo in concrete!
  • Once you have brought back power to Nuka World, you can actually ride the rides!
  • Passing a speech check upon meeting Mason gives you The Problem Solver, (Handmade rifle type of gun)
  • Get enough tickets in Nuka-Cade and you can trade them in for some awesome rewards, some of them are one-of-a-kind items!
  • Once you restore power to Nuka World you can enter a previously inaccessible area in Dry Rock Gulch
  • Keep repeating the quest Amoral Combat to fight off threats to your power and unlock the Aeternus weapon, (Special Gatling Laser)
  • If you arrive dressed as The Silver Shroud then you can unlock unique dialogue pieces in various areas of the park

And with that it's time to wrap up. Thank you for joining me on a journey through the raider factions. Have fun, good luck and go raiders!

You may also be interested in:

  • Fallout 4: Nuka-World Best Weapons (And How To Get Them)
  • Fallout 4: Nuka-World Best Endings - All Endings Explained

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best gang assignments nuka world

  • Fallout 4: Nuka-World Best Gang - Which Is Best?

Image of raider faction leaders

Ah, Nuka World, where the drinks run cold and so does the blood. It really is a unique place. I mean yeah on one hand you have the rides and the lights and the arcade games, but on the other hand, there are a bunch of raider gangs hanging corpses up as decoration! 

Having said that, these aren’t just any hanging corpses, they can be your hanging corpses! Whoever said that being bad doesn’t get you nice things! As overboss in Nuka World, you have the ability to decide the fate of Nuka World’s slaves and Nuka World’s three raider factions, so no pressure!

My mission today is to give you all the information you need to know about Nuka World’s gangs so that you can make the big decisions with a little bit of background on these lovely raider factions.

Getting To Nuka World:

best gang assignments nuka world

Fallout 4 Nuka World DLC - How To Start And Get To Nuka World!

The three gangs in Nuka World are The Pack, The Operators, and The Disciples. Needless to say, these are not the sort of people the lone wanderer would usually have much to do with. But this DLC gives you the ability to dip your toe into the pool of possibilities and not only join the raider ranks, but lead them!

Before you get to meet the raider gangs you first have to get to Nuka World. Getting there is easy, getting there alive proves to be a bit of a challenge.

Start this quest by opening up your Pip-Boy and scrolling over to the radio section, you will see a new station called Nuka-Cola Family Radio. Listen to the broadcast and you will begin the quest All Aboard. Your Pip-Boy will update and guide you to Nuka World Transit Center.

Upon finding the Nuka World Transit Center, (Located a little west of  Lonely Chapel). You find that it’s overrun by Gunners, These guys also picked up the radio signal and have come to try and loot the place. 

Take out the Gunners and head inside the station. The first thing you see when you enter the building is an ‘injured man’ named Harvey, he’s faking it. You can find this out by either passing a speech check, being overly nice to him or by finding out the hard way by hopping on the train to Nuka World without any insight into what you are in for.

Long story short, Harvey is a prisoner, enslaved by the raiders at Nuka World. He has been sent out to lure people to Nuka World to either be killed or enslaved by the raiders.

Nuka World Transit Center

The Gauntlet:

best gang assignments nuka world

Get Through the Gauntlet in Fallout 4 Nuka-World

As you travel to Nuka World, you are greeted with a beautiful view of a run-down theme park! Before you have a chance to soak it all in,  you are berated by a voice on a speaker. You have just become the newest contestant on the Gauntlet. A maze of enemies, explosives, and traps, such fun! 

When the monorail pulls into the station the terror begins. Raiders, robots, and radioactive waste line your path. Fight your way through and you will end up in the Cola-Cars Arena.

Just before you enter the arena itself, you are spoken to by Porter Gage (The Overboss’s right-hand man). As it turns out, the current Overboss isn’t very popular and Gage wants him gone. He lets you know that Colter (Current Overboss) isn’t going to fight fair, he uses electrified Power Armor. Making him untouchable. 

However, Gage informs you of a weakness. A squirt gun! Use the squirt gun on Colter and it zaps his electric power for a few seconds, allowing you to inflict damage.

Cheating Boss Colter

Other NPCs:

There are so many unique characters in this DLC, some crucial, others, not so much. So here is a rundown of Nuka World NPCs. (Only the ones that have a use!):

  • Aaron Corbett - Captive merchant
  • Brett Dunmore - Merchant
  • Cito - Can help you get through the Safari Adventure questline
  • Cora - Merchant
  • Colter - Former Overboss (The one you killed!)
  • Dara Hubbell - Leader of the Hubologists
  • Dixie -  High ranking Disciples member
  • Fritsch - Arcade manager
  • Evan - Tribute to Fallout fan who passed away
  • John-Caleb Bradberton - Nuka Cola inventor
  • Katelyn Alden - Merchant
  • Lauren Plummer - Captive merchant
  • Lizzie Wyath - High ranking member of The Operators
  • Mackenzie Bridgeman - Captive merchant
  • Maddox - Captive merchant
  • Mags Black - Leader of the Operators
  • Mason -  Leader of the Pack
  • Maurice Turner, Phill Roller, Rolanda Hooper, Tula Spinney - Hubologist weirdos 
  • Nisha - Leader of the Disciples 
  • Porter Gage - Your right-hand man 
  • Red Eye - Nuka World’s radio DJ
  • Savoy - High ranking Disciples member
  • Shank - Instructs you to take over the commonwealth
  • Shelbie Chase - Captive merchant
  • Sinner -  Commonwealth raider leader 
  • William Black - Co-leader of the Operators

Now we know how to get there, how to beat Colter, and a little more about Nuka world's residents. So let's get to know the raider factions

The Disciples:

best gang assignments nuka world

Nuka World Part 4: Meeting The Disciples at Fizztop Mountain - Fallout 4 Lore

Faction Leader - Nisha:

The Disciples are ruled by Nisha, a true cold-blooded killer. Her gang is located inside Fizztop Mountain (Just as the base of the building). Nisha isn’t a big fan of being told what to do, this includes whatever you want from her as Overboss. You can often hear her and her gang dropping the occasional comment about killing you. Needless to say, she's not your biggest fan.

