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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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 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 [ ]
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 [ ]
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
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
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
Originally posted by =EGC= _Nite_ : Originally posted by Tavman (4) : Unfortunately from what I've read, the Pack has the better perk.
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
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?
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!?!??!?!)
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Fallout 4 Achievements
Fallout 4 News
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.
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
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.
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.
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
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.
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
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.
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.
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.
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.
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).
New Enemies
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.
Share Tips and FAQs (3)
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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The Fallout Network's Subreddit for everything Fallout 4 . From builds and Settlements, to game-play and mods, get your Fallout 4 experience here!
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.
Nuke Wukong, Destroyer Of Taras And Marichka Teams!?!
Nuke Wukong Doing Shocking Damage!!
predicting way before the assignments done
Nuka World!
COMMENTS
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.
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 ...
(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.
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.)
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.
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 ...
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 ...
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
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 ...
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 ...
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 ...
Fallout 4: Nuka-World Best Gang
Going through the raider options at Nuka world
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 ...
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...
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.
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!
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.
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 ...
(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.
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).
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 ...
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.
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.
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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.
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 ...
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.
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.)
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.
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 ...
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 ...
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
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 ...
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 ...
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 ...
Going through the raider options at Nuka world
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 ...
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...
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.
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!
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.
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 ...
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.
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).
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 ...
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.
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.