In keeping true to its Bethesda heritage, Fallout 4 allows players to choose a companion from a wide variety of NPCs, each with their own benefits and drawbacks. As a follow-up to our guide on the French robot Curie, here's our companion guide for Piper Wright.
Piper is a renegade journalist operating in Diamond City, one whose tenacity and penchant for publishing the unfiltered truth often gets her in trouble with her fellow citizens. The player will meet Piper outside the gates of the town, either alone or with Mayor McDonough, depending on whether they've already met Nick Valentine.
To gain Piper as a companion, visit her office after first meeting her and agree to an interview. This will start the very short 'Story of the Century' quest. After you complete the interview, she will be available as a companion.
Piper's General Affinity
Meeting Piper after arriving in Diamond City.
As an investigative journalist, Piper is a moral person, but she's also a bit of a hothead. She values generosity and peacefulness, tolerates meanness, but hates greed and violence.
When Piper is your companion, choose generous, mean dialogue choices or those that de-escalate a situation. Avoid those that are selfish (such as asking for a higher reward) or that might lead to a fight. Stealing or pickpocketing should be avoided while Piper is around, as she disapproves of both.
Below we've listed a variety of specific, repeatable actions that will improve your relationship with Piper, as well as those that will hurt it.
Actions that affect your relationship with Piper
Focus on these actions to IMPROVE your relationship:
- Heal Dogmeat in Piper's presence
- Modify your armor
- Pick a lock that is NOT owned
- Choose a generous dialogue option when speaking to another character
- Choose a 'mean' dialogue option when speaking to another character
- Donate items gained from Miscellaneous Quests
- Help innocent civilians
Meanwhile, AVOID doing these repeatable actions:
- Steal, pickpocket someone, or pick owned locks
- Lie to other characters (members of the Brotherhood of Steel are an exception)
- Choosing a 'violent' dialogue option (e.g. intimidating another character)
- Choose a 'greedy' dialogue option (e.g. bribing or demanding caps from another character)
- Eat a corpse
- Murder a non-hostile character
- Help the Institute in any quest
These are not the only ways to affect your relationship with Piper. During the course of many quest lines, you will have to make choices that will affect Piper's opinion of you, should she be your companion during the quest. Below are actions that you can only perform once, or that are connected to a specific quest. *As usual, possible spoilers ahead depending on where you are in the game.*
One-time actions with a POSITIVE effect:
- Give the Vault-Tec Rep a new home
- Join the Minutemen faction
- Join the Railroad faction
- Reply sarcastically to Finn in Goodneighbor
- Convince Mama Murphy to stop taking chems in the Museum of Freedom
- Refuse to join the Brotherhood of Steel faction when Danse asks
- 'Emogene Takes a Lover' - Give Emogene the mysterious serum you just got from the previous 'Special Delivery' quest
- 'The Disappearing Act' - Talk Doc Crocker down peacefully, causing him to commit suicide
- 'The Devil's Due' - Return the deathclaw egg to its nest
- 'Tradecraft' - Tell the truth about Deacon when speaking to Desdemona
One-time actions with a VERY POSITIVE effect:
- 'In Sheep's Clothing' - Give Danny a stimpak before confronting Mayor McDonough
- 'In Sheep's Clothing' - Demand that Mayor McDonough stand trial for his actions
- 'Hole in the Wall' - Give Austin the cure to the mole rat disease instead of keeping it/asking to spilt the dose
- 'Human Error' - Side with Honest Dan/Amelia Stockton and kill Doctor Chambers
- 'Confidence Man' - Convince Travis to stand up for himself
- 'The Silver Shroud' - Save Kent Connolly at the end
- 'Diamond City Blues' - Stop Paul Pembroke from shooting Henry Cooke
- 'Mystery Meat' - Discover what's causing the food poisoning
- Random encounter - Save Jules (the Synth) from being killed by Fred and Angie (the humans)
One-time actions with a NEGATIVE effect:
- Join the Brotherhood of Steel
- Give drugs to Mama Murphy
- Gain entry to the Covenant
- Encourage Tinker Tom's paranoia (in The Railroad HQ)
- 'Diamond City Blues' - Take more than 50% of the cut
- After 'Diamond City Blues' - Lie to Malcolm Latimer about killing his son
- 'The Secret of Cabot House' - Kill or release Lorenzo Cabot
- 'The Devil's Due' - Come back to the nest after returning the deathclaw egg and steal it.
- 'Tradecraft' - Go along with Deacon's lie when speaking to Desdemona
The following one-time actions have a VERY NEGATIVE effect:
- 'Diamond City Blues' - Kill Trish at any point
- After 'The Glowing Sea' - Convince Virgil there was no serum, tell him that he should commit suicide, or give him the serum and then return later and kill him
- 'The Secret of Cabot House' - Kill Edward Deegan
- After 'Diamond City Blues' - Promise to Malcolm Latimer that you will kill Marowski for the death of Nelson Latimer
- 'Blind Betrayal' - Kill Paladin Danse
- Decide to destroy The Railroad faction
- 'Duty or Dishonor' - Kill Initiate Clarke
Maxing out affinity, romance option, and the Gift of Gab perk
Gaining the 'Gift of Gab' after romancing Piper.
