Fallout 4 Best of Three: Complete Lore & Walkthrough

Fallout 4 Best of Three: Complete Lore & Walkthrough

Story

Throughout the Commonwealth, a network of old pre-war distress beacon systems was left behind by military and paramilitary groups. After the Great War, the Gunners , a ruthless mercenary organization , scavenged and repurposed much of this technology to fortify their outposts and coordinate internal operations.

The mission “Best of Three” revolves around three separate distress signals emitted by fallen Gunner teams. Unlike other side quests triggered by NPC interaction, this one begins organically as the player stumbles upon a faint radio signal while exploring. These signals are remnants of Gunner strike teams that never made it back , hinting at both internal collapse and the dangers lurking in the wasteland.

According to environmental clues (bodies, notes, wreckage), these Gunners were on classified retrieval operations likely involving pre-war military caches. Each beacon site tells a fragment of a larger story, one about betrayal, desperate last stands, and the Gunners’ obsession with expanding their influence through technology.

Mission Start: The First Signal

Trigger: While roaming the Commonwealth, your Pip-Boy picks up a new radio channel titled:

“Distress Signal” (no faction tag)

  • Objective Unlocked: Investigate the distress signal.
  • Mechanic: The signal strength fluctuates depending on proximity. You must use the Pip-Boy’s radio tab to home in on the source manually.

Tips for Finding It:

  • Start near any Gunner-heavy area such as Relay Towers, Satellite Arrays, or outposts.
  • Move toward higher strength (percentage indicator) until it peaks.

Beacon Site #1: First Gunner Squad

  • Typical Location: Near an abandoned relay tower or roadside wreckage.
  • Enemies: Likely feral ghouls or raiders (not Gunners themselves — they’re already dead).
  • Findings:
    • 2–3 dead Gunners, their equipment scattered.
    • A distress beacon on one of the corpses.
    • Misc. loot: combat armor, 5.56 ammo, sometimes a high-tier weapon.
    • Personal log fragment hinting at a failed retrieval mission.

📜 “They were supposed to have our backs from the tower. If you find this… get to Site Bravo. It’s not safe here.”

  • Quest Update: Distress Signal 1 retrieved , 2 remaining.

Beacon Site #2: A Vanishing Squad

  • Typical Location: A relay tower site or satellite station with old military infrastructure.
  • Enemies: Super Mutants or automated turrets; sometimes a Gunner patrol.
  • Challenges:
    • You may have to clear the area to safely reach the beacon.
    • Signal is weaker and requires fine movement to locate.
  • Findings:
    • Gunner bodies near a rusted APC.
    • The second distress beacon.
    • A holotape log detailing internal Gunner command arguments about splitting their forces.

📜 “They wanted the tech for themselves. Cowards. If the boss finds out what happened here…”

Quest Update: Distress Signal 2 retrieved , 1 remaining.

Beacon Site #3: The Last Stand

  • Typical Location: Deep in the wilderness, often at or near a Gunner forward operating post.
  • Enemies: Heavy Gunner presence , this is the only site where surviving hostiles may still be stationed.
  • Tactics: Stealth approach or long-range engagement is recommended; expect mines and turrets.
  • Findings:
    • Fortified Gunner camp with 4–6 enemies.
    • Final distress beacon near the commander’s body.
    • Terminal entries explaining the mission:
      • Their original objective was to secure pre-war military comms equipment to create a private Gunner signal network.
      • A mutiny or external ambush (possibly by Super Mutants or rival Gunners) destroyed the operation.

📜 “We almost had it. Three squads. Three signals. And for what? Nothing but graves.”

Quest Update: All 3 distress signals retrieved.

Optional Lore Exploration

Some players speculate this mission is a narrative breadcrumb toward understanding the Gunners’ ambitions to control communications in the Commonwealth , a precursor to forming their own military government.

Visiting Gunner Plaza after completing the quest may yield new ambient Gunner chatter indicating awareness of the lost squads.

Terminals at certain Gunner bases reference “Signal Echo Alpha” and “the three-man retrieval protocol,” hinting this was part of a bigger operation , possibly connected to military relay control systems.

Loot & Rewards

  • 3 × distress beacons (quest items)
  • Randomized Gunner combat gear (Combat Armor, weapons, ammo)
  • Potential high-tier weapon from final Gunner commander
  • Holotape & note lore fragments (valuable for story collectors)

Note: “Best of Three” doesn’t have a formal quest completion pop-up like main quests , it’s an emergent environmental narrative that rewards exploration and attention to detail rather than a quest marker trail.

Aftermath & Narrative Significance

“Best of Three” stands out as one of Fallout 4’s best examples of environmental storytelling:

  • It shows the Gunners as more than simple raiders : they’re organized, ambitious, and willing to betray each other for power.
  • The mission reinforces the danger of the wasteland, where even the most militarized groups can be wiped out by a combination of ambition and chaos.
  • For lore hunters, it paints a parallel between pre-war military networks and post-war factions trying to seize them.

🕵️ “Three squads went out chasing a ghost of the old world. None came back. The signal’s still out there… but now, it’s just another echo in the ruins.”

Video Walkthroughs

Check out the below playlist on my channel

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