Saints Row Wiki
Register
Advertisement

Ending[]

The end-game choice makes no sense. The Protagonist, as a character, wouldn't allow 3 more people to die in order to avenge Gat's death.
It falls on Oleg to give a line about the "Kill Shaundi" choice, saying that the Protagonist should go after killbane so as to "not let everything Shaundi has fought for to be in vain"(I'll have to go back and get the exact quote).
This makes no sense, as they are not dead yet, and the phrase "Don't let their efforts have been in vain" is something you say after someone has died. Gat's death is in vain if Shaundi dies.
There isn't a "good" ending and "bad" ending to the game. There is a "good" ending and a "nonsense" ending. --452 01:32, August 9, 2012 (UTC)
As predicted, "Save Shaundi" is indeed canon: Steve Jaros' twitter -452 13:41, April 8, 2013 (UTC)
It also meeans we might see Killbane and the Syndicate in a future instalment. Im glad its canon i mean in the other 2 games he always tries to save his frinds and if he cant avenge them he doesent even do that. Also the song that plays makes me just wanna save my Saints El Ieuan (talk) 18:57, April 13, 2013 (UTC)

Ending[]

I hope that THQ and Volitition know that they need to make Saints Row 4 match the game data to what the Protagonist chose to do at the end of Three Way in SR:TT. (unsigned: Johnnygat2456 12:16, August 10, 2012)

Split[]

Since the second half of this mission is essentially a choice between two completely separate missions, perhaps this article should be split, into three parts.

  • Three Way
  • Three Way/Save Shaundi
  • Three Way/Kill Killbane
edit: I first suggested calling them "Three Way/Rescue" and "Three Way/Revenge", but they aren't in any way canonical. To make them shorter, we could instead call them "Three Way/Airport" and "Three Way/Statue".

The first article can contain the objectives of first half of the mission, up until the point where the choice is made - this alone is the length of a normal mission anyway.

This will help with the infobox, as the objectives and rewards will be separate, as well as allowing the "next mission" field to make more sense. -452 18:37, April 13, 2013 (UTC)

As far as I can remember, this is the only mission with actual optional objectives. In one of the STAG missions, whichever it was where you first get the VTOL, there is a choice between which of the 3 bases to destroy first, but you still have to destroy all 3. In the first part of Three Way, you only need to do 2 of the optional 3 battles, but all 3 play out essentially the same. Then again, I always just use the VTOL, so maybe the difference between them is more noticeable on the ground.
The other important factor to support splitting is that you're required to complete both second halves in order to each 100% completion. So the completion counter already treats them as two separate missions. -452 19:26, April 13, 2013 (UTC)

Completion counter[]

Is Three Way counted twice for Statistics and Completion? -452 (talk) 02:26, December 18, 2014 (UTC)

Yes. The "Three Way" mission available after beating the game is counted as a separate mission, unlocks the finale mission ("Gangstas in Space" and "STAG Film"), and increases the mission counter in stats.
TheMoonLightman (talk) 05:35, December 19, 2014 (UTC)
Thanks, none of the articles mentioned it, but I've added it everywhere now. -452 (talk) 16:26, December 19, 2014 (UTC)

Taking out the Armoury[]

Hey there. Today I found myself playing this mission, and on the first time, I found it relatively difficult (actually, more long than difficult) with just OLEG and another partner. On the second attempt, I decided to utilise the Vulture stored on the heliport of the Saints HQ. After successfully destroying the first and second (optional) bases, when I attempted to completely destroy the Armoury in the helicopter, I noticed the level of "take out" bar (the HUD indicator at the top left of the screen) reached around 15%, and would not decrease. I found myself in a seemingly endless stream of STAG N-Forcers and Luchadores' vehicles continuously spawning. This went on for around 15 minutes after destroying the initial "scripted" events (the STAG Crusader, and the two brute Luchadores with miniguns). I replayed the mission, using the F-69 VTOL, and noticed the exact same thing occured.