Piper is a slightly more difficult companion in that her side quest, 'Story of the Century', is insignificant and is a prerequisite to her becoming the player's companion. So you'll need to put more work into using the above actions to raise your affinity with her. Continue asking her about her backstory and her journalistic ambitions using any new dialogue option that comes up, and be sure to look out for those 'admire' and 'idolize' notifications as your relationship improves.
Piper is a companion that the player can romance (regardless of their character's sex), but romance is NOT a requirement for reaching max affinity and unlocking her perk.
Once you see the 'idolize' notification, you can go one of two routes:
1) If you choose NOT to pursue romance with Piper, you will need to continue taking as many of the above actions as you can. Find the quests on the list you haven't done and do them, especially the ones that have a very positive effect. If you're able to modify many different armor pieces, then use that for small increases. Keep working at it, and eventually the hidden relationship counter will max out.
Eventually you will get a notification saying 'you have achieved the highest level of affinity with Piper' (see the photo for an example). This means you've unlocked the 'Gift of Gab' perk. This perk gives double XP for successfully persuading other characters or discovering new locations. It is in effect regardless of whether Piper is your current companion.
2) If you choose to romance Piper, you will need to take advantage of the 'Flirt' and 'Relationship' dialogue options at every opportunity. Your relationship will improve rapidly should you focus on these options. The Flirt options are speech checks, so make sure your Charisma is adequately high enough to pass them. If you have a lower Charisma, you can temporarily boost it with various items: clothing like Reginald's Suit and Agatha's Dress, or consumables like beer, Day-Tripper, or Daddy-O (those last two give big boosts, but are addictive). If you have a spare point or intend on romancing multiple opposite-sex companions, the 'Lady Killer perk' is very useful.
Once you've raised your affinity enough with the 'Flirt' dialogue options, the 'Romance' option will appear. Again, be sure that your Charisma is high enough to pass this speech check. If you succeed, Piper will express her love for you and you will have maxed out your affinity with her. The achievement will pop up on your screen, announcing that you've unlocked the 'Gift of Gab' perk (see above for the perk's effect).
Don't forget that with romantic companions, you can get an extra bonus. Sleep in an unowned bed for any length of time, making sure that the companion is nearby (they don't need to be your current companion). When you wake up, you'll gain the 'Lover's Embrace' perk. This perk grants a 15% boost in XP for 12 hours, and replaces the 'Well Rested' perk that beds normally provide.
Welcome to Polygon's guide to Fallout 4. Bethesda's expansive post-apocalyptic role-playing game will lead players down many different paths. Whatever shape your journey takes, we're happy to help steer you toward the right paths and over any troublesome hurdles.
Fallout 4 is bigger than it's ever been, thanks to Far Harbor — and our guide is, too. You can find our Far Harbor walkthrough in the table of contents below.
It's time to go underground with Fallout 4's Vault-Tec Workshop. This downloadable content allows you to build and manage your own vault, Vault 88, and comes with many new vault-related structures and items. Clean bed linens and new toilets for all!
This is also the first Workshop add-on to have quests. Run Vault-Tec approved experiments and decide what kind of Overseer you want to be. In this guide, we'll help you navigate your way through Vault-Tec Workshop.
HOW TO USE THIS GUIDE
Whatever your experience level, our Beginner's guide is a primer on how to make the most of your time during the initial hours of your playthrough. Many of our tips will be familiar to Fallout fans, but a refresher never hurts. We also touch upon the new Settlements feature of Fallout 4, which is helpful for a number of the early quests.
Speaking of which, we've organized quests based on the likely order many players might experience during their playthroughs. It assumes you're taking your time with the game rather than mainlining the story. Fallout 4 begins at an extreme corner of the map, which increases the likelihood that you'll come across many of these quests in the order we did.
The same goes for the collectibles in this guide. In a game that is rich in unique items and collectibles, we decided to focus on four categories: Magazines and Bobbleheads for their usefulness in enhancing stats, Holotapes for the occasional arcade game unlock, and Lunchboxes, given the series' history with these pieces of child-sized luggage.
You can also expect updates detailing perks and the Commonwealth's myriad locations.
Table of contents
Beginner's guide (updated)
This is where you'll find a series of tips and tricks to help the unfrozen acclimate to the post-apocalyptic future. After playing dozens upon dozens of hours of Fallout 4, we've expanded this guide with even more.
Companions Guide
Everything you need to know about the 13 friends you can make in The Wasteland — and the perks they can grant you.
Faction guide
Are you a Minuteman or part of a Brotherhood? What does the Institute stand for, and why would you sign up? Ever wanted to ride on a Railroad? Find out everything you need to know about Fallout 4's factions in this section of the guide.
