Fallout 4: Who’s With You ‘Til the End (of the Institute)? Companion Loyalty and Your Choices
So, you’re thinking of siding with the Institute in Fallout 4? A bold choice, indeed! But before you commit to Father’s vision of a technologically advanced future, it’s crucial to understand the companion ramifications. Simply put, siding with the Institute means saying goodbye to certain companions who fundamentally disagree with their methods or are enemies of the faction. The most notable loss is Deacon from the Railroad. Furthermore, actively pursuing the Institute’s questline will ultimately lead to the elimination of the Brotherhood of Steel, which, in turn, makes Paladin Danse unavailable. He is killed in this scenario.
Companion Loyalty and the Institute: A Deep Dive
Choosing a faction in Fallout 4 is never a simple matter. It’s not just about the quests you undertake; it’s about the relationships you forge and, sometimes, the ones you break. The Institute, with its clandestine operations, synth replacements, and often morally questionable experiments, creates significant friction with certain companions. Let’s break down which companions will stick with you, which will leave, and why.
The Ones You’ll Lose
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Deacon: As a staunch member of the Railroad, Deacon’s entire mission is to free synths from the Institute’s control. He will immediately become hostile and leave your service once you become an enemy of the Railroad. There’s absolutely no way to reconcile this.
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Paladin Danse: This one’s a bit more complicated. While Danse may initially tolerate your involvement with the Institute, once you’re tasked with destroying the Brotherhood of Steel, he becomes your enemy. If you progress far enough in the Institute questline, Danse will be killed. If you chose to side with the institute Danse is killed when you wipe out the Brotherhood of Steel. If you are doing the story leading up to joining the Institute, then Danse is still available as a companion but your companions do not teleport with you into the Institute when you visit.
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Preston Garvey: While you won’t technically lose Preston as a companion until you decide to destroy the Minutemen, his affinity for you will drastically decrease. You cannot become enemies with the Minutemen unless you betray them with the Nuka-World Raiders. Siding with the Institute does not lock you out of the Minutemen quests.
The Ones Who Will Stay (Or at Least Tolerate It)
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X6-88: This courser is the most obvious choice. He’s loyal to the Institute and will approve of almost all your actions that benefit the faction.
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Curie: Initially, Curie may have reservations about the Institute’s methods, but as a scientist, she can understand and appreciate their research goals, especially after she transfers into a synth body. She remains a suitable companion that fits an Institute playthrough, since she’s a scientist that would understand the value of the Institute’s research and can relate with the Institute even though they’re the Commonwealth’s boogeyman.
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Codsworth: Your trusty robot butler is largely neutral. He doesn’t have strong feelings about the Institute either way and will generally remain loyal to you.
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Ada and Automatron DLC Robots: Similar to Codsworth, robots created with the Automatron DLC are generally indifferent to the Institute.
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Strong: This Super Mutant is usually a tricky one. He might appreciate the destruction you wreak in the name of the Institute, but his affinity can be difficult to manage due to his unpredictable likes and dislikes.
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Cait: Surprisingly, Cait doesn’t have strong feelings about the Minutemen or the Institute. She does, however, like helping the Brotherhood of Steel. She is a bit contradictory at times: she likes actions that help the Brotherhood of Steel, but also illegal activities like pickpocketing and stealing.
Important Considerations
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Affinity Loss: Even if a companion doesn’t outright leave you, their affinity can plummet if you consistently act against their values. This can lock you out of their companion quest and prevent you from maximizing their perks.
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Companion Quests: Certain companion quests will become impossible to complete if you side with the Institute. For example, Danse’s quest, “Blind Betrayal,” becomes irrelevant if you commit to the Institute’s goals.
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Story Implications: Ultimately, the decision of which faction to side with comes down to your personal roleplaying preferences. Do you believe in the Institute’s vision, even if it comes at a moral cost? Your companions’ reactions will reflect the weight of that choice.
FAQs: Clearing Up Companion Confusion
Here are 15 frequently asked questions to further clarify the complexities of companion relationships when siding with the Institute in Fallout 4:
Can I keep Danse if I side with the Institute?
