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The article states that “a short while after the incident is resolved, becomes available as a companion for the Sole Survivor,” referring to the Libertalia mission (Synth Retention), and later on also that “If the Sole Survivor did not recruit him when going to their room at the Institute,” which also occurs at the end of that mission. However, in my game, X6-88 was very clearly not recruitable at that point. He only became available as a proper companion two Institute missions later, after finishing Mankind-Redefined. The game did cleary pop up the usual notice in the upper left corner at that point that he is now available for hiring. He was walking around the Intitute SRB area as expected.

Contradictions....[]

  • He will remain as a companion even if the player sides against the institute, albeit with dialogue that suggests the player is still with his faction.
  • If the Sole Survivor is declared an enemy to the Insitute, X6 will become unrecruitable and will be hostile until he is killed. This can prove to be a problem if he was sent to a settlement, as he may engage the settlers.


Both are technicaly true, He will be enemy only if you finish with Minutemen or BOS but friendly if you finish with Railroad. --85.13.100.78 10:08, December 31, 2015 (UTC)

Confirm. If one takes the Railroad path, successfully -- never getting caught out, never banished from the Institute -- then X6-88 can be found again at Libertalia as a potential companion. This is odd, considering that other synths (whether attacking checkpoints, or at particular locations that spawn them) will be hostile, and it is unlikely that the Courser could have missed the destruction of the Institute and hearing of the role you played.

Proposed re-organisation[]

There is a lot of stuff in the Notes section, some of which could actually be put into the "Effect of Players' Actions" section, such as:

  • He will turn hostile if the player sides against the Institute.
  • If the Sole Survivor is declared an enemy to the Institute, X6 will become unrecruitable..." (Note: This sentence has the connotation of the Sole Survivor being a passive rather than active agent, but we KNOW the Institute will only declare the Sole Survivor an enemy as a reaction to the latter's actions; hence I think this sentence should be re-worded to something like: "If the Sole Survivor gets himself/herself banished from the Institute...")
  • Upon being killed by the player, he may say, "I can't... I can't..."

All the above is what I'd expect to read in a section titled "Effect of Players' Actions"...essentially this section should contain anything the player does that has an effect on this characters' behaviour, especially any changes that result from the progression or completion of certain quests. As things currently stand, the "Effect of Players' Actions" usually just has information regarding to companion perks and romance options. Such information could instead be moved to the Notes section, or have a section of its own.

He does not [always] follow if Synth Retention is incomplete. In my case he said that he will only assist with this task and will wait for me when I return. This happened as I took a detour and was crossing to the mainland from the peninsula to which Libertalia is attached.

another solution for him falling in the water in libertalia[]

could some one add this im not good at editing you can get him back on you level by 1.opening the console 2. clicking on him 3. typing moveto player Dariorthan (talk) 09:58, April 17, 2016 (UTC)

missing in action[]

X6-88 did not appear for me in the Institute after being informed that he was available as a companion, even after waiting a few hours. Turns out he was near Nordhagen beach as if he had just finished Libertalia mission.

Strange reaction in Covenant[]

Had a weird thing happen. In Covenant, after wiping out the residents, I set up a beacon and started preparing for settlers. The first settler that arrived attacked X6-88. I had to put her down. I switched companions while I set up the settlement. Later when the settlement was thriving, I took him back and everything was fine. Not sure what happened there.--DocSilence (talk) 23:25, December 22, 2017 (UTC)

Maybe that settler was a synth?
- FDekker talk 00:20, December 23, 2017 (UTC)

Ooh, had not thought of that, but I fully looted her and dumped her body outside. She did not have the component. --DocSilence (talk) 02:42, December 31, 2017 (UTC)

Wandering Bug[]

In my current game, I've assigned X6-88 to Egret Tours Marina. While he has been assigned there, I've also encountered him walking the Commonwealth at least four times. Once fighting Brotherhood, once fighting Raiders, a couple of times just walking. He always talks to me normally. Once when he was just walking, a couple Mirelurks popped nearby and he helped me fight them. Yet, each time I drop back in to check on Egret, he's still there, acting like he never left. Very curious as to how his game code works. --DocSilence (talk) 02:49, December 31, 2017 (UTC)

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