Perks guide
Fallout 4 has more perks than you can shake a box of Rad-X at. We'll tell you to what's valuable and how to use them. We've also included several suggested builds, based on your play style.
13 tips for everybody
Fallout 4 is hard. These 13 tips should help.
Here's how to get unlimited adhesive in Fallout 4
You don't have to dwell in Fallout 4's wasteland for long to realize that the most valuable commodity isn't caps ... it's glue.
A guide to getting rich, getting high, and blowing everything up (without cheating)
The fastest path to riches is farming,
QUEST GUIDES
Fallout 4 is an open-world game, and you can explore the wasteland at your leisure. Though it's open-ended, Fallout 4 is filled with quests — some optional, some required — that pull you through the game. We've broken down the quests into a few categories, each of which you can navigate to below.
- ACT 1
- Prologue: Enjoy your normal life and family while you can.
- Out of Time: Escape Vault 111.
- Jewel of the Commonwealth: Meet Piper and the mayor in Diamond City.
- Unlikely Valentine: Visit the Valentine Detective Agency.
- Getting a Clue: More sleuthing from the Valentine Detective Agency.
- Reunions: Trek to Fort Hagen.
- ACT 2
- Dangerous Minds: It's braaaaaainz!
- The Glowing Sea: Bad for swimming, good for Geiger counters.
- Hunter/Hunted:From MIT to CIT.
- The Molecular Level: Beam me up, Scotty.
- Institutionalized: Come join us.
MINUTEMEN QUESTS
- Main Faction Quests
- When Freedom Calls: Kill the Raiders in the Museum of Freedom.
- Sanctuary: Learn the art of crafting.
- Taking Independence: Seize a castle and expand your influence.
- Old Guns: Decorate with weapons.
- Inside Job: Build a teleporter.
- Form Ranks: Recruit more Minutemen.
- Defend the Castle: An Institute assault forces your hand.
- The Nuclear Option (The Minutemen): Sneak into and defeat The Institute.
- With Our Powers Combined: Use your settlements against The Brotherhood of Steel.
- Radiant Quests: Recruitment
- The First Step: Clear out the Corvega Assembly Plant.
- Raider Troubles at Oberland Station: Kill the Raiders in Back Street Apparel.
- Kidnapping: Rescue a settler or get out your wallet.
- Abernathy Farm: Retribution: Coming soon …
- Greenskins: Coming soon …
- Clearing the Way: Coming soon …
- Taking Point: Starlight Drive-In: Create a radio beacon.
- Ghoul Problem: I ain't afraid of no Ghoul.
- Rogue Courser: Find and kill a Courser.
- Resettle Refugees: Solve a humanitarian crisis.
- Radiant Quests: Ownership
- Defend a Settlement: Build turrets to defend settlers.
- Defend Artillery at a Settlement: Defend a settlement's artillery.
- Stop the Raiding: Kill some Raiders to help your fellow settlers.
- Kidnapped Trader: To pay or not to pay a hostage's ransom.
- Water, Food or Power: Your workshop talents are always needed, always appreciated.
- Suspected Synth: Find an artificial man among men.
BROTHERHOOD OF STEEL QUESTS
- Main Faction Quests
- Reveille: A second faction appears.
- Fire Support: Join the shootout at the Cambridge Police Station.
- Call to Arms: Follow Paladin Danse to ArcJet Systems.
- Semper Invicta: Accept your first quests as an official member of the Brotherhood of Steel.
- Shadow of Steel: Hitch a ride on an airship to get a promotion.
- Tour of Duty: It's orientation day at the Prydwen.
- Show No Mercy: It's time to hunt mutants.
- From Within: Convince Dr. Li to return to the Brotherhood.
- Outside the Wire: Slip a holotape into a terminal within the Institute.
- Liberty Reprimed: Take the Institute down.
- Blind Betrayal: Discover the hidden Cylon.
- Tactical Thinking: Derail a faction, permanently.
- Spoils of War: A radioactive roof infiltration.
- Ad Victoriam: Maybe the easiest escort mission ever.
- The Nuclear Option (Brotherhood of Steel): Brothers of Steel versus the artificial men.
- A New Dawn: The war is over, but the job is far from done.
- Miscellaneous Quests
- The Lost Patrol: Track down three fallen recon team members.
- Duty or Dishonor: Perform an investigation that leads to a revelation.
- A Loose End: Say goodbye, Virgil (because maybe you're going to kill him).
- Getting Technical: Papers, please.
- Blood Bank: Let's hunt for blood.
- Reactor Coolant: Coming soon …
- Radiant Quests
- Cleansing the Commonwealth: Eliminate the ghouls — and the Feral Ghoul Stalker.
- Quartermastery: Get thee to the Wicked Shipping Fleet Lockup.
- Leading By Example: Most. Adorable. Escort mission. Ever.
- Learning Curve: A rare Fallout escort mission.
- Feeding the Troops: Even Brotherhoods gotta eat.