No. Completing quests for the Brotherhood of Steel up to the point of a certain quest involving Danse, you can keep him as a companion no matter what faction you side with. Danse will stay but not as a companion he’ll basically become a normal settler. However, once you are tasked with destroying the Brotherhood, Danse becomes hostile. There is no way to keep him as an active companion and remain loyal to the Institute. Danse gets killed when you wipe out the Brotherhood of Steel. If you are just doing the story leading up to joining the Institute then Danse is still available as a companion, but your companions don’t teleport with you into the Institute when you visit.
Can I save Danse if I side with the Railroad?
Yes, it is possible to save Danse if you side with the Railroad. If you don’t do the first objective, which is “talk to Lancer Captain Kells”, the Railroad will remain friendly and when you destroy the brotherhood you won’t have to kill Danse. Danse won’t be able to follow you after destroying the brotherhood but he will be alive and friendly towards you.
Does Cait like the Institute?
Cait does not like the Institute. She doesn’t like the Minutemen or the Institute – synths in general, actually, so no helping the railroad in front of her. She likes actions that help the Brotherhood of Steel, but also illegal activities like pickpocketing and stealing.
What happens to Paladin Danse if you side with the Institute?
If you join the Institute then yes – Danse gets killed when you wipe out the Brotherhood of Steel. If you’re just doing the story leading up to joining the Institute then Danse is still available as a companion but your companions don’t teleport with you into the Institute when you visit.
What companions side with the Institute?
Aside from X6-88, the only “suitable” companion that fits an Institute playthrough is Curie, since she’s a scientist that would understand the value of the Institute’s research and can relate with the Institute even though they’re the Commonwealth’s boogeyman.
What happens if I side with the Institute Fallout 4?
If you decide to pledge final loyalty with the Institute Faction in Fallout 4, then you will no longer be able to complete quests or contact allies of other factions. You will need to complete a select number of quests that require you to wipe out both the Brotherhood of Steel and the Railroad.
What happens to the Minutemen if I side with the Institute?
From a gameplay standpoint, the only way to lose the Minutemen’s support is to ally yourself with the Nuka World Raiders. Siding with any other faction, up to and including the Institute, will not lock you out of the Minutemen quests.
Can you destroy the Minutemen with the Institute?
No, it is impossible to become enemies with the Minutemen or destroy them.
Can you betray the Institute with the Minutemen?
Yes. The Minutemen are basically a neutral faction. Preston WILL order you to destroy the BOS, however, but only if you choose the Minutemen to destroy the Institute and, basically, go all in with the Minutemen endings.
Can you romance companions that dislike the Institute?
Yes, you can romance companions who dislike the Institute, but maintaining a high affinity will be challenging. You’ll need to carefully manage your actions and dialogue choices to avoid significant affinity loss. Be sure to note that Cait can be romanced following the Benign Intervention quest by passing a medium Charisma check during a personal conversation. Confessing your love cements your relationship.
Is it best to side with the Institute?
The Institute creates Synths placed in the wasteland, passing as humans to manipulate and control the societies of the wasteland. This makes them, by default, the antagonists in the story. As a result, they should not be sided with unless this character path is what you desire. This is a subjective question that depends on your preferred roleplaying experience.
How does siding with the Institute affect the ending of Fallout 4?
Siding with the Institute leads to an ending where the Institute remains the dominant power in the Commonwealth. You destroy the Brotherhood of Steel and the Railroad, ensuring the Institute’s continued operation.
Can you rebuild your relationship with a companion after siding with the Institute?
It is extremely difficult, and in some cases impossible, to rebuild your relationship with a companion who strongly opposes the Institute after committing to their cause. The best course of action is to manage your actions carefully to avoid significant affinity loss in the first place.
Does the Institute offer unique companion perks?
X6-88 offers a unique companion perk called Shield Harmonics, which grants +20 Energy Resistance.
Where can I learn more about character choices in video games?
Understanding the impact of choices and consequences in games is a fascinating area of study. Explore resources at the GamesLearningSociety.org website to discover more about how games impact learning and decision-making skills.
By carefully considering these factors, you can make an informed decision about whether siding with the Institute aligns with your desired gameplay experience and companion relationships in Fallout 4. Good luck in the wasteland!