Are you craving emotional support, a buddy to talk to, or a pal to get to know better? Or simply want to toy with someone for a bit before casting them away due to some deep-seated psychosis Vault-Tec’s mental health professionals missed during your registration? Then you may wish to obtain a companion.
The following companions are available throughout the Commonwealth.
| Cait | ||
|---|---|---|
|
This fiery-tempered redheaded Irish pit-fighter has a nasty disposition and a dependence on chems. She’s adept at picking locks, making her an invaluable resource in this respect. Her view of certain activities also changes once her quest is completed. | |
| Codsworth | ||
|
A faithful robot butler from a time long past, Codsworth may not have the most devastating salvos of weaponry or the ability to hack or pick locks, but he is unwaveringly loyal. | |
| Curie | ||
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This robotic laboratory assistant has become an independent wasteland researcher. The French accent is part of her programming, and she is highly adept at medical and scientific tasks. Her weapon of choice is a flamethrower. | |
| Paladin Danse | ||
|
A Brotherhood of Steel Paladin, it is Danse who sponsors your petition to become part of this faction. He is an expert battlefield tactician and is exceptional when it comes to providing backup during combat situations. | |
| Dogmeat | ||
|
A faithful best friend, Dogmeat is unwaveringly loyal, always ready to help tackle any enemies you might need savaging, and he comes with his own particular perk (Attack Dog). Note that Dogmeat’s natural affinity starts at maximum, so he doesn’t need or react to your actions. Who’s a good boy? | |
| Deacon | ||
|
A companion initially sent to keep an eye on you as part of the clandestine operatives known as the Railroad, he enjoys disguises and is beneficial to those who enjoy a more stealthy outlook on life. He is the best field agent the Railroad has. | |
| Hancock | ||
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Ever since Diamond City banished Ghouls, most of them have taken up residence in Goodneighbor. Cross him, and he’ll torture you to death slowly. But don’t, and he can be a great friend. | |
| MacCready | ||
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A Commonwealth mercenary scouring the wasteland for a cure to an unknown disease. It’s been a while since he left Little Lamplight. He’s an expert with weapons, particularly the sniper rifle. He prefers to hang back in times of combat, but don’t mistake that for cowardice; he’s an exceptional help if you provide him with markers from where he can cover you. | |
| Piper | ||
|
As Piper’s perk grants you double the XP for completing speech challenges and discovering new locations, she should be your first serious companion. She usually provides modest help with a custom pistol and is a pretty impressive shot. But her most impressive skill is her intrepid nature as a journalist and reporter. | |
| Preston Garvey | ||
|
Aside from providing the basis for your settlement expansions across the Commonwealth, Preston Garvey leads the Minutemen organization and is a crack shot with a laser musket. Help him establish trade routes and new settlements, and you’ll have a friend to the end. | |
| Strong | ||
|
Having recently been introduced to the plays of William Shakespeare, Strong is intriguing, as he also has the brute strength and ability to level a battlefield with a missile launcher while also searching for “the milk of human kindness.” He tags along during Side Quest: Curtain Call. | |
| Nick Valentine | ||
|
Like any hard-boiled detective, Nick Valentine relies equally on his two weapons: his fists and his revolver. He’s also extremely adept at hacking computers and runs a detective agency out of a modest building within Diamond City. | |
| X6-88 | ||
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An Institute Courser and the pinnacle of technological advancements in the field of offensive capabilities, X6-88 is built for combat, can sense incoming enemies from an impressive distance, and is invaluable with his advanced energy weaponry. | |
Companion Affinity
When you meet a companion for the first time, you may be unsure of one another. How do you break the ice? By completing significant decisions or events and seeing how your companion reacts to you. Companions have an active like or dislike for particular ways to solve problems, and they have reactions to your foibles. If you wish to unlock their perk, and further a meaningful conversation with them (and if flagged, attempt some flirting romance or perhaps a little more), you need to
perform actions they like. Keep performing actions they aren’t fond of, and your companion still provides help and support during explorations, but under protest.
General Affinity Choices
The following chart details whether a companion likes or dislikes a quest decision or dialogue choice (either with them or a third party) that exhibits one of the following qualities:
| Decision or Choice Quality | Cait | Codsworth | Curie | Danse | Deacon | Hancock | MacCready | Piper | Preston | Strong | Valentine | X6-88 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Generous | |
|
— | — | — | |
— | |
|
|
— | |
| Selfish | |
|
|
— | — | |
— | |
|
|
— | |
| Nice | — | |
|
|
|
— | |
— | — | — | |
|
| Mean | |
— | |
|
|
|
|
|
|
|
|
— |
| Peaceful | |
— | |
|
— | |
|
|
|
|
|
|
| Violent | |
— | — | |
|
|
|
|
|
|
|
— |
Specific Affinity Choices
The following chart details more specific choices you might make and how your companion reacts.
| Event | Strong | MacCready | Curie | Nick Valentine | Paladin Danse | Piper | Cait | Preston | X6-88 | Deacon | Codsworth | Hancock |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chem Addiction | — | |
|
— | — | — | |
|
|
|
|
— |
| Chem Use | — | — | — | — | |
— | |
— | |
|
|
|
| Donate Item | — | |
|
|
— | |
|
|
|
|
|
|
| Drink Alcohol | — | — | — | — | — | — | |
— | — | — | — | — |
| Eat Corpse | |
— | — | |
|
|
|
|
— | |
— | — |
| Enter Power Armor | |
— | — | — | |
— | — | — | |
— | — | — |
| Enter Vertibird | |
— | — | — | |
— | — | — | |
— | — | — |
| Hack Computer | — | — | — | |
— | — | — | — | |
|
— | — |
| Heal Dogmeat | |
— | |
|
— | |
— | — | |
|
|
— |
| Modify Armor | — | — | — | — | |
— | — | — | |
— | |
— |
| Modify Weapon | — | — | — | — | |
— | — | |
|
— | |
— |
| Murder Non-Hostile | |
|
|
|
|
|
|
|
— | |
|
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| Pick Lock | |
— | — | — | — | |
|
— | — | |
— | — |
| Pick Lock Owned | |
|
— | |
|
|
|
|
— | |
|
— |
| Speech Success (More Caps) | |
|
— | — | — | — | — | — | |
|
|
— |
| Stealing | — | |
|
|
|
|
|
— | — | |
|
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| Stealing (Pickpocket) | — | — | |
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|
|
|
|
— | — | |
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| Walk Around Unclothed | — | — | — | — | — | — | |
— | |
— | — | |
/
* This indicates Cait’s state of mind before and after completing her quest.
So, when presented with your choice of response in conversation, look for answers that fit the qualities presented above. For quest decisions, look for peaceful or violent outcomes. When choosing more minor actions, be mindful that the previous actions may cause a like or dislike. Blank areas of the chart mean the companion isn’t bothered by your answers one way or the other.
Lending a Hand
Aside from helping you in combat and easing your anxiety about the torment of the Commonwealth wasteland, companions perform a number of other important functions:
- Use your companion to carry your extra equipment once you reach your carrying capacity; just talk to them and trade.
- Equip most companions with armor to add protection during combat. Although your companions can’t be killed, they can use up stimpaks just like you do. Use one if they fall in combat and bring them back into the fight.
- Dismiss companions and send them to any of your listed workshop settlements. Or, you can send them back to where you originally found them.