INSTITUTE QUESTS
- Main Faction Quests
- Synth Retention: Speak to Father, kill some Synths, get a room.
- The Battle of Bunker Hill: Track down and recover escaped Synths.
- Mankind Redefined: Father has some big news to share.
- Mass Fusion: A faction bridge gets burned, and we take a radiation shower.
- Pinned: Recruit Wallace the scientist.
- Powering Up: Say hello to the people.
- End of the Line: Eliminate The Railroad.
- Airship Down: Eliminate the Brotherhood and Liberty Prime.
- Nuclear Family: Say goodbye to Father.
- Miscellaneous Quests
- Building a Better Crop: Deliver some genetically modified seeds and learn the truth about Roger.
- Plugging a Leak: Solve a mystery within The Institute.
- A House Divided: Some scientists don't like you. Maybe kill them. Maybe don't.
- Banished from The Institute: Sever your ties.
- Radiant Quests
- Pest Control: Kill some Ghouls for Dr. Binet.
- Hypothesis: Kill a Super Mutant for Dr. Holdren.
- Appropriation: Dr. Watson wants some blueprints. The Brotherhood of Steel has them. Fix that.
- Reclamation: Find and tag a Synth for Dr. Secord.
- Political Leanings: Retrieve a report for Dr. Ayo.
RAILROAD QUESTS
- Main Faction Quests
- Road to Freedom: At journey's end, follow freedom's lantern.
- Tradecraft: Meet Deacon on the Old Highway for an adventure.
- Underground Undercover: An Institute insider aids the Railroad's cause.
- Burning Cover: The Railroad passes the torch to The Minutemen.
- Operation Ticonderoga: Check on a safehouse for Desdemona.
- Precipice of War: Nothing is sacred as the Brotherhood invades the church.
- Rockets' Red Glare: The next step in turning the tables.
- The Nuclear Option (The Railroad): The Railroad's main mission and purpose reaches its conclusion.
- Miscellaneous Quests
- Boston After Dark: Escort H2-22 for Old Man Stockton, meet High Rise, and prove your worth to Dr.Carrington.
- Memory Interrupted: Visit the Memory Den for P.A.M.
- Radiant Quests
- Butcher's Bill 1: Check on the Augusta Safehouse.
- Butcher's Bill 2:Check on the status of Agent Blackbird.
- Mercer Safehouse: Kill hostiles, secure turrets.
- Jackpot: Visit the Mutant-inhabited Medford Memorial Hospital.
- Concierge: Eliminate the hostiles.
- Weathervane: A favor way high up.
- Randolph Safehouse: Do a favor for Drummer Boy.
- Variable Removal: Take out a Counselor for P.A.M.
- To the Mattresses: Lucky Tatum sleeps with the fishes.
- Lost Soul: Save a Synth.
- A Clean Equation: Tie up the remaining Steel loose ends.
- High Ground: Go vertibird hunting.
SIDE QUESTS
- Returning the Favor: Return something precious.
- Pull the Plug: Mario's not the only video game plumber.
- Story of the Century: Conduct an interview.
- Benign Intervention: A partner comes clean, goes clean
- The Big Dig: Explore a tunnel and meet Bobbi No-Nose, Mel and Fahrenheit.
- Confidence Man: Convince Travis the DJ that he's good enough, smart enough and people like him.
- Curtain Call: Help a DJ, get a companion.
- Miscellaneous: Detective Case Files
- The Disappearing Act: Investigate Earl Sterling's disappearance.
- The Gilded Grasshopper: Shem Drowne's grave beckons.
- Long Time Coming: Solve a 200-year-old cold case.
- Diamond City Blues: Follow a marital spat to a chem lab.
- The Devil's Due: Make like an eggcellent errand boy.
- Emergent Behavior: From one body to another
- Here There Be Monsters: What you get when you cross a kid with a sea monster with a Chinese submarine with Captain Zao with an ICBM.
- Human Error: Caravan CSI
- Kid in a Fridge: The one with the kid in the refrigerator.
- Last Voyage of the U.S.S. Constitution: Get a ship airborne ... or don't.
- Long Road Ahead: A road to a cure and a MacCready
- Cabot House quests
- Special Delivery: Find serum for Jack Cabot, an unusual benefactor.
- Emogene Takes a Lover: Girl meets cult.
- The Secret of Cabot House: Quell an uprising at the asylum housing Lorenzo Cabot
- The Silver Shroud: Become the hero.
- Vault 81 and Hole in the Wall: Complete two quests in one to help a prosperous vault and a sick child.
COLLECTIBLES GUIDES
Bethesda sprinkled Fallout 4 with a light dusting of collectibles, many of which will make your character stronger, while o let you play games. Also, there are lunchboxes. These guides will help you catch 'em all find every one of them.
Far Harbor guide
Far Harbor brings a new, story-based component to to Fallout 4, and we bring you a guide.
Main quests
Acadia quests
Children of Atom quests
Far Harbor quests
Miscellaneous quests
I'm not sure if this is the right forum for this, but it kinda deals with spoilers.
