During the presentation at QuakeCon for Fallout 4, Todd Howard discussed a few information about the companion system in the game. We now know that there will be 12 of them in total, although players can only go with one ally at a time.
Bethesda has always been known to offer a sense of freedom in most of their open world RPGs. It is the same feeling of being able to make choices that is being offered in Fallout 4 when it comes to having a companion or not. Meaning, it is entirely up to the player whether to have one or go lone wolf on his adventure. However, Howard has also released an information that those that will prefer to wing it alone will receive a special perk. What that perk will be, we will still have to find out in the future.
In addition to that, players can also be involved in a romantic relationship with their companions. This is regardless of gender, however, with one condition – that the companion be human. So Mr. Handy is off the list. No particular details yet on how much further can the player take their relationship to. But if you can remember Skyrim, where players can marry and live together with their romantic partner, many were speculating that the same scenario will apply to Fallout 4.
In an interview with Bethesda.net, Todd Howard said that the devs have observed a very common player behavior. When an ally is incapacitated from taking damage, the tendency of a player is to run to him and help him by applying stimpack on him. Others though will resort to restarting the fight just so to keep their companions alive. This results to interruption of the game flow due to a death of a companion. According to Howard:
“It’s a reload scenario. No one plays and the dog dies and they say, “Fuck it, I’ll just keep playing.” So we wanted to make him…when he’s your follower, your actual companion in the game – there’s a number of them, not just the dog – they can’t be killed when they’re in that state.”
There were 12 companions as confirmed by Bethesda. But as of press time, we know only 4 of them. More information will be added to this page as soon as new details are announced.
Main Story Quests
Codsworth is found wandering about Sanctuary Hills immediately after the player escapes Vault 111. Gaining him as a companion requires nothing more than simply speaking with him and asking him to follow you.
Codsworth is a true gentleman, and he prefers actions that reflect that. If you want to obtain the Robot Sympathy perk (+10 damage resistance against robot energy weapons), it will be necessary to be generous, constructive (he certainly enjoys weapon and armor modding), and avoid the use of chems around him.
Using Codsworth is slightly challenging. He does not have much in the way of offensive skill, and his weapons are rather underwhelming, but he is fiercely loyal and his dialogue provides endless entertainment. He will be unendingly with you, even if you are constantly watching his back.
Dogmeat is found at the Red Rocket Truck Shop, one of the earliest attainable settlements. Simply speak with him, and this multi-generational canine will be yours to keep.
Dogmeat is irrevocably your best friend. There is no way to increase or decrease his affinity. He does have his own perk, “Attack Dog”, which is unlocked in the perks menu like any other with a level-up once the player has 4 Charisma. There are three ranks, with the second obtainable at level 9, and the third at level 25.
Probably the most versatile companion, Dogmeat has myriad uses. Being a dog, he can be tasked with fetching items around the area, finding containers that you may have missed, and recovering ammo, meds, and chems. In combat, he is a decoy, drawing attention away from you and onto him.
Piper resides in the “Green Jewel of the Commonwealth”, Diamond City and is attainable once you have completed the “Reunions” side quest.
Being a reporter, Piper appreciates honesty and has a thing for generosity as well. However, she is not opposed to a little bit of assertiveness from time to time. If you are idolized by her, you will earn the “Gift of Gab” perk, which nets you double XP for dialogue successes and discovering new locations. She is not a fan of peaceful or violent behaviour if it is unnecessary.
Piper is an extremely versatile companion. She will occasionally draw attention from civilians, but her ability to hold her own in a fight makes up for it. She is a constant, engaging companion that will follow you to the end, and her constant quips are fun as well.
Nick is found in Vault 114, in Park Street Station. He is accessible early on in the main quest and can be a reliable source of backup once you find him. He is a synth, which might seem a bit strange considering their reputation, but he is still loyal to you and will be a valuable ally.
True to his private eye title, Nick prefers down-to-earth, gruff behaviour. He is a fan of a little bit of meanness and doesn’t approve of pulled punches, but he is still against outright violence. He’s more to the middle than most other companions, and this can be a challenge to moderate. His unique perk is Close to Metal, which allows you one extra hacking guess and a 50% faster cooldown.
Nick is a PI before a fighter. He’ll hack terminals for you and get you into places you couldn’t before, but when he’s in direct combat, he whips out a revolver or punches them square in the jaw. He is valuable to have around for the exploration side, but is not the best in a fight.
The last of the Minutemen, Preston can be found in the Museum of Freedom in the town of Concord. This is one of the first areas most players come to, so Preston will likely be their first bipedal companion. He is available as a companion once you’ve helped him retake Sanctuary.
Preston’s maximum-affinity perk is “United We Stand”, a perk that gives you 20% extra damage and 20 extra damage resistance when facing three or more opponents at once. He is won over through acts of generosity, peace, and appropriate meanness, but the fastest way to make him yours is through building new settlements around the wasteland.
In a fight, Preston’s use is…debatable. He wields a laser musket which deals a large amount of damage, but he misses so frequently and his armor can take so few hits that it is often not worth the trouble. Bring him with you if you intend to take the brunt of the attacks and let him shoot from a distance.
Found in the Old North Church, Deacon is a member of the Railroad and an endlessly loyal ally. After meeting him, you’ll be tasked with the “Tradecraft” sidequest, after which he becomes a possible companion.