You can build up some respect from her by giving her and her gang locations throughout Nuka World and the commonwealth, so they can expand their reach.

If you decide to give this gang a decent slice of land and power then they will reward you with the perk Chosen Disciple. This perk restores 25% of your action points when killing using a melee weapon. Not bad if you are a melee build.

Nisha - Raider Faction Leader

The Operators:

best gang assignments nuka world

Nuka World Part 5: Meeting the Operators - Mags & William Black in the Parlor - Fallout 4 Nuka World

Faction Leaders - Mags and William Black:

The Operators are the most ‘civilized’ of the gangs. Don’t get me wrong, they are still brutal killers, but they go about it in a more professional way, make of that what you will!

The faction is led by Mags Black and her brother William Black. This faction cares about one thing and one thing only, Caps! Keep these guys happy by giving them locations to expand their group and generate more caps. 

If you decide to keep these guys happy then you will be rewarded with the perk Ace Operator. This perk allows you to deal 25% more damage when using silenced weapons, whilst also being 10% less visible when sneaking in the shadows. So pretty damn good if you ask me!

Mags - Raider Faction Leader

Nuka World Part 6: Mason & The Pack - Plus, The Problem Solver - Fallout 4 Nuka World Lore

Faction Leader - Mason:

Mason is the leader of the Pack,  he looks like a deranged Conor McGreggor! So probably not wise angering him! As the name suggests, the Pack stick together and are very loyal to one another, they also live and behave a bit like wild beasts. Although these guys aren’t as civilized as the Operators, they look after their own and respect the hierarchy. Just like the other two factions, give them land to gain favor.

Keeping Mason and the Pack happy gives you the perk Pack Alpha. This is a very powerful perk as it gives you a 25% increase to your damage resistance, and also allows you to deal 25% more damage when fighting using melee attacks or with your fists.

Mason - Raider Faction Leader

So Who’s The Best:

Nuka World gives the sole survivor a lot of decisions to make. So it can be tough to choose. No matter what you choose, one of the factions will turn against you. So out of the three possible perk rewards, you will only be able to get two of them. 

Since these are raider gangs who capture and kill innocent people, the morality behind the decision is non-existent. Whatever you choose, raiders will be raiders.

So make the decision based on your character’s build. I side with the Pack and the Operators, this is because I like the sneaky approach. Being able to deal 25% more damage with silenced weapons and 25% more damage with a melee weapon suits my build perfectly. Plus Nisha was rude to me on my first play-through. So I hold a bit of a grudge against her!

Honorable Mention:

best gang assignments nuka world

The Hubologists of Nuka World - Fallout 4 Lore

 Putting the gangs aside, there is another ‘faction’. I use the term faction loosely. They are more of a collective of idiots! These are the Hubologists, a cult for people who believe in some sort of mystical higher power. 

They think that they can get to their extraterrestrial higher beings via a spaceship ride located on the outskirts of Nuka World.

You can choose to help them achieve their goal, sort of. Alternatively, you can rig the ride and kill them all. 

Hubologists

Quickfire Bonus Facts:

  • This DLC came with its own magazine collection scattered throughout Nuka World, so go out there and find all the copies!
  • By collecting all the star cored you can get the Quantum X-01 power armor in the Galactic Zone
  • Inside the Disciples hideout located on top of the building is a small reference to Star Wars, it’s a min Han Solo in concrete!
  • Once you have brought back power to Nuka World, you can actually ride the rides!
  • Passing a speech check upon meeting Mason gives you The Problem Solver, (Handmade rifle type of gun)
  • Get enough tickets in Nuka-Cade and you can trade them in for some awesome rewards, some of them are one-of-a-kind items!
  • Once you restore power to Nuka World you can enter a previously inaccessible area in Dry Rock Gulch
  • Keep repeating the quest Amoral Combat to fight off threats to your power and unlock the Aeternus weapon, (Special Gatling Laser)
  • If you arrive dressed as The Silver Shroud then you can unlock unique dialogue pieces in various areas of the park

And with that it's time to wrap up. Thank you for joining me on a journey through the raider factions. Have fun, good luck and go raiders!

You may also be interested in:

  • Fallout 4: Nuka-World Best Weapons (And How To Get Them)
  • Fallout 4: Nuka-World Best Endings - All Endings Explained

best gang assignments nuka world

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  • Page 1 of 3
7 years ago#1
7 years ago#2
7 years ago#3
7 years ago#4
(Topic Creator)7 years ago#5


lol
7 years ago#6
7 years ago#7



lol

Lol
(Topic Creator)7 years ago#8



Yea, that's how I felt, I want to feel like a real raider badass, the Operators seem cool, but they don't really give off that "raider" feel. I'm still torn though. I mean from a real life perspective it would seem idiotic to toss the Operators with them being as productive and organised compared to the other gangs.
7 years ago#9


My first run through NW I went with this for pretty much the same reasons. Although it was weird not to have Dixie and Savoy by Nisha's side. I'm sure any 2 groups you side with will seem to get along through the ending conversation. I don't know, can anyone confirm if you have to kill Mags and William at the plant?
7 years ago#10

I decided to go with the Disciples and the Operators, so I'm not sure how the Pack would have handled things. The Pack pushed me over the edge with their dog fighting cage bulls***. The Disciples didn't seem much better than the Pack, but it just ended up that way.