Near the end of 'Human Error', at the end of the conversation with Dr. Chambers, Danse's reactions to the choices we have don't seem to make sense. I'm not sure if this is a bug, or if I'm just not understanding the nuances of the conversation going on.
Choices:
- Covenant's a refuge?
- Continue your work, then.
- That's a deal I won't accept.
- Don't kill the girl. Spare her.
Results:
- Loops back to the above choices after some dialogue from Dr. Chambers.
- Danse says, 'Wrong move, soldier. This woman's work was a threat and she needed to be neutralized.' No rep change with Danse; Dr. Chambers moves to kill the girl.
- Compound goes hostile, and [Danse disliked that.].
- Danse says, 'I suggest you hand her over. Right. Now.' [Danse disliked that.], and Chambers moves to kill the girl.
Now, I can understand Danse disliking going against the Compound's intentions, as they're working against the Institute and the synths (like the Brotherhood), so he wouldn't like killing the Compound members, nor would he like asking for the girl to be spared. However, his dialogue when siding with the Compound doesn't make sense, especially when compared with the other options. If he considers Chambers to be a threat, then why would he dislike killing her? Now, of course, at this point in the quest we have no concrete evidence whether or not the girl is a synth. Chambers herself says it's only a 70% probability of being a synth. I can totally understand that Danse would consider five human deaths for every synth death to be acceptable in this pursuit, so then why would he consider her work to be a threat? It seems like he'd be in favor of the Compound's goals.
In case it matters, (in case this might be a bug), I don't have Danse's Trait yet, but I think I'm close.
I don't know. Something just doesn't make sense to me here. Maybe it's a bug, but maybe I'm just not getting the nuances. Thoughts?
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Concept art |
No-one with power should be comfortable for long.
”— John Hancock, Fallout 4John Hancock (born John McDonough)[1] is the mayor of Goodneighbor and a potential companion of the Sole Survivor in 2287.
- 2Interactions with the player character
- 2.4Other interactions
- 6Gallery
Background[edit | edit source]
John Hancock is an unusual ghoul that resides in the town of Goodneighbor, serving as its self-appointed mayor. He was born John McDonough, son of Patrick and Martha. He grew up on the Boston waterfront, living in a little shack with his parents and only brother. The relations between them were the usual brotherly fare, with Hancock at the receiving end of his brother's pranks and scuffles.[2]
As he grew older, Hancock started sneaking off to Goodneighbor to purchase drugs, a habit that would come in handy in subsequent years.[3] Unaware of his brother's abduction and death at the hands of the Institute, the siblings drifted apart as the elder McDonough ran for mayor in Diamond City in the 2282 election, on a firmly anti-ghoul platform. Having lived on the Field for most of his life and knowing many of the ghoul families that would be affected, he tried to intervene and stop the pogrom after his brother's victory and subsequent proclamation of the anti-ghoul decree during his inaugural speech. However, as the mob threw the ghouls out of the city, Hancock was treated to a hideous, mile-long smile and a declaration that it was merely the will of the people.[4]
Furious at the injustice, Hancock left Diamond City behind and headed for Goodneighbor. He managed to track down a couple of the families and lead them there, but most couldn't get used to the life in its brutal reality. He did what he could to help them, bringing them food and other aid, but after a few weeks, most of them just disappeared. The realization that Diamond City signed their death warrants further radicalized Hancock, who felt like he was the only one who saw how screwed up things truly were, who couldn't just pretend things were fine.[5] It was made worse by the fact that Goodneighbor fell under the shadow of Vic and his crew. He treated the homeless drifters like prey, robbing and killing them whenever he or his crew needed to blow off some steam.[6]
Hancock tried to escape from this bleak existence through drugs. However, the resulting binge proved to be a revelation: After blacking out, he woke up on the floor of the Old State House, before John Hancock's clothes. The first American hoodlum and defender of the People, in his own words. He took the clothes for his own, abandoned his old name, and started a new life as just Hancock. He cleaned up, organized a crew of his own, procured hardware from KL-E-0, and started preparing for the inevitable confrontation with Vic.[7] They waited for him and his crew to pass out during one of their binges and gunned them down without mercy, then hanged Vic from the Old State House balcony. Hancock uttered his own inaugural speech over the warlord's twitching body, quoting from Abraham Lincoln: 'Of the people, for the people!'[8]
His rule as a mayor focused on making Goodneighbor a town where all would be welcome and wouldn't have to fear for their lives. He tolerated the Triggermen, as long as they gave his people a wide berth, and ruthlessly cracked down on any who would exploit the people of his town. To maintain order, he carefully cultivated his Hancock persona as a revolutionary hoodlum with a devil may care attitude. He even turned himself into a ghoul, using an experimental radiation-based chem that only had one dose left. Hancock informs the curious that he did it for the legendary high he achieved, with the near-immortality of ghoulification merely an added benefit.[9] In truth, Hancock knew full well what the drug was going to do to him, and chose to take it on purpose because he had grown sick of the person he'd become: The man who let the Diamond City ghouls die, and did nothing as Vic's men gunned down wayward drifters. Once he took the drugs, that person he was would be gone forever, forgotten; in his own words, '[It] didn't seem like a choice at all.'.[10]
Citizens of Goodneighbor look to Hancock for guidance and reassurance in the face of the looming threat of Synths and The Institute. After catching wind of Bobbi'splans to rob his stock-house, Hancock reasoned he had gotten too 'comfortable' with his position of Mayor, and, after delivering a speech to his citizens to inform them of his extended leave of absence, offers to travel with the Sole Survivor, remarking that they might be 'the right kind of trouble' he needs.
