Piper |
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Perk | Gift of Gab |
Location | Diamond City |
Romanceable | Yes/No |
Piper or Piper Wright is a Companion in Fallout 4. Piper is a journalist who has been exiled and is trying to get her way back inside Diamond City. Companions are the different characters you will encounter while exploring Locations in the game who you can recruit to join you during the campaign. They have their preferences and character alignment which affects their Affinity Level. Raising their Affinity Level to the maximum will reward players with a unique Companion Perk. Piper is a romanceable character.
Look, I gotta go get settled in, but, um, stop by my office later. I have an idea for an article that you would be perfect for.
How to Recruit Piper in Fallout 4
To unlock or recruit Piper in Fallout 4, you have to do the following:
- Find her outside Diamond City and speak with her. Complete her Quest: Story of the Century to recruit Piper.
Where to Find Piper in Fallout 4
Piper is located Outside Diamond City.
Fallout 4 Piper Information
As a child, Piper grew up in a small settlement outside the city together with her younger sister, Nat, and her father who was working with the militia. One day, his father wound up dead after he discovered the captain let through some raiders to loot the place. Piper then became determined to reveal the truth by distributing “Wanted” papers to the entire settlement, which resulted in the captain getting kicked out.
She became obsessed with news and finding the truth, and when she criticized Mayor McDonough of Diamond City, he kicked her out.
Piper Starting Gear
Piper starts with the following item/s upon recruiting them:
- Red Leather Trench Coat
- Press Cap
- Road Leathers
- 10mm Pistol
Piper Companion Perk
- Gift of Gab: +100% XP bonus for successful Charisma checks and discovering new locations
All Piper Quests
The following Quests listed below are related to Piper in Fallout 4:
- Jewel of the Commonwealth
- Story of the Century
- Reunions
- In Sheep’s Clothing
Fallout 4 Piper Romance and Affinity Guide
Piper offers a unique companion perk that players can earn upon reaching the maximum affinity level with her. She reacts to the Sole Survivor’s actions and dialogue choices, which will directly affect her affinity. By making sure that you do things in favor of Piper, you can earn Gift of Gab: which grants a +100% XP bonus for successful Charisma checks and discovering new locations and also a chance to romance her.
The maximum affinity level is 1000 points, and it begins at 0 and you have to work your way up. You will see a bubble whenever certain actions or dialogues affect Piper. She prefers it when the Sole Survivor is acting generous or mean, and dislikes it when the player is selfish, peaceful, or violent. Her general affinity is about striking a balance.
Piper Character Alignment in Fallout 4
Generous | Selfish | Nice | Mean | Peaceful | Violent | Chem Use | Chem Addiction | Donating |
---|---|---|---|---|---|---|---|---|
-- | -- | -- | ||||||
Consume Alcohol | Eat Corpse | Give Item | Hack Computer | Heal Dogmeat | Modify Armour | Murder Non-Hostile | Naked | Pick Lock (Owned) |
-- | -- | -- | -- | |||||
Pickpocketing | Speech Success | Theft | Use Power Armor | Use Vertibird | ||||
-- | ?? | ?? |
How to Increase Piper's Affinity
Fallout 4 Piper's Likes
See all Piper's Likes (click to reveal)
- Assisting innocent and non-hostile characters.
- Successfully unlocking unowned doors and items.
- Enlisting in the Minutemen.
- Choosing non-violent choices in dialogue.
- Resolving conflicts without resorting to violence.
- Providing the Vault-Tec rep with a new residence.
- Enlisting in the Railroad.
- Requesting Bobbi No-Nose to leave during The Big Dig.
- Granting the mysterious serum to Emogene in Emogene Takes a Lover.
- Administering the experimental serum to Brian Virgil.
- Respond with sarcasm when speaking to Finn in Goodneighbor.
- Choosing dialogues that use sarcasm when speaking to Ann Codman.