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Fallout Wiki

Nuka-World raiders

The Nuka-World raiders is the name given to an alliance of powerful raider gangs that was organized by Colter and Porter Gage , with the former serving as the overboss, with the ultimate goal of taking over Nuka-World and building a raider empire.

  • 1 Background
  • 2.1 The Pack
  • 2.2 Disciples
  • 2.3 Operators
  • 3 Technology
  • 4 Interactions with the player character
  • 5 Notable members
  • 7 Appearances

Background [ ]

The "alliance" boils down to more of a non-aggression pact, shaky and prone to infighting, mainly due to the fact that they spent over a year in Nuka-Town together in proximity, without any hope of expanding their respective territories in the park. They do all share a common goal, one of the very few things that have kept them together for so long: to claim Nuka-World for their own. Because of this unstable relationship bordering on full-blown war, due in large part to Colter's ineptitude and unwillingness to follow through on his responsibilities as overboss, Gage has been plotting with the leaders of the gangs to overthrow Colter and replace him with whoever killed him.

The Gangs [ ]

The pack [ ].

The Pack

The hierarchy of the Pack is based on the hierarchal structure of some social animals, with the leader being referred to as the "alpha." The Pack strictly follows the rule of "survival of the fittest," though to a less extreme than the Disciples. Like with certain animals, such as peacocks, they use their colorful and outlandish looks to boast to each other and the other gangs. It is common, even expected, for members to challenge the reigning alpha to win the title, which ends with the winner remaining or reigning, as the dominant of the Pack. This usually means that the alpha is the most violent member of the Pack, but not necessarily the most capable leader.

As Pack law forbids the killing of other members, the losers are generally publicly shamed and then exiled. Pack members are identifiable by their colorful outfits and bizarre face paints, with most members wearing masks depicting animals. As of 2287, the current alpha of the Pack is Mason .

The Pack feeds the carnivorous animals they keep with human remains, both slave & settler; evidence for this can be found in the Nuka-Town backstage , with a Pack-owned yao guai sleeping in a cage surrounded by the mauled corpses of various settlers.

Disciples [ ]

Disciplies

In criminology terms, the Disciples' common driving factor is the act of "thrill killing," meaning that they are bloodthirsty and sadistic just because they can be. The Disciples are more similar to the raiders encountered in the Commonwealth than the Operators and the Pack due to their extreme bloodlust and amorality, as best exemplified with member Dixie .

Their base in the hollow structure of Fizztop Mountain is filled with dismembered corpses and heavy gore. Since Nisha became their leader, and even created the name "The Disciples." They follow the natural way of the world: "Kill or be killed," i.e. "survival of the fittest," though to a higher extreme than the Pack. The only rule they agree with is "Don't get caught."

The Disciples are pretty much free to do as they please, including killing members of the other raider gangs, as long as they aren't found out; leaving behind evidence that trails back to the Disciples may lead to disciplinary measures taken from within, which generally means the offending Disciple is killed and disposed of, usually by Nisha herself.

The Gauntlet , the only entrance into Nuka-World, was built by the Disciples as a suggestion by Porter Gage as a way of keeping them placated while waiting for Colter to follow up with the alliance's plans of taking over Nuka-World.

The majority of Disciples are women, though not exclusively, with Nisha 's enforcer Savoy being and example of a male Disciple. All Disciples wear face-covering masks.

Operators [ ]

Operator

The Operators can be more easily classified as an organized crime group, as their main motivation for the alliance is the acquisition of caps and making a profit.

They are seen as less bloodthirsty than the Disciples and the Pack, with more functional outfits compared to the outlandish garb of their counterparts, which typically consists of armor designed like formal dress wear adorned with large ammo belts, slung over the shoulders bandolier-style and/or wrapped like a belt around the waist. They are also known to have a more approachable, reasonable demeanor, as demonstrated by their leader Mags Black , an attitude that puts her at frequent odds with her more abrasive second-in-command and brother, William .

If it can make a bunch of caps, it is very likely the Operators are involved one way or another, although even as they are focused on the profit, they are never to be underestimated in combat.

Technology [ ]

All three gangs are significantly better armed and armored than their Commonwealth counterparts . Each group utilizes a variation of a high-quality, handmade rifle as their primary weapon.

Additionally, the Disciples occasionally wield their own custom blade as well as a modified .44 pistol , while the Pack use colored baseball bats and sledgehammers as their melee weapons of choice. Each gang also wears its own custom armor which tends to reflect their characteristics. These armor sets are superior even to combat and synth armor .

Each gang possesses a stockpile of shock collars , which they use to keep their slave laborers and merchants under control.

The Pack appears to have a great deal of knowledge about many wasteland creatures, including the domestication of yao guai . This knowledge is further demonstrated with the creation of their predator grenades .

Interactions with the player character [ ]

The Nuka-World raiders will be under the control of the Sole Survivor if they agree to become overboss. The gangs will each offer the overboss benefits to acquire territory in Nuka-World's attraction hubs, as well as control over outposts and settlements in the Commonwealth.

After the finishing laying the foundation for the budding raider empire in Nuka-World and the Commonwealth during the respective quests the Grand Tour and Home Sweet Home , a dispute will inevitably break out in Nuka-World during the quest Power Play , with the least-favored gang attempting to overthrow the established order, but being disposed of by the overboss and the other gangs, leaving one of the gangs decimated and disorganized, and the remaining two loyal to the overboss.

Members of the Nuka-World raiders can then be found on patrol in the Commonwealth, collecting slaves and caps to bring back to Nuka-World. The gang bosses can give the overboss missions to increase their power in the Commonwealth and defend their standing in Nuka-World.

The Sole Survivor has the option to decide to eradicate the alliance by starting the quest Open Season . The gang leaders are killed and the whole park will turn against them, without any hope of reparation.