Interactions with the player character[edit | edit source]
Interactions overview[edit | edit source]
This character is essential. Essential characters cannot be killed. | |
This character is a permanent party member. They grant the Isodoped perk. | |
This character starts quests. | |
This character is involved in quests. |
Quests[edit | edit source]
- Pickman's Gift: Hancock asks the player to investigate rumors of a serial killer (well, more serial than Goodneighbor is used to) on the loose in North End.
- The Big Dig: Hancock's property is involved in the heist.
- The Silver Shroud: Hancock has unique reactions to the player if they talk to him while wearing the Shroud costume.
Effects of player actions[edit | edit source]
Hancock's loyalty actions | |
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Hancock likes... |
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Hancock loves... |
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Hancock dislikes... |
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Hancock hates... |
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Other interactions[edit | edit source]
- Hancock will offer one dose of Jet at regular intervals, which he will provide automatically when the player talks with him.
- Upon arriving in Goodneighbor for the first time, Hancock will shiv Finn for trying to shake down the Sole Survivor. If Nick is with them at the time, Hancock will further remark on 'mistreating old friends', referring to Nick.
Comments[edit | edit source]
Hancock's location comments | |
---|---|
Location/Requirement | Comment |
Diamond City, entrance | ' |
Goodneighbor, entrance | 'Home sweet home.' |
Combat Zone, exterior | ' |
Boston Airport, before the barricades | ' |
Boston Airport, before the barricades after the Brotherhood of Steel arrive | ' |
Cabot House, exterior by the shrubbery | ' |
Parsons State Insane Asylum, entrance foyer on the rug just past the front door; during the quest The Secret of Cabot House. | ' |
Jamaica Plain, northwest road entrance, by the diner | ' |
Vault 81, entrance walkway | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
Covenant, gate exterior | ' |
[[]], | ' |
[[]], | ' |
Cave (Super Duper Mart), after entering the parking garage | ' |
[[]], | ' |
Sentinel site Prescott, bomb storage room entrance | ' |
Sentinel site Prescott, gantry just inside the main entrance | ' |
Sentinel site Prescott, exterior entrance | ' |
[[]], | ' |
Ticonderoga, penthouse foyer | ' |
Old North Church, catacombs | ' |
Old North Church, nave | ' |
[[]], | ' |
[[]], | ' |
Hubris Comics, shop floor | ' |
Hubris Comics, top floor studio | ' |
[[]], | ' |
[[]], | ' |
Yangtze-31, bridge | ' |
Starlight Drive-In, in the projection room | ' |
Starlight Drive-In, at the screen | ' |
Wilson Atomatoys corporate HQ, Arlen Glass' office | ' |
Wilson Atomatoys corporate HQ, foyer display | ' |
Wildwood Cemetery, | ' |
[[]], | ' |
West Everett Estates, backyard bunker | ' |
[[]], | ' |
Walden Pond, just in front of said cabin. | ' |
Milton General Hospital, basement morgue | ' |
Milton General Hospital, waiting foyer | ' |
Vault 95, Overseer's office | ' |
[[]], | ' |
Museum of Witchcraft, | ' |
Museum of Witchcraft, | ' |
Vault 75, combat training room | ' |
Vault 75, entrance | ' |
Vault 114, entrance construction | ' |
Vault 111, cryonic stasis room | ' |
Vault 114, exterior tunnel construction | ' |
Trinity Church, theatrical rigging | ' |
Trinity Church, nursery | ' |
Thicket Excavations, near the waters edge; before the conclusion of the quest Pull the Plug. | ' |
[[]], | ' |
Gwinnett Brewery, brewing floor | ' |
[[]], | ' |
[[]], | ' |
Combat Zone, front row | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
Boston Common, just in front of the infantry fighting vehicle | ' |
[[]], | ' |
South Boston military checkpoint | ' |
Skylanes Flight 1981, | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
Sandy Coves Convalescent Home, captain's room | ' |
[[]], | ' |
[[[]], | ' |
Robotics disposal ground, in front of the sentry bot | ' |
[[]], | ' |
Revere Beach Station, end tunnel raider encampment | ' |
' | |
' | |
Quincy ruins, Freeway stronghold bridge to roof catwalks | ' |
[[]], | ' |
Boston Police rationing site, in front of the trailer kiosk | ' |
[[]], | ' |
Poseidon Energy, generator room - the part past the raider defenses. | ' |
[[]], | ' |
[[]], | ' |
Pickman's Gallery, | ' |