- Responding with sarcasm or stating 'sounds like anarchy' to Hancock after he kills Finn.
- Accepting the quest Public Knowledge from Daisy in Goodneighbor.
- Persuading Mama Murphy to deal with her chems addiction.
- Reprimanding Vadim Bobrov for his dealings with Tower Tom's gang when rescuing him at the conclusion of Confidence Man.
- During a meeting with Honest Dan after collecting evidence in Human Error, choose the dialogue that says "Maybe" and then "That's fair" when he proposes working as equal partners or not at all.
- Persuading Jacob Orden to forewarn The Compound before the Sole Survivor arrives while doing the quest Human Error.
- Attempting to negotiate with Doc Crocker during The Disappearing Act.
- Returning the deathclaw egg to its mother or demanding additional payment from Wellingham during The Devil's Due.
- Informing Desdemona that the Sole Survivor is willing to risk their life to save the synths.
- Revealing the truth about Deacon's embellishments regarding the operation at the Switchboard during the quest Tradecraft.
- Offering a Nuka-Cola to Sheffield.
- Saying that the Solve Survivor doesn't have experience in fights when asked by Vadim.
- Providing support to Travis Miles in Confidence Man, with multiple opportunities throughout the quest.
- Ensuring H2-22 reaches safety at Ticonderoga during Boston After Dark.
- Informing Phyllis Daily at Egret Tours Marina about Shaun upon first meeting.
- While in a coversation with Phyllis Daily at Egret Tours Marina, choose the "Anything else?" after hearing her story.
- Proposing to Phyllis Daily at Egret Tours Marina to join the Minutemen.
- Alerting Desdemona about the Institute's plans before joining The Battle of Bunker Hill.
- Advising Paul Pembroke to resolve his own issues when he seeks help to confront Henry Cooke. This option can be triggered twice, initially when he requests assistance and later when dialogue is reinitiated.
- Instructing Paul Pembroke "Don't Shoot" during the bar incident in Diamond City Blues.
- Agreeing to a 50-50 split with Paul Pembroke during Diamond City Blues.
- Expressing condolences to Malcolm Latimer for the death of his son.
- Acknowledging Roger Warwick that he makes sense and promising to address the super mutant problem, initiating the quest Warwick Homestead: Greenskins.
- Persuading Darla to leave Skinny Malone during Unlikely Valentine.
- Choose to kill Eddie Winter at the conclusion of Long Time Coming.
- Offering a friendly response to Barney Rook after activating the turrets.
- Exhuming Shem Drowne's grave.
- Consenting to find a bloatfly gland for Doctor Duff in Diamond City's Science! Center.
- Choosing "Sounds Like Anarchy" when speaking with Hancock after entering Goodneighbor for the first time.
- Opting for the 'donate crops' speech option or choosing to pay 1000 caps during Feeding the Troops.
- Negotiating for more caps from Hancock.
- Volunteering to assist Ellie Perkins in finding Nick Valentine.
- Agreeing to aid Moe Cronin and initiating Out in Left Field.
- Consenting to help Solomon by locating a mutated fern at Forest Grove Marsh.
- During the first meeting with Abbot, respond with "I won't" after he asks you "Don't touch the paint."
- Agreeing to help Abbot and initiating Painting the Town.
- Delivering the green paint to Abbot.
- Expressing 'Happy to help' to Abbot after completing Painting the Town.
- Choosing the 'Guard' reply when first conversing with Hawthorne in Diamond City.
DLC Quests
- Responding 'Just a traveler' to Scott Edwards when seeking entry into Vault 81.
- Undermining the quest giver's intended goal during Children of Atom quests on the Island in Far Harbor (Far Harbor DLC).
- Noting that she dislikes accepting the quest but working against the Children of Atom usually results in a net gain of affinity in the long run.
- Telling Jule the truth about herself during The Price of Memory in Far Harbor. (Far Harbor DLC).
- Acknowledging Small Bertha's remarkability in Far Harbor (Far Harbor DLC).
