Joining the Brotherhood of Steel Fallout 4: How to Not Mess It Up

Joining the Brotherhood of Steel Fallout 4: How to Not Mess It Up

You're wandering through the Commonwealth, probably over-encumbered with desk fans and wonderglue, when you hear that crackling military frequency on your Pip-Boy. AF95. It’s the distress signal that changes everything. If you’ve spent any time in the wasteland, you know the Brotherhood of Steel isn’t just a faction; they are the heavy hitters with the big toys. Joining the Brotherhood of Steel Fallout 4 isn’t just about getting a cool suit of Power Armor, though let’s be honest, that’s a massive perk. It’s about deciding if you want to align yourself with a techno-religious military order that has a very specific, and often controversial, vision for the future of humanity.

Most players stumble into them early. You see that vertibird flying overhead or find Paladin Danse pinned down at the Cambridge Police Station. It feels scripted, and in many ways, it is, but the nuances of how you rise through the ranks—and why you might actually want to wait before signing your life away—are rarely discussed in basic walkthroughs.

The Cambridge Connection: Your First Real Test

Everything starts at the Cambridge Police Station. You’ll find Paladin Danse, Scribe Haylen, and Knight Rhys under heavy fire from a swarm of feral ghouls. Honestly, it’s a chaotic mess. If you’re low level, those ghouls move fast. Once the dust settles, Danse doesn't just give you a pat on the back. He offers you a job. This is the quest "Call to Arms."

You’ll head to ArcJet Systems. This is where the game shows you what the Brotherhood is really about: superior firepower and a relentless obsession with "dangerous" technology. Inside, you’ll fight synths—lots of them. It’s a great way to stock up on fusion cells early on. The highlight? Watching Danse tank a literal rocket engine blast to the face and walk away like he just had a warm shower. After you retrieve the Deep Range Transmitter, Danse offers you his personal weapon, Righteous Authority. It’s a laser rifle that crits like a monster. Then comes the big question: do you want to join?

Saying yes doesn't lock you out of other factions yet. That’s a common misconception. You can be a Minuteman, a member of the Railroad, and a Brotherhood Initiate all at the same time for a surprisingly long portion of the game. It’s basically the Commonwealth equivalent of having four different gym memberships.

Why The Brotherhood Isn't Just "The Good Guys"

Talk to any long-term Fallout fan and they’ll tell you the Brotherhood in Fallout 4 is a different beast compared to the Lyons' Pride in Fallout 3. Elder Maxson has taken them back to their roots—hardline, isolationist, and arguably more than a little fanatical. They hate synths. They hate ghouls. They hate super mutants. If it isn't "pure" human, they want it gone.

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This creates some serious friction if you like traveling with companions like Nick Valentine or Hancock. Take Nick onto the Prydwen, the Brotherhood’s massive airship, and the soldiers will hurl some of the nastiest insults you’ve ever heard in a video game. It’s uncomfortable. It’s meant to be.

  • The Power Armor Perk: Joining gives you a T-60 set almost immediately once you reach the rank of Knight.
  • Vertibird Travel: In Survival Mode, this is a literal lifesaver. You get Signal Grenades that call in a taxi with a minigun.
  • The Gear: Between the Proctor vendors and the legendary pieces you get for rank-ups, the Brotherhood has the best hardware in the game.

But you have to weigh that against their ethics. Are you okay with "requisitioning" crops from local farmers? Teagan, the proctor in charge of supplies, will give you missions to basically shake down settlers for food. You can pay for it out of your own pocket, or you can use your high-tech weaponry to bully them. It’s a moral gray area that defines the F4 experience.

Reaching the Prydwen and the Shadow of Steel

You can’t actually fully "join" and get the cool ship access until you finish "Reunions"—the quest where you finally track down Kellogg in Fort Hagen. The moment you step out of that building and see the Prydwen drifting over the Commonwealth with the booming announcement from Captain Kells? That’s peak Bethesda atmosphere.

Once you get to the ship, you have to do the rounds. You meet the leadership.