Notable members [ ]

  • Overboss Colter
  • Porter Gage

Mentioned

  • Mason (Pack)
  • Mags Black (Operators)
  • William Black (Operators)
  • Lizzie Wyath (Operators)
  • Nisha (Disciples)
  • Dixie (Disciples)
  • Savoy (Disciples)
  • The raiders appear to be each tied to their own faction, thus killing one type of raider does not necessarily turn those nearby from other factions hostile.
  • Certain Nuka-World raiders can be executed in plain sight without turning others in the area hostile. One example is the raider in front of Cappy's Cafe , who is in a conversation expressing his doubt about the Sole Survivor as the new overboss. Killing him in front of his conversational partner incurs no repercussions.

Appearances [ ]

The Nuka-World raiders appear in the Fallout 4 add-on Nuka-World .

 ·  ·  ·
 ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·
 · (  ·  · )
  • 1 Vault-Tec bobblehead (Fallout 4)
  • 2 Fallout 4 perks
  • 3 The Ghoul

best gang assignments nuka world

Originally posted by =EGC= _Nite_ : I like operators perk the best it increases damage on stealth kills which you really need for higher level when weapons become weaker

best gang assignments nuka world

Originally posted by =EGC= _Nite_ : Originally posted by Tavman (4) : Unfortunately from what I've read, the Pack has the better perk.

best gang assignments nuka world

Originally posted by Tavman (4) : Originally posted by =EGC= _Nite_ : I like operators perk the best it increases damage on stealth kills which you really need for very high player level when weapons become weaker also if ya didn't know you can be friends with 2 outta 3 gangs if ya balance them right by doing 2/2/1 on grand tour mission and 1/1/1 on home sweet home mission and have 2 outta the 3 perks that way

best gang assignments nuka world

Originally posted by Ouroboros : Galaxy Zone and Bottling Plant: Operators, bc tech and money Dry Rock: Disciples bc idgaf bout em Safari and Kiddie Kingdom: Pack, both were filled with filthy animals before the bombs dropped. Why not after?

best gang assignments nuka world

Originally posted by Firerodan16 : Galaxy Zone:Operators Dry Rock:Disciples Safari Adventure:Pack Bottling Plant:Operators(though they whine there arent as much bottlecaps there as they thought there would be) Kiddie Kingdom:Pack(CAUSE WHY NOT!?!??!?!)

best gang assignments nuka world

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  • Walkthrough *

14. Fallout 4 DLC: Nuka World

Listen to radio signal, and head to Nuka transit center on west of map. Fight off the Gunnars that are protecting the area, and then head down the escalator at the south end into the transit center. Speak to Harvey who is injured. could play out multiple ways, but you will get a code for the control terminal. this will restore power to the monorail train. board the train and activate the controls to head to nuka world.

You will be on an automatic trip into Nuka World, Gauge will introduce himself to you over the PA system, and suggest you won't last long. he's interested in meeting you if you do though. Once you arrive the quest will finish.

An Ambitious Plan

After emerging from the Cola-cars Arena you'll have an objective to speak to Gage at the top of Fizztop Mountain. You'll find yourself in Nuka-town USA, where you can meet a few roaming raiders and also meet N.I.R.A.. Between some N.I.R.A. and some other NPCs, you may pick up some side quests as you head towards Fizztop Mountain, but for now let's focus on getting to Gage. Once you arrive at the mountain, don't head in the front door, and instead summon down the elevator outside and ride up to the top.

Luxury for a raider

You'll meet Gage again, and he will explain your role in his plans to unify the gangs again. You'll receive new quest objectives to speak to the leaders of the Disciples, the Operators and The Pack. Gage has a lot more info to pass on, but you can get going whenever you're ready. The Disciples are the first and easiest to reach, being located in the main interior of Fizztop Mountain. Head in to the mountain and you'll meet Nisha, the leader of the Disciples. This meeting really just serves as an introduction, so whether you suck up to her and her gang, or just dismiss their proclaimed superiority, it doesn't really matter. After wrapping up the conversation, Nisha will likely offer you a side quest if you want to help out her gang. These are radiant quests that every gang will offer, and they are related to one achievement. For now, take the quest, and I'll offer more details further below.

Head on to The Parlour and meet Mags Black, the leader of the Operators. Again, another introduction where you can buy into their beliefs, or dismiss Mags' plans. She will also offer up a quest to help out her gang. Finally, head on over to the Pack and meet their leader Mason. This introduction follows a similar pattern, however if you can pass a few tough speech checks with Mason, he'll hand over the unique weapon The Problem Solver. He'll also offer up a Pack side quest which you can grab too. After meeting all 3 leaders, the quest objective will direct you back to Gage, but let's first work on these side quests.

(Side Quests) Nuka-World Gangs

The achievement Raiding for a Living requires that we complete 12 separate radiant quests for the different Nuka-World gangs. It's best to get this out of the way early, as decisions later on could potentially make this missible. It is unfortunately a little tedious, but that's achievements for you. Each gang leader will offer up one quest at a time. All of these quests take place in the Commonwealth, so it makes sense to grab 3 at a time (1 from each gang) and then travel to the Commonwealth. This means you'll only need to make 4 return trips to unlock the achievement.

The quests are radiant, so they follow a similar pattern. You'll typically be doing one of the following:

  • Locating a target and fitting a shock collar to them
  • Locating a target and killing them
  • Meet with gang members and secure/defend a cache of supplies

Now the target for each of these are random, and could potentially be against a faction that you have otherwise good relations with (Minutemen, Brotherhood, etc.). If that is the case, don't hesitate to reject the quest when first being offered it. You can then immediately talk to the gang leader again to acquire a new one. It will also often be the case that the target for killing or placing a collar will be a random NPC located in Diamond City. This adds the additional complexity of trying to avoid pissing off the local guards. You can just refuse these (you'll have an idea it's one of these targets when the quest giver says the target is "a nobody" or "someone you don't need to worry about"), or you can accept them, and lead the target away from Diamond City before placing the collar or killing them. This does take a little longer though and can be difficult at times.