Deacon’s perk is immensely useful for you sneaky players out there. “Cloak & Dagger” increases your stealth duration by 40% and your sneak attack damage by another 20%, making it hard to pass up. Gaining his appreciation is easy enough, as he tends to just choose kindness over violence and health over chems.
In combat, Deacon is not the most useful. He is stealthy and able to disguise himself to help you infiltrate areas. Stealth-based players will find him a perfect complement to their play style while others might find him a hindrance more than anything, although his constant sarcasm and embellishment are always fun.
Danse is found at the Cambridge Police Station and is usually the one who tasks you with Brotherhood of Steel quests. He is obtainable once you have joined the Brotherhood and completed a number of its quests.
To get the “Know Your Enemy” perk, an invaluable buff that increases your damage against Super Mutants, Synths, and Feral Ghouls by 20%, then you’ll need to gain maximum affinity with him. This can be accomplished by acting generously and in the direction of the Brotherhood of Steel, without being excessively peaceful or siding with mutants.
In combat, Danse uses an infinitely powered suit of power armor, a laser rifle, and significant combat experience. He is useful in any situation that is based on killing the enemy and his abilities are versatile enough to be used in nearly any fight.
Cait is found in Combat Zone, a settlement in the Boston area. Her key attributes are a bad temper and an addiction to certain chems.
Being an Irish pit-fighter, Cait appreciates violent and selfish behaviour, as opposed to those that are generous or peaceful. She comes with a side quest , “Benign Intervention”, that, when combined with maximum affinity, unlocks a perk that increases your Action Point regeneration rate if your health is less than one quarter; “Trigger Rush”.
She is not much of an ally in the conventional sense, but her lockpick ability is superb. Keep her with you if you intend to explore the wastes and don’t mind watching her back while she punches things she has no business punching.
Curie is found in the medical area of Vault 81 and is obtainable after completing “Hole in the Wall” and convincing her that you are Vault-Tec Security.
Her perk is universally useful. Once you have reached maximum affinity with her, you will unlock the “Combat Medic” perk. If your health drops below 10%, Curie will heal you by 100 points, but only once per day. Keep this in mind if you plan on relying on her healing. It is quite disappointing to find yourself out of health and faced with thirty Super Mutants. It is obtained with maximum affinity and the completion of “Emergent Behaviour”, her associative side quest.
In combat, she can be an invaluable close-to-mid-range fighter. Her weapons are well-equipped for this, but for the long range, you’re on your own. As for stealth, a flying orb of steel, propelled by a flame-spewing exhaust pipe is lacking quite a bit.
Hancock is found in the town of Goodneighbour, as their ghoulish mayor. He is a strange character who seems continuously suspicious when you meet him, though his interests do seem more benign than selfish.
The mayor of Goodneighbour is an easy enough fellow to gain the affection of. He is not fond of mean or selfish behaviour, oddly enough, but is unopposed to direct violence, unlike many others. Building a relationship with him will be combat-heavy and dialogue-moderate. Once he reaches his maximum affinity, you will receive the “Isodoped” perk, which increases your critical charge rate by 20% once you have absorbed 250 Rads.
Using Hancock will require some renegade combat, much the same as with Piper. Fight in hit-and-run or use cover. His weapons deal moderate damage, but his armor does not hold up compared to others. He’s an eccentric guy to have around and his gun is a great help in many situations.
If you’ve got the caps, this mercenary can be hired for 250 of them…or 200 if you’ve got the charisma to barter. He is found in the Third Rail basement in Goodneighbour.
Snipers might want his perk, for it increases your headshot accuracy in V.A.T.S by 20%. “Killshot” is obtainable through max affinity and completion of his associated quest, “Long Road Ahead”. As a side-note, to all of you who played and enjoyed Fallout 3 as much as I did, you might recognize him. If you don’t, make sure to speak with him a bit and maybe he’ll tell you.
Unlike typical mercenaries, MacCready is opposed to chem addictions and meanness. He doesn’t like nice things either, so essentially keep yourself to one extreme or another. Violence will make him happy and not much else can raise his spirits like that can. Rush in for melee or close range while he snipes from a distance.
Strong is a super mutant with massive strength, resistance, and a tendency to use heavy weapons as well as melee. He is found in Trinity Tower after completing the quest, “Curtain Call”.
Bizarrely, strong enjoys generosity and peaceful decisions, but is also a fan of violence when it comes down to it. Avoid building or working with the Brotherhood of Steel when he is travelling with you, as it will set you back. Once he is at maximum affinity, you will earn the “Berserk” perk, which increases your melee damage by 20 while your health is below 25%.
Strong’s purpose is straightforward. He deals damage and tanks the hits for you. If you want to hang back and snipe or work more precise combat operations, bring this guy with you to take out the competition. If you plan on sneaking or subtlety, maybe bring someone else.
An enforcer for the Institute, this synth is found in that enigmatic compound during the appropriate questline, or by simple exploration.
Gaining affinity with X6-88 requires a bit of a loner stance. He approves of decisions that benefit the player only and is not a fan of conflict or kindness. However, working to befriend him certainly has its perks. Namely “Shield Harmonics”, a permanent increase to your Energy Resistance by 20 points.
He relies on energy weapons entirely, so he is a versatile companion to have around. Whether running and gunning or shooting from cover, he is an accurate gun to have at your side, even if he isn’t technically human.