  1. Elder Maxson: The man, the myth, the coat. Seriously, everyone wants his coat. He’s young, intense, and believes he’s the savior of the world.
  2. Proctor Ingram: She’s the genius keeping the Power Armor running and the ship afloat. She’s one of the more relatable members.
  3. Proctor Quinlan: He’s the guy who wants you to find technical documents. It’s a passive way to earn caps while you explore.
  4. Captain Kells: He runs the ship with an iron fist. Don't mess with his Bridge.

The "Shadow of Steel" quest is basically an orientation. You walk around, talk to people, and get your uniform. It’s slow-paced but essential for world-building. You realize this isn't just a group of soldiers; it’s a society with its own laws and its own very specific brand of prejudice.

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The Danse Dilemma: A Major Turning Point

If you stick with the Brotherhood long enough, you hit "Blind Betrayal." I won't spoil every beat for the three people who haven't played this ten-year-old game, but it involves Paladin Danse and a massive revelation that puts the Brotherhood’s ideology to the ultimate test.

This is where the game asks you: do you actually believe in the cause, or are you just here for the jetpacks? Your choice here determines the fate of one of the best companions in the game. It also shows the cracks in Maxson’s leadership. Some players walk away from the Brotherhood entirely after this quest. Others double down, convinced that the mission is more important than any one individual.

Strategic Advantages of Brotherhood Membership

Let's talk logistics. If you’re playing on a higher difficulty, the Brotherhood is your best friend. Their doctors can cure anything for a few caps. Their vendors sell shipments of ballistic fiber and aluminum, which are the rarest resources for high-level crafting.

Then there’s the "Liberty Reprimed" questline. You get to help rebuild Liberty Prime, the giant, communist-hating robot from the previous games. Seeing that thing walk across the ruins of Boston is an experience you shouldn't miss, even if you plan on blowing up the Brotherhood later with the Minutemen or the Railroad.

Misconceptions About Joining

People think you have to choose them or the Minutemen. Not true. You can be the General of the Minutemen and a Sentinel of the Brotherhood simultaneously. The conflict only happens at the very end of the main story. Specifically, "Tactical Thinking" is the point of no return. If you start that quest, you become a permanent enemy of the Railroad. The game will give you a warning pop-up. Pay attention to it.

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Another myth is that you need high Charisma to join. You don't. You just need to be able to shoot things. While Charisma helps you negotiate better rewards from Danse or Kells, the Brotherhood cares more about your ability to follow orders and clear out nests of "abominations."

How to Optimize Your Rank Up

Don't just rush the main story. If you want to get the most out of joining the Brotherhood of Steel Fallout 4, you should be doing the radiant quests early on.

  • Quartermastery: Scribe Haylen sends you to find artifacts. These take you to locations you might otherwise miss.
  • Cleansing the Commonwealth: Knight Rhys is a jerk. Let’s just put that out there. But his missions to clear out mutants and ghouls are great for leveling up fast in the early game.
  • Learning Curve: Protecting a scribe on a field mission is risky—they have the health of a wet paper bag—but it pays well.

The more of these you do, the more you feel like a part of the unit rather than just a guest on their ship. Plus, the loot you find in these remote locations is usually better than what you’ll find following the main road to Diamond City.

Moving Forward in the Wasteland

If you’ve decided the Brotherhood is the right fit for your character, or if you just want that sweet, sweet T-60 Power Armor, your next steps are clear.

Head to the Cambridge Police Station immediately if you haven't already. It’s south of College Square. Even if you don't plan on finishing the game with them, completing the "Call to Arms" mission is worth it for the Righteous Authority laser rifle alone.

Once you have the rifle, push through the main quest until you face Kellogg. After that, look to the skies. When the Prydwen arrives, go back to the police station and talk to Danse. He’ll take you up to the ship. From there, explore every deck, talk to every Proctor, and start hoarding technical documents. The Commonwealth is a dangerous place, and having a massive armored airship at your back makes it a whole lot more manageable.

Just remember to keep an eye on your fusion core supply. Nothing is more embarrassing than your Power Armor running out of juice in the middle of a Glowing Sea expedition. Stay vigilant, Initiate. Ad Victoriam.