- Offering support upon hearing The Mariner's diagnosis in Hull Breach 2 in Far Harbor (Far Harbor DLC).
- Stating 'Anything for family' when speaking to Mitch and Debby in the Last Plank in Far Harbor (Far Harbor DLC).
- Informing Avery that you wanted to 'help with friends' in (Far Harbor DLC).
- Persuading Tektus to leave rather than killing him during Reformation in (Far Harbor DLC).
- Stating that Ada is being helpful, emphasizing she is an individual and does not think that way, when she asks about Jezebel's head in Automatron. (Automatron DLC).
- Saying "some good in there" to the reconstructed Jezebel when discussing the Mechanist in Automatron (Automatron DLC).
- Comforting Isabel Cruz if she was spared during Restoring Order in Automatron (Automatron DLC).
Fallout 4 Piper's Loves
See all Piper's Loves (click to reveal)
- Eliminating the super mutants outside of Diamond City.
- Offering the entire cure to Austin during the Hole in the Wall quest in Vault 81, rather than keeping it for oneself or requesting it to be divided into two doses.
- Choosing to support Honest Dan and liberate Amelia Stockton during Human Error.
- Advising Paul Pembroke to "Give Cooke a Chance" and "Calm Down" during the bar scene in Diamond City Blues.
- Provide assurance to Billy that you will take him home during Kid in a Fridge.
- Declining to sell Billy to Bullet during the quest Kid in a Fridge.
- Revealing the truth behind the illnesses in the Mystery Meat quest.
- Protecting Jules (the self-admitted synth) from being shot by his human companions (Fred and Angie) in the random encounter through non-violent dialogue choices.
- Liberating the caravan prisoners from Zeller during the miscellaneous quest given by Kessler at Bunker Hill.
- Aligning with the Railroad when conversing with Desdemona in End of the Line.
- Expressing to the Mariner that "people should come together" at the conclusion of Hull Breach 3.
- Choosing the dialogue "I promise" when speaking with Glory during Precipice of War.
- Successfully convince Fred that Jules has not harmed anyone.
DLC Quests
- Informing Sister Aubert that you will report her loyalty to High Confessor Tektus. Far Harbor (Far Harbor DLC).
- Informing DiMA that Far Harbor deserves to know the truth. (Far Harbor DLC).
- After Nick Valentine finishes his conversation with DiMA, and you've obtained DiMA's memory (specifically the one involving Nick), converse with Nick again to provide evidence of his origin. Far Harbor (Far Harbor DLC).
- Successfully completing the quest Open Season. Nuka World (Nuka World DLC)
Fallout 4 Piper's Dislikes
See all Piper's Dislikes (click to reveal)
- Unlocking owned locks and engaging in theft.
- Using intimidation, bribery, or demanding caps from non-hostile characters.
- Enlisting with the Brotherhood of Steel upon completing Call to Arms.
- Providing false information to others, excluding the Brotherhood of Steel.
- Expressing the belief that synths are mere tools when conversing with Desdemona.
- Supporting Deacon's fabrication when reporting back to Desdemona at the conclusion of Tradecraft.
- Misleading Malcom Latimer by claiming not to have killed his son.
- Supplying chems to Mama Murphy and making her addiction worse.
- Gaining access to Covenant.
- Assisting The Institute.
- Deciding the fate of Lorenzo Cabot in The Secret of Cabot House quest—either by killing or releasing him.
- Eliminating the human Art in the corresponding random encounter.
- Indulging Tinker Tom's paranoia.
- Engaging in cannibalism or any corpses.
- Claiming more than 50% of the cut in the Diamond City Blues questline.
- Using hostile dialogue to rescue Jules (the self-admitted synth) from his human companions, Fred and Angie.
- Expressing to her and Nick Valentine that you would willingly kill Kellogg again at the conclusion of Reunions.