Whatever approach you take, make sure to accept all 3 quests, then head to the Commonwealth. Complete your assignments, before travelling back and turning them in to each gang leader. As you turn them in, you can then immediately take on another quest. Once you've completed this process four times, you'll have turned in 12 quests total, unlocking the following achievement:

Complete 12 quests for any Nuka-World Raider Gangs

Raiding for a Living

With the tedious side quests out the way, we can return to Nuka-World for good and continue on with the main quest. Head back to the Fizztop Grille and speak to Gage. Update him on your introduction to each gang and he'll explain the next part of his plan. He wants you to enter each of the separate parks that make up Nuka-World and plant a flag denoting which gang will occupy the area permanently. He'll also offer himself up as a companion, so feel free to take advantage of his assistance if you want to. Ending the conversation will end the quest, and trigger the next one.

The Grand Tour

Nuka-Cooler - Galactic Zone (Outside)

Nuka-Void - Galactic Zone (Theater)

Nuka Sunrise - Dry Rock (Theater)

Nuka Xtreme - Dry Rock (Theater)

Nuka Rush - Safari Adventure (Welcome Center)

World of Refreshment - nukalurks and assaultrons inside

Scav #3 - house of fun

Nuka-Lixir - House of Fun

Nuka-Berry - Theater

Home Sweet Home

After informing Gage that all areas of Nuka-World are back under raider control, he'll suggest that the time is right to expand into the Commonwealth. He'll point you to Shank, who can be found in Nuka-Town USA. Shank will detail

With the story quests over, let's take a look at the remaining achievements in the DLC. Thankfully, we've made some progress towards a few of them, but there's a little more to do still.

SCAV! Magazines

First let's clean up the SCAV! magazines. We located issues #1 and #3 during the DLC quests, but there's still 3 more to track down.

Issue #2 can be found in the Nuka-World Junkyard, which is on the edge of the map, directly west of Nuka-Town USA. At the junkyard, head inside the barn on the north side and make your way to the top floor. There's a couple of robots here to deal with, but they're easily defeated. On the top floor you'll find issue #2 on a desk.

SCAV! #2 at Nuka-World Junkyard

Issue #4 is found at the Grandchester Mystery Mansion, which is directly south of the Junkyard where we found #2. It's hard to miss on the otherwise flat valley floor. The mansion is an extension of Nuka-World, so you'll be forced to follow the guided tour through the mansion before being able to access the magazine. The tour is rigged with booby-traps though, so keep an eye out for trip wires, as well as a selection of robot foes. At the end of the tour you'll encounter Zachariah, who has made the mansion his home and is rather annoyed that you survived his many traps. After defeating Zachariah, make sure to grab the Nuka-Punch recipe (# of 15) from the side table. Continue through Master level locked door (you'll need the necessary perks) and you'll find issue #4 of SCAV! in the attic above.

SCAV! #4 in Grandchester Mystery Mansion

Issue #5 is in Dry Rock Gulch, which we've obviously been to before. However, it's in an area that's now easily accessible thanks to restoring the power to Nuka-World. You'll find the Dry Rock Gulch Employee Area on the eastern side of the park,

With all 5 issues of SCAV! collected, you'll unlock the Diebrarian achievement:

Collect every issue of Scav! Magazine

Diebrarian

Nuka-Recipes

To unlock Beverageer , we need to not only locate all 15 Nuka-cola recipes, but also craft each of them too. We've collected a good number so far, but there are a few left to track down. If you didn't follow the story walkthrough above, then refer there for notes on any recipes not included below.

Carl's Fallout 4 Guide for PC, Xbox One, and PS4

  • Fallout 4 Guide
  • Character Stats
  • Leveling System
  • Difficulty Settings
  • Settlements Guide
  • Finding Materials
  • Supply Lines
  • Scavenging Stations
  • Water & Food
  • VATS & AP Cost Guide
  • Action Points
  • Sniper Rifle Example
  • Critical Hits
  • Chems & Addiction
  • Companion Perks
  • Gameplay Tips
  • Gunslinger Build
  • Melee Build
  • Sniper Build Guide
  • Legendary Enemies
  • SPECIAL Stats
  • Strength Perks
  • Big Leagues
  • Heavy Gunner
  • Strong Back
  • Perception Perks
  • Demolition Expert
  • Night Person
  • Concentrated Fire
  • Endurance Perks
  • Chem Resistant
  • Rad Resistant
  • Adamantium Skeleton
  • Solar Powered
  • Charisma Perks
  • Cap Collector
  • Black Widow/Lady Killer
  • Lone Wanderer
  • Animal Friend
  • Local Leader
  • Inspirational
  • Wasteland Whisperer
  • Intimidation
  • Intelligence Perks
  • Robotics Expert
  • Nuclear Physicist
  • Agility Perks
  • Mister Sandman
  • Moving Target
  • Quick Hands
  • Fortune Finder
  • Bloody Mess
  • Mysterious Stranger
  • Idiot Savant
  • Better Criticals
  • Critical Banker
  • Grim Reaper's Sprint
  • Four Leaf Clover
  • Bobbleheads
  • Building Good Robots
  • First Quests: Automatron
  • Headhunting (Quest 3)
  • Final Quest: Mechanist
  • Rewards After Mechanist (Spoilers)
  • Fallout 4 Far Harbor
  • Get Started: First Quest
  • Walk in the Park: Quest 2
  • Where you Belong & DiMA
  • Q4: Best Left Forgotten
  • Join Children of Atom
  • Best Left Forgotten Puzzle
  • Living on the Edge
  • Hidden Area
  • Ware's Brew Quest
  • Old Longfellow
  • Inform BoS/Institute?
  • Fallout 4 Nuka World
  • Raider Outposts
  • SCAV! Magazine
  • Nuka World Walkthrough
  • The Gauntlet
  • Becoming Overboss
  • Meet Raider Factions
  • The Grand Tour
  • Kiddie Kingdom
  • Nuka Bottling Plant
  • Open Season
  • Endings Guide
  • New - A guide to making a Pistol/Gunslinger Build
  • New - A guide to making a Melee Build
  • New - Scav Magazine - All locations and details
  • For New Players - Read the walkthrough .
  • New - Open Season
  • New - Power Play Quest
  • New - Raider Outposts
  • New - Nuka World Endings Guide - Options and Benefits
  • Faction Perks and New SPECIAL Ranks in Nuka World
  • Gage (Companion)