[[]], | ' |
Fiddler's Green Trailer Estates, entrance | ' |
Neponset Park, | ' |
Natick power station | ' |
[[]], | ' |
Nahant Oceanological Society, second floor | ' |
Nahant Oceanological Society, research laboratory | ' |
[[]], | ' |
Gorski Cabin, root cellar workshop | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
University Point, just inside the gate | ' |
[[]], | ' |
[[]], | ' |
Mass Fusion disposal site, | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
Mahkra Fishpacking, basement store room | ' |
[[]], | ' |
[[]], | ' |
Vault 81, observation room | ' |
[[]], | ' |
[[]], | ' |
Libertalia, at the top of the main structure | ' |
[[]], | ' |
Kingsport Lighthouse, at the top beacon | ' |
WRVR broadcast station, control room | ' |
Jamaica Plain, treasure room | ' |
Jamaica Plain, security room | ' |
Jalbert Brothers Disposal, at the barn with the barrels | ' |
Super-Duper Mart, front counters | ' |
Irish Pride Industries shipyard, at the corpse of Rory Rigwell | ' |
[[]], | ' |
Cambridge crater, edge | ' |
[[]], | ' |
[[]], | ' |
Hub City Auto Wreckers, while on the crane | ' |
Hester's Consumer Robotics, entrance: showroom floor | ' |
[[]], | ' |
Collage Square, the square | ' |
[[]], | ' |
[[]], | ' |
Fort Hagen, command center – outside the gated main room, next to the door | ' |
Greater Mass Blood Clinic, basement storage | ' |
[[]], | ' |
Not available due to bugsAtom Cats' garage, unable to determine due to bugged content. Not available due to bugs | ' |
Gunners Plaza, cafeteria – before the staircase | ' |
Gunners Plaza, main entrance of the atrium writer's room | ' |
When walking on a mirelurk infested beach, between Reeb Marina and Gibson Point Pier. | ' |
General Atomics factory, quality assurance test chamber | ' |
Back Alley Bowling, at the lanes | ' |
General Atomics galleria, at the gate | ' |
[[]], | ' |
Fort Strong, sublevel in the room before the main mini nuke storage room. | ' |
West Roxbury station, platform | ' |
[[]], | ' |
Federal surveillance center K-21B, gantry overlook | ' |
Faneuil Hall, the hall | ' |
Concord civic access, main pipe room | ' |
[[]], | ' |
Fairline Hill Estates, at the fortified house | ' |
Fairline Hill Estates, at the entrance to the cul-de-sac | ' |
[[]], | ' |
[[]], | ' |
Easy City Downs, northern corner fence hole to the racetrack, next to the stands | ' |
East Boston Preparatory School, third floor torture chamber | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
[[]], | ' |
USS Constitution, after quest the completion of the quest Last Voyage of the U.S.S. Constitution | ' |
Weatherby Savings and Loan, before the completion of the quest Last Voyage of the U.S.S. Constitution | ' |
D.B. Technical High School, basement – after killing Bosco or at the throne | ' |
[[]], | ' |
Croup Manor, basement | ' |
Crater House, edge of crater | ' |
[[]], | ' |
Corvega assembly plant, entrance of the assembly line room | ' |
Not available due to bugsCoast Guard Pier, either at the corner of the pier by the tower, or the center of the building. The super mutants were supposed to be wearing Coast Guard hats. Not available due to bugs | ' |
[[]], | ' |
Chestnut Hillock Reservoir, | ' |
[[]], | ' |
Shaw High School, cafeteria | ' |
Charles View Amphitheater, | ' |
[[]] | ' |
Cabot House, laboratory | ' |
Cabot House, living room | ' |
Bunker Hill, base of the monument | ' |
Breakheart Banks, at the building | ' |
Boston Public Library, hall where defenses are | ' |
Boston Public Library, main entrance | ' |
Boston mayoral shelter, at the basketball court | ' |
[[]], | ' |
[[]], | ' |
Beantown Brewery, bottling room floor | ' |
Fallon's Department Store (West Roxbury township), by the fountain | ' |
Fallon's Department Store (West Roxbury township), by the escalators | ' |
Joe's Spuckies (Southie speakeasy), speakeasy stairway | ' |
The Switchboard, the foyer of the agency | ' |
BADTFL regional office, evidence lockup | ' |
Inventory[edit | edit source]
Apparel | Tricorn hat Red frock coat |
---|---|
Weapon | Short double-barrel shotgun |
Carried items | None |
Drops on death | empty |
Notes[edit | edit source]
- Despite alluding to it as his symbol of office as Mayor of Goodneighbor, Hancock will not react to the player removing the Tricorn Hat from his inventory.
- If the Sole Survivor kills Finn before Hancock does, he won't turn hostile; instead, he responds calmly, applauding them for their actions.