- Negotiating the price down from 1000 to 500 caps during Feeding the Troops.
- Requesting more payment from Ellie Perkins to locate Nick Valentine.
- Instructing Finn to back off in Goodneighbor.
- Persuading Doctor Duff to provide additional caps in exchange for a bloatfly gland.
- Informing Myrna that you're a synth when first meeting her.
- Inquiring with Maria about why she hasn't already dealt with the raiders in Special Delivery.
DLC Quests
- Accepting Children of Atom quests on the Island in Far Harbor (Far Harbor DLC). Note that subverting the quest giver's intended goal often results in several likes, contributing to positive affinity in the long run.
- Proposing the destruction of Far Harbor factions in Far Harbor (Far Harbor DLC).
- Choosing not to disclose the truth to Jule about herself during The Price of Memory in Far Harbor (Far Harbor DLC).
- Informing Ada that there's no more time for mistakes when she inquires about Jezebel's head in Automatron (Automatron DLC).
- Acting rudely towards Isabel Cruz after Restoring Order in Automatron (Automatron DLC).
Fallout 4 Piper's Hates
See all Piper's Hates (click to reveal)
- Engaging in romantic interactions with other characters while Piper is the main companion, especially when a romantic relationship is established.
- Engaging in violent acts towards non-hostile characters.
- Eliminating Ashes during the Here Kitty, Kitty quest.
- Taking the life of Trish in the Diamond City Blues questline.
- Ceasing fire by terminating everyone else.
- Providing false information to Virgil by claiming there was no experimental serum.
- Trick Virgil into taking his own life.
- Defending oneself by killing Virgil after administering the serum and revisiting some days later. (Virgil turning hostile, however, is not expected to happen. Typically, not destroying any of his defense systems during the initial visit and refraining from wearing power armor for the return can prevent this.)
- Ending Edward Deegan's life at the conclusion of The Secret of Cabot House.
- Eliminating the remaining Cabot family members without facing consequences.
- Informing Malcom Latimer of the intention to exact revenge on Marowski for killing his son Nelson.
- Initially agreeing to harm Travis during the Confidence Man quest.
- Choosing to dismantle the Railroad for either the Brotherhood of Steel or the Institute.
- Deciding to betray Bobbi No-Nose after breaking into Hancock's storeroom in The Big Dig quest.
- Retrieving Mayor McDonough's report for the Institute during the Political Leanings quest.
- Destroying the sentry bot guarding Cabot House.
- Opting to terminate the Railroad when conversing with Desdemona in End of the Line.
- Choosing "Leave her" when speaking with Glory during Precipice of War.
- Deciding to keep the Vault 81 cure for oneself at the conclusion of the Hole in the Wall quest.
- Taking the life of Jake Finch at Saugus Ironworks.
- Instructing human Art to eliminate synth Art in dialogue.
- Leaving Danny Sullivan to meet his demise.
DLC Quests
- Killing Machete Mike or leaving him to perish in Far Harbor (Far Harbor DLC).
- Ending the lives of the Hubologists by adding a fourth fusion core at the conclusion of Trip to the Stars in Nuka World (Nuka World DLC).
Piper Fallout 4 Notes & Tips
- Fallout 4 Piper notes and tips go here.
- Piper is an intrepid reporter based in Diamond City who is a bit of a perpetual thorn in Mayor McDonagh's side.
- Her perk grants double XP for speech challenges and discovery of Locations making her an attractive early game option.
- She uses a 10mm pistol during combat.
- Piper responds positively when you successfully pick a lock or sarcastically question somebody's authority.
Fallout 4 All Companions |
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Ada ♦ Cait ♦ Codsworth ♦ Curie ♦ Deacon ♦ Dogmeat ♦ John Hancock ♦ MacCready ♦ Nick Valentine ♦ Old Longfellow ♦ Paladin Danse ♦ Porter Gage ♦ Preston Garvey ♦ Strong ♦ X6-88 |
piper is badass
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