
At this point, it becomes possible to send Shank to the outpost as a resident, saving the player character the hassle of having to keep returning to Nuka-World to carry out outpost operations.Īfter building enough objects to keep the occupying raiders entertained, the player character must return to Shank to learn the final piece of the puzzle, which is securing two additional outposts to improve the raiders' presence in the Commonwealth. Shank mentions that keeping the gang members happy and loyal is the next step, providing suggestions for objects to build to do just that. After dealing with Sinner, the player character returns to Nuka-World. The latter option may prove difficult as some of his allies will be wearing raider power armor. They can either drive him off with a hard Charisma check or with violence. The player character must return to the Commonwealth a third time and head him off.

Upon returning to Nuka-World once more, Shank informs the player character that a raider named Sinner has caught wind of their activities and is planning to attack. The effectiveness of persuasion can be increased and/or the caps payoff amount reduced by having other raider outposts nearby, use of the gangs' optional tools, or building a Nuka-World radio transmitter at the outpost. Shank makes a few suggestions based on proximity to the outpost and sends the player on their way.Īt the chosen settlement, the player character must meet with the leader and convince them, with either payment in caps or intimidation, to supply the nearby raider outpost. (If violence was employed, the only flag that can be planted is the flag of the gang that aided in the assault.) The player character returns to Shank in Nuka-World, who states the next order of business is to provide resources to the newly-minted raider outpost by strong-arming a settlement near the outpost. The player character proceeds to the location and secures it for the raiders of Nuka-World, using the workshop to build and plant a flag for the faction it will be handed to. Note that they will often become unavailable after taking the first settlement.

While not prompted to, the Sole Survivor can immediately speak to all three raiders after choosing a settlement with Shank to receive all four rewards and recipes.

Optional: The player character can meet with Lizzie, Dixie and Mason to obtain grenades that increase persuasion effectiveness, rile up existing settlers to attack each other and draw wild animals to attack the settlement along with the Smooth Operator chem and recipes for all the aforementioned. Shank reviews his notes on the location, to determine if it is possible to attack the settlement, if some other business (such as a quest) needs to be resolved first, or if the occupants are merely beasts (which requires violence as wasteland creatures cannot be negotiated with). The player character selects a method, which gang to use in the assault if violence is chosen (Pack, Operators, or Disciples), and finally a location. He instructs the player character to speak to Shank in order to begin laying the groundwork for the undertaking.Īt the entrance to Nuka-Town USA, Shank lays out the steps involved in taking over a settlement, which first requires driving off the existing occupants with either force or persuasion. He suggests that with Nuka-World firmly under raider control, it is time to expand to the Commonwealth, establishing raider camps at settlements. This quest is obtained upon speaking to Gage after raising the final flag over the fifth of five parks at Nuka-World, cleared out during The Grand Tour.

Select a gang to use (If Capture or Clear Out was selected).Select a method for taking over a settlement ( Capture, Clear Out, Shake Down, Subdue).