- It's possible the chem that turned Hancock into a ghoul may be part of the same treatment that preserved Eddie Winter.
Quotes[edit | edit source]
“Fallout 4 Human Error Bug
Someone needs helping, we help 'em; someone needs hurting, we hurt 'em. It's not hard.
”“Goodneighbor's of the people, for the people, you feel me? Everyone's welcome.
”“Plenty of folks wanna make life hard for people just tryin' to survive. I'm not willing to stand for that kinda shit.
”“Moments like this, I know all that karma stuff is bull, because no one like me should be this lucky.'
”“I'm gonna be real mad if this turns out to be one big Jet flashback.
”“So a ghoul walks into a bar. Bartenders says 'We don't serve ghouls here.' Ghoul says 'That's fine; is the Human fresh?'
”“Not sure how much of this fresh air and sunshine I can handle. Gotta be a bar around here somewhere...
”Gallery[edit | edit source]
Concept art[edit | edit source]
Appearances[edit | edit source]
John Hancock appears only in Fallout 4.
References
- ↑The Sole Survivor: 'Why did McDonough campaign against the Ghouls?'
Hancock: '
(Hancock's dialogue) - ↑The Sole Survivor: 'You and McDonough knew each other as kids?'
Hancock: '
(Hancock's dialogue) - ↑Hancock: 'I still wasn't a Ghoul at this point, so I didn't have to leave, but I couldn't bring myself to stay in that cesspool after that. But at the time, I just needed to get the hell away from him. Him and that whole damned city. I'd been sneakin' off to Goodneighbor for years to get decent chems, so I knew the safe routes. I managed to track down a couple of the families, lead 'em there, but most couldn't get used to the Goodneighbor lifestyle. Folks in Diamond City signed their death warrants and all the good people were willing to just sit by and watch. I brought them food for a couple of weeks, but after a while, they just disappeared. I felt like I was the only one who saw how screwed up things truly were, who couldn't just pretend things were fine.'
- ↑The Sole Survivor: 'How could they do something like that?'
Hancock: '
The Sole Survivor: 'It could have gone worse. At least they left with their lives.'
Hancock: '
(Hancock's dialogue) - ↑The Sole Survivor: 'McDonough was right. He only gave the people what they wanted.'
Hancock: '
(Hancock's dialogue) - ↑Hancock: 'Hell, that sorta bull's the whole reason I became mayor in the first place. Some ass named Vic ran the town for I don't know how long before that. Guy was scum. Used us drifters like his own personal piggy bank. He had this goon squad he'd use to keep people in line. Every so often he'd let them off the leash, go blow off some steam on the populace at large. Folks with homes could lock their doors, but us drifters, we got it bad. There was one night, some drifter said something to them. They cracked him open like a can of Cram on the pavement. And we all just stood there. Did nothing.'
- ↑Hancock: 'I felt like less than nothing. Afterwards, I got so high, I blacked out completely. When I finally came to, I was on the floor of the Old State House. Right in front of the clothes of John Hancock. John Hancock, first American hoodlum and defender of the People. I might've still been high, but those clothes spoke to me, told me what I needed to do. I smashed the case, put them on, and started a new life. As Hancock. After that, I went clean for a bit, got organized, convinced Kleo to loan me some hardware. Got a crew of drifters together and headed out into the ruins, started training. Next time Vic's boys went on their tear, we'd be ready for 'em.'
- ↑Hancock: 'So the night of, we all got loaded, let Vic's boys get good and hammered, and burst from the windows and rooftops where we'd been hiding. They never even saw it coming. We didn't have to fire a shot. We didn't have to. But we sure fucking did. It was a massacre. Once we'd mopped up, we strolled right into Vic's quarters in the State House, wrapped a rope around his neck, and threw him off the balcony. And there I am, gun in hand, draped in Hancock's duds, looking at all the people of Goodneighbor assembled below. I had to say something. That first time I said 'em, they didn't even feel like my words: 'Of the people, for the people!' Was my inaugural address. Became Mayor Hancock of Goodneighbor that day. And from then on, I vowed I'd never stand by and watch. Ever again.'
- ↑The Sole Survivor: 'What's your story, Hancock?'
Hancock: '
The Sole Survivor: 'You're immortal?'
Hancock: '
(Hancock's dialogue) - ↑The Sole Survivor: 'Running from yourself? What do you mean?'
Hancock: '
(Hancock's dialogue)
|
|
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Hancock&oldid=2080952'
Fallout 4 (2015)
Fallout 4 Human Error Unlimited Caps Glitch After Patch 1.10! Honest Dan Infinite Caps Exploit! (Fallout 4 Glitches & Exploits After All Patches) (2018) (Working On PS4, Xbox One & PC)
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Enjoy the video? Give it a like, subscribe for more and click the bell icon!
Follow me on Twitter - https://Twitter.com/DemonAsylum
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Join my Discord Server - https://Discord.gg/3NdAh24
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Tags:
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