Fallout 4: Nuka World DLC

New gameplay features and trailer.

Fallout 4 Nuka World DLC

Nuka World is now available worldwide. I am writing a guide for this, just as I did the other major addons for Fallout 4. I have begun coverage and expect it'll take several hours to get the first quest walkthroughs on the site. I only say this as some people will come to see what the DLC has to offer. For those who had the season pass or are just starting Fallout 4, you'll need to be level 30 to access the new area.

Nuka World Guides & Walkthroughs

  • Fallout 4 Nuka World Walkthrough: Quest 1
  • The Gauntlet & Taken for a Ride Walkthrough
  • Boss Fight: Overboss Colter
  • An Ambitious Plan: Meet the Raider Faction Leaders and Other Options
  • The Grand Tour: Capture Park Areas for Raiders
  • Kiddie Kingdom Quest: Claiming Raider Territory & Oswald the Outrageous
  • Nuka Cola Bottling Plant & Where to Find Nuka Power Armor
  • Power Play: Final Quest
  • Open Season: Alternate Good Ending
  • Raider Outposts & Wasteland Warlord
  • Endings Guide: Benefits and Choices
  • Scav Magazine Locations & Maps
  • Porter Gage's Perk, Likes, and Dislikes

Basics About Nuka World - Minor Spoilers Below! - Skip for Screenshots and Trailers

Fallout 4 Nuka World Map Picture

Starting the DLC - How to Go to Nuka World : Head to your Data > Quests tab and find the All Aboard Quest then Listen to Nuka Cola Radio. You'll get a quest to board the Nuka Express. You'll find a map marker for Nuka World Transit Center. While the radio frequency won't come up until you're level 30, you can travel to the Nuka World Transit Center manually and start it at any time - be forwarned it'll be hard.

Fallout 4: Nuka World Transit Center Location

To Repeat: The DLC Recommends Level 30 It is meant to be a challenging addition to Fallout 4 for players who have done most everything the game has to offer. You may face strong opponents just trying to get to the first area. Doing the Gauntlet and most of the content would require a high skill level and good build without being at the recommended level. Some players would say it's better to be at an even higher level.

The Gauntlet You must survive a long and difficult quest in order to make it to Nuka World, fraught with many traps. It's not heavy on combat until the end, but you should still come prepared and bring lots of healing items.

Taking Sections of the Park You're the Overboss of the raiders in Nuka World. Taking the park back from the monsters who've overrun it will be your first task as leader of the raiders in Nuka World. You choose which raider group gets to claim each part of the park.

What Companion to Bring Preston has new dialog for the DLC, but hates just about everything you'll do in Nuka World (naturally) so he's a bad choice. I recommend using someone neutral like Dogmeat (or flying solo) until you get the companion you get with the DLC.

Choose Your Path There are three distinct types of gang you can work with, all with their own style - the Disciples (traditional raiders), the more tech savvy and stealthy Operators, and the psychotic group, 'The Pack'. You can figure out which gang is best to support for you by looking at the faction perks page linked above. This will differ for each character, depending on their build.

Reap Benefits Get special perks by working with raider factions, choose from multiple Ending outcomes.

Be The Good Guy!

Talking to the Doctor in the Nuka-World Market will lead you to conversation implying that there may be a way to stop the raiders' control over the area, and the enslavement of many traders who work for them. This is easily the most boring way to end a DLC that lets you play as a Raider, but hey - the option is there!

Be The Bad Guy: Take Over Settlements with Raiders

With Nuka World, players are able to lead gangs of raiders and claim settlements in the commonwealth, this includes even Sanctuary, so nothing should be off limits unless there are vital NPCs. This is a welcome change of pace, although hopefully there will be options for good and bad endings in the associated quest lines.

Settlements you claim for raiders are treated much like normal Settlements , they just cannot be connected to your supply lines. Raider Settlements and any that are forced to provide supplies to your raider outposts will generate caps, straight to your leader chest in your base back in Nuka-World.

best gang assignments nuka world

Nuka World Trailers

Nuka World Amusement Park

Nuka World itself is an amusement park, very run down and a lawless place. Different areas of the park need claiming for the various raider groups and present serious challenges with new foes, and extremely tough ones at that, inhabiting the different park zones.

best gang assignments nuka world

New Settlement Objects

We will be able to design our settlements with an amusement park theme. Some things are silly - like ice cream cones, but surely some of it will fit into the average design. You can also decorate your raider outposts (and regular Settlements) with raider-esque objects, making it truly evil and giving your resident badasses a place to call their own.

best gang assignments nuka world

Nuka World Pictures: New Weapons and Armor

These are stills from the video above, so you can see some of the new items available in Nuka World without pausing the video repeatedly. I will update this page with a full list of new weapons available as soon as that is possible . I tried to get everything major. They don't always show us everything new, so hopefully there are more interesting weapons and armor - some may just be paint jobs for existing power armor (such as the Nuka Cola paint job).

