Fallout 4 Nuka World Ending
The Nuka-World Power Plant entrance is around the back end of the building, a blue door near the ground floor. Depending on the choices you've made, the area may be inhabited by either Ghouls. I want to change that! I plan to add a bunch of new mechanics for Nuka World, like defending Nuka-Town USA from the surviving Nuka World Raiders and vanilla enemy factions, claiming Nuka-Town USA for your chosen faction (Minutemen, Bos, Railroad, the Institute).
What good is new DLC without a gob of extra ranged and melee weapons with which to deal savage, unrelenting death? Luckily, the final Fallout 4 DLC Nuka World has its share of both weapons and slick, stylish power armor to round out your collection and display in your settlement.
Below we cover all the best new weaponry and armor to pick up while exploring the 200 year old amusement park, and completing quests for its raider inhabitants. Looking for more guides to find everything Nuka World has to offer? Be sure to also check out:
Best Nuka World Weapons
Nuka Nuke Launcher
A brand new, fizzy soda rendition of the devastating Fat Man mini nuke launcher, this efficient dealer of mass destruction launches nukes filled with Nuka Cola Quantum - which was apparently originally designed as a deadly weapon. The fact that it turned out to be a highly addictive soda was just icing on the cake.
You get this weapon by finding all the hidden Cappys during the Cappy In A Haystack quest and then choosing to turn off the power and kill Bradberton. When the power goes out, search the unlocked vault in the back room.
Nuka-Nuke Launcher
![Fallout 4 Nuka World Ending Fallout 4 Nuka World Ending](https://i.ytimg.com/vi/86Rbxd9tfn0/hqdefault.jpg?sqp=-oaymwEjCPYBEIoBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLCF09XCbguCK358Yc8xMKM4W3TbrA)
Splattercannon
You can always use a new automatic assault rifle in your inventory, right? There's no special quests to pick this up, but it's going to cost you a pretty penny (or a shiny cap I suppose).
Unless you have perks to lower the cost, this bad boy will set you back a whopping 10,000 caps and can be bought from Aaron Corbett at the Nuka World Market.
Splattercannon
Throatslicer
Fallout 4 Nuka World Raider Ending
Another weapon that is available to buy at the Market without having to actually finish any quests, this vicious little melee weapon costs five grand when bartering with Katelyn, but the results are worth it for an up-close-and-personal fighter.
Since it deals 25 points of bleed damage (keep in mind - that's per hit), it basically has the Wounding special quality some Legendary weapons receive.
Throatslicer
Commie Whacker
After the Thirst Zapper squirt gun you have to use during the game's opening quest, this is the zaniest little weapon that Nuka World has to offer. You don't have to buy this one or complete a quest to get some hilarious kills.
Instead, just walk into the NukaCade and head over to the line of Red Menace Whack-A-Commie arcade games located near a concrete staircase. The Commie Whacker is lying on the ground in front of the machine.
Commie Whacker
Sword Of Wonders
![Fallout Fallout](https://www.carls-fallout-4-guide.com/gamepictures/nuka-world/quests/open-season/kill-faction-leader.jpg)
Another excellent option for melee-focused Fallout 4 character builds, the Sword Of Wonders doesn't have a super high base damage, but it does ignore a portion of damage resistance, making it more useful than it seems.
The Sword Of Wonders is bestowed to you by Oswald in King Cola's Castle at the end of the A Magical Kingdom quest. You can also pick it up off Oswald's corpse if you go the violent route.
Sword Of Wonders
Problem Solver
I absolutely love the bizarre, Joker-style color schemes used by the Pack raiders. If you want to add a colorful new addition to your weapon options, you can talk Pack leader Mason into giving it up with a successful speech check.
The Problem Solver
Hub's Alien Blaster
This alien hand pistol is awarded at the end of the quest started in the Huboligist's camp to the southwest of the main park area. While not much different from any of the other energy-based weapons, it does deal double normal critical damage and fills your critical gauge faster.
Hub's Alien Blaster
Cito's Shiny Slugger
Making us think of Lucille and the still up-in-the-air fate of Rick's crew in The Walking Dead, this spiked bat is given to you by Cito in the Safari attraction when you finish the Safari Adventure quest.
Cito's Shiny Slugger
Best Nuka World Armor
Nuka Cola T-51 Power Armor
With all the hilarious and bizarre merchandise found in the park, of course there was going to be branded Nuka Cola power armor! This one's actually pretty easy to find.
Located in the sewer section of the World Of Refreshment attraction, you can see the armor behind a locked glass panel. To access it, you just have to pick the lock to the employee area and then unlock the door using the employee terminal.
Nuka Cola Power Armor
Quantum X-01 Power Armor
An upgraded version of the Nuka Cola armor based on the super charged Quantum drink, this sleek blue armor is also easy to see inside the glass display case at Starport Nuka.
To unlock the case and access the armor, you have to complete the Star Control quest and plug all the star cores into the mainframe inside Starport Nuka.
Nuka Quantum Power Armor
What's the weapon or armor found in the Nuka World amusement park that you are using most often?
Fallout 4: Nuka-World gives you a choice of endings. What will you do?
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.
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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 pissed 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
Not what you’re looking for? Our Fallout 4 guide and Fallout 4: Nuka-World guide might help.
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.