It became clear to me the mission clearly wanted me to play this mission a little more "legitimately" and stick with the guns I had, and the help OLEG provided. When I successfully destroyed the STAG Crusader and the two Luchadores with miniguns, without the help of Vultures of F-69 VTOLs, I noticed the mission almost immediately continued onto the next objective.

It's interesting to note that the mission didn't exactly warn me (not that I expect it to, it is kind of cheating I guess), but the fact that they simply made an endless stream of STAG occur if "cheating" this way", instead of, for the sake of example, restricting access to the Saints HQ/Garage/Heliport/etc during the mission, strikes me.

Would it be worth noting this, and furthermore, can anyone confirm that other stored vehicles cannot be used, or whether it is just armed vehicles, the heliport, or specific named vehicles?

I decided to post this on the talk page of the mission article as oppose to a Forum post, as I don't really think this is necessarily a trick, bug, or glitch, but simply something that I'm debating whether deserves a note in the trivia section of the article. Thanks! Monk Talk 17:42, October 11, 2017 (UTC)

I've replayed this mission many times using the F-69 VTOL in this way, and have never had that problem. -452 17:53, October 11, 2017 (UTC)
I'm quite surprised. I replayed it, three times today, and encountered the same thing. I've got some more details now though:
  • In the majority of cases, landing the F-69 VTOL before the STAG Crusader and two Luchadore brutes spawn will cause them to spawn - otherwise, the mission simply repeatedly spawned waves of N-Forcers and Luchadore gang cars until I did land.
On one occasion, the STAG Crusader did spawn while I was in the VTOL, I destroyed it, and the mission did not proceed - again, it simply repeatedly spawned waves of N-Forcers once again.
  • I also found another "bug", which behaves the exact same way - picking the "Save Shaundi" option, on three occasions, did not function correctly - when reaching the destination and driving to the marker, the game simply retained the objective of "Kill or Save Shaundi" - at this point, Shaundi defended herself against the enemies that I lured to her during the chase, and repeated waves of N-Forcers and gang cars once again occurred.
Just to note, I am playing on Xbox One - I am playing backwards compatibility of Xbox 360's Saints Row: The Third. I am not sure whether the backwards compatibility would make a difference, but either way, I can't believe you haven't experienced this glitch before. Having watched a tonne of different walkthroughs, I am 99% certain I am completing the mission correctly.
I did eventually complete the mission in both approaches, thank god :) Would it be appropriate to note these glitches down? Monk Talk 20:58, October 12, 2017 (UTC)
You're going to have to believe it.
I normally play the Xbox 360 version, although I've played the cracked Steam version multiple times. I just loaded up that mission in the DRM-free version from GOG, and I had my normal experience of staying in the VTOL until getting the phone call about Killbane. (This also proves it's not just a problem with the latest patch, btw.)
I do not understand what you're staying about the Save Shaundi part of the mission. Waves of N-Forcers and gang cars spawned on top of the statue platform? (fixed 452 13:19, October 13, 2017 (UTC))
Unless you can determine what causes the glitches, they should not be noted in the article. -452 22:08, October 12, 2017 (UTC)
Doesn't the Xbox One have built-in video recording? -452 22:09, October 12, 2017 (UTC)
@Xbox Record: It does, I captured several clips, but if I'm honest they don't really have much to show other than 5 minutes of constant spawns of N-Forcers, etc. I believe one or two captures do demonstrate the trigger I was referring to.
@Kill Shaundi, nope, just before going onto the island. This glitch seemed more like a 'script didn't react to hitting the checkpoint trigger', i.e., it didn't trigger the 'Go to the statue' objective, we was stood on the boatyard/pier for a eternity. Thus, constant spawns of N-Forcers and gang cars, attacking us on the boatyard-pier-thing (initial location of Shaundi).
Unfortunately, as much as I can see what does and doesn't 'cause the glitch', it's not consistent. This is really odd. I will be sure to compile the footage and upload a video to YouTube soon. Monk Talk 22:30, October 12, 2017 (UTC)
If Shaundi is somewhere other than the statue platform, then you have bigger problems. -452 13:19, October 13, 2017 (UTC)
Advertisement