best gang assignments nuka world

New Enemies

New enemies in the Fallout 4 Nuka World DLC

More Fallout 4 Guides

  • Raider Outposts in Nuka World
  • Nuka World - Play as a Raider in this DLC
  • Far Harbor - Learn about the DLC, its secrets, and read walkthroughs
  • Automatron - Guides to building bots and quest walkthroughs
  • Settlements - An in-depth guide to Settlements and managing them
  • Melee Build - the best perks for a melee character
  • Sneaking - Learn to be stealthy
  • Critical Hits - Shots to Crit and Crit damage mechanics
  • Tips for Making a Build - General advice for creating your own build
  • Action Points - AP and all the things that affect it
  • VATS - all about the V.A.T.S. and AP usage on weapons
  • Gameplay Tips - pointers that will help new players
  • Making a Sniper Rifle Weapon mod examples. Heavy hitter and fast-firing Comparison - two guns from the same base.

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Gameplay Guides

Nuka World Far Harbor Automatron Bobblehead Locations Settlements Character Cheats Companion Perks/Likes/Dislikes Level System Perks List SPECIAL Stats

Search the Guide

Nuka world dlc guides.

Fallout 4 Nuka World Guide Fallout 4 Nuka World Walkthrough: Quest 1 The Gauntlet & Taken for a Ride Walkthrough Boss Fight: Overboss An Ambitious Plan & Faction Leaders The Grand Tour: Park Areas and Choosing Where to Go Kiddie Kingdom & Claiming Raider Territory Nuka Bottling Plant & Power Armor Power Play New Open Season New Raider Outposts New Endings Guide New Gage's Likes/Dislikes Faction & Special Perks Scav Magazine Locations New

Far Harbor DLC Guides

See my Far Harbor Guide for new features in the DLC. There, you can also watch the trailer and view new weapons that can be found. The area is massive, so we can expect plenty of quests and exploration in a foggy, rugged area with new and challenging creatures to battle. Pleae note there are different endings for this DLC, something we all wanted! It's like the actual end-game of FO4 in that you can choose the outcome. Walkthroughs Islander's Almanac Magazine Locations Far From Home: Quest 1 Walk in the Park: Quest 2 Where you Belong: Quest 3 Best Left Forgotten: Quest 4 Ware's Brew Quest New The Striker New

Automatron Guides & Walkthrough

The final quest Restoring Order (Mechanist Fight/Options) is now available. I've also released a page that describes Getting Started in Automatron to accompany the main page about the DLC . This covers how to make the Robot Workbench to begin making your own Automatrons, and walks you through the first two quests while providing some tips for fighting the Mechanist's creations. Quest 3 Walkthrough: Headhunting is also live on the site. Robots in Automatron New Mechanist's Lair, Eyebots, and Rogue Robots covers what happens after the Mechanist story is complete.

Perks & Bobbleheads

Now that I've written about all Perks in Fallout 4, I've put them all in a list , with how they work, what you can expect, and my own opinions on them. Hope this is handy! I've also compiled map shots of all Bobblehead Locations in the game. You can choose to explore the locations on your own or read descriptions for those I've taken notes about.

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What is the best nuka world raider gang?

For those who have completed the nuka world story-line, you would know that there are multiple raider gangs, In your opinion, which nuka world gang do you like the best.

IMAGES

  1. Fallout 4: Nuka-World Best Gang

    best gang assignments nuka world

  2. Fallout 4: Nuka-World Best Gang

    best gang assignments nuka world

  3. Best Gang to Support in Final ‘Fallout 4' DLC 'Nuka-World’

    best gang assignments nuka world

  4. Fallout 4: Nuka-World Best Gang

    best gang assignments nuka world

  5. Fallout 4: Nuka-World Best Gang

    best gang assignments nuka world

  6. Best Gang to Support in Final ‘Fallout 4' DLC 'Nuka-World’

    best gang assignments nuka world

VIDEO

  1. Pac-12 Men's Basketball Tournament Preview; Pac-12 Women's Championship Preview

  2. The Safest Build to Defeat Gna [NG+ GMB]

  3. Nuke Wukong, Destroyer Of Taras And Marichka Teams!?!

  4. Nuke Wukong Doing Shocking Damage!!

  5. predicting way before the assignments done

  6. Nuka World!

COMMENTS

  1. Best Gang to Support in Final 'Fallout 4' DLC 'Nuka-World'

    There's One Real Choice When Picking Your 'Nuka-World' Gang. The final 'Fallout 4' DLC is full of options, but one's a no-brainer. by Justin Andress. Aug. 30, 2016. Kodak.

  2. Fallout 4: Nuka-World guide

    Fallout 4: Nuka-World has two major endings: one where you take the "good" path and beat up all the raiders, and three variations of the "bad" ending where you help the raider gangs become a ...

  3. (SPOILERS) [Nuka World] Where did you assign the gangs and why?

    Still working on getting the power on. I don't think it matters where you assign them as they only occupy one area and make no changes to rest of each park. The power will be at end of main quest line. You will have to raid settlements before this. Or just kill all the gang bosses.

  4. The good-aligned guide to fully finish and get the most out of Fallout

    The trickier part, (and this is where Nuka World loses most people,) is expanding the gangs' influence into the Commonwealth after Nuka World is fully taken over. To do this, choose settlements with 2 people on them, (County Crossing, Oberland Station, Greentop Nursery) and never choose settlements with a name (e.g. Abernathy Farm.)

  5. Analysis of Raider Gang perks awarded at the end of the Nuka World DLC

    The best melee weapon is a Disciples Blade or Disciples Cutlass. You can buy the Throatslicer in the Nuka World market; it has near-best mods upon acquisition. The Disciples Blade/Cutlass is incredibly overpowered, doing the base damage of a Fat Man, (about 500 base) and having about 13 attacks in VATS. 13 attacks.

  6. Which of the Nuka-World gang perks would you pick? (spoilers)

    At the end of Nuka-World, you get two Raider gang perks out of three. Pack: 25% melee damage, 25% damage resistance. Operators: 10% stealth bonus in shadows, 25% damage bonus with suppresor weapons ... If you for some reason wanted to do like an Atom's Judgement build though, the Disciples perk is the single best thing you can get in the game ...

  7. Fallout 4 Nuka-World: How to Assign a Gang to a Park Area

    Simply follow the marker on your map and seek out a flag pole. Then press 'X' on PS4 or 'A' on Xbox One to interact with the flag pole and choose which gang you'd like to assign this ...

  8. Fallout 4: Nuka World Ending: Benefits and Options

    More Fallout 4 Guides. Share Tips and Strategies Below. Raider Outposts in Nuka World; Nuka World - Play as a Raider in this DLC; Far Harbor - Learn about the DLC, its secrets, and read walkthroughs; Automatron - Guides to building bots and quest walkthroughs; Settlements - An in-depth guide to Settlements and managing them; Melee Build - the best perks for a melee character

  9. Fallout 4: Tips To Complete The Grand Tour In Nuka-World

    Intimidate Mason to get this gun. Before starting The Grand Tour, players need to talk with each of the three Nuka-World raider gang bosses. When talking to Mason, the leader of the Pack, players ...

  10. Fallout 4: Nuka-World 'The Grand Tour' walkthrough

    Quest steps. Secure Nuka-World's Bottling Plant. Secure Safari Adventure. Secure Kiddie Kingdom. Secure Dry Rock Gulch. Secure Galactic Zone. The goals of this quest are to expand the territory ...

  11. Fallout 4: Nuka-World Best Endings

    Fallout 4's Nuka World DLC gives the sole survivor a taste of life as a raider overlord. Once you have cleared the gauntlet (which is a challenge in its own right) you will be given the ability to take control of the entire park and its three raider factions, the Operators, the Pack, and the Disciples. This can be a little overwhelming for ...

  12. Fallout 4: Nuka-World Best Gang

    Going through the raider options at Nuka world

  13. An Ambitious Plan

    An Ambitious Plan is a main quest in the Fallout 4 add-on Nuka World. Take the elevator to the top of Fizztop Mountain. Gage will explain the situation: the three raider gangs inside Nuka-World are on the verge of full-scale war as a result of Colter's laziness, and he asks the Sole Survivor to meet with the leaders of each gang to prove themself, and gain their respect and support. A medium ...

  14. Fallout 4 Nuka World DLC Raider Gangs ALL INFO SO FAR! (The ...

    Fallout 4 Nuka World DLC Raider Gangs ALL INFO SO FAR! (The Disciples,The Pack & The Operators) Click here to subscribe : http://goo.gl/2hcci1This fallout 4...

  15. Which gangs should i side with? (Nuka World) : r/Fallout

    The pack is one you should always keep alive because their perk offers a permanent 25% reduction in incoming damage. The disciples are the normally-killed group since their perk just gives you 25% of your ap bar back on a melee kill. But if you play melee, they're great. 5. Award.

  16. Fallout 4: Nuka-World Best Gang

    The three gangs in Nuka World are The Pack, The Operators, and The Disciples. Needless to say, these are not the sort of people the lone wanderer would usually have much to do with. But this DLC gives you the ability to dip your toe into the pool of possibilities and not only join the raider ranks, but lead them!

  17. Best Raider Gangs to Support in Nuka World?

    Disciples do not get along with anybody, as they just want to kill and mutilate everybody. So Operators and Pack get along best. Aforementioned pair are most loyal, as they are loyal to money (Operators) and strength in general (Pack). While Disciples are not really loyal to anything.

  18. Nuka-World raiders

    The Nuka-World raiders is the name given to an alliance of powerful raider gangs that was organized by Colter and Porter Gage, with the former serving as the overboss, with the ultimate goal of taking over Nuka-World and building a raider empire. The "alliance" boils down to more of a non-aggression pact, shaky and prone to infighting, mainly due to the fact that they spent over a year in Nuka ...

  19. (SPOILERS) [Nuka World] Where did you assign the gangs and why?

    Safary Adventure: The pack, they have cages for their animals and slaves, since they are in charge of bringing slaves to nuka-world to make them work for the raiders, and it fits with their wild personality, it is the ideal place for them. You also have to understand what role each band plays within nuka-world.

  20. Nuka-World: Just curious, which territories did you assign to each gang

    The Pack felt the most like wild raiders to me, which appealed to me. I assign territories based on clan theme (eg Safari to the animalistic Pack, factory tour to business-minded Operator) or to piss off my least favourites (Kiddie to the Disciples, try and make that aesthetic work).

  21. Guide for Fallout 4

    Fallout 4 DLC: Nuka World. All Aboard. Listen to radio signal, and head to Nuka transit center on west of map. Fight off the Gunnars that are protecting the area, and then head down the escalator ...

  22. Fallout 4 Nuka World Guide and Walkthrough: Be a Raider

    Fallout 4 Nuka World Walkthrough: Quest 1. The Gauntlet & Taken for a Ride Walkthrough. Boss Fight: Overboss Colter. An Ambitious Plan: Meet the Raider Faction Leaders and Other Options. The Grand Tour: Capture Park Areas for Raiders. Kiddie Kingdom Quest: Claiming Raider Territory & Oswald the Outrageous.

  23. What is the best nuka world raider gang? : r/fo4

    The other part of their perk isn't useful for a non-melee bud but whatever. Their outfits are whack but I dig their ideology. They seem the most "raider" like. They're always the second gang I choose to side with since, again, their perk is more neutral, and giving them the zoo makes Cito happy. 3.