This page lists all companions in Fallout 2. |
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Permanent companions[]
Permanent companions require a few requisites to be met in order for them to join the player's party. For a few non-player character's, there is more than one possible way to have them join your party.
Name | Location | Prerequisites |
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John Cassidy | Vault City | Player asks him to join. Must also not be a slaver. |
Davin | Modoc | Player marries him after having sex, regardless of gender |
Dogmeat | Cafe of Broken Dreams | Player shows Dogmeat the Vault 13 suit in the Cafe encounter |
Goris | Vault 13 | Player asks him to join |
K-9 | Navarro | Player kills Schreber and repairs K-9 |
Lenny | Gecko | Player reaches 'Accepted' reputation with Gecko or a Charisma of 9 |
Marcus | Broken Hills | Player asks him to join after completing certain quests in Broken Hills. |
Miria | Modoc | Player marries her after having sex, regardless of gender |
Myron | Stables | Player asks him to join |
Pariah Dog | Random encounter | Player fails a LK check on the encounter map |
Robodog | New California Republic | Player tests Dr. Henry's mutagen |
Skynet | Sierra Army Depot | Player is willing to build Skynet himself; requires Bio Med Gel, a Robot motivator, and a Cybernetic Brain |
Sulik | Klamath | Player pays his $350 debt or saves Smiley from the Toxic Caves. Must also not be a slaver. |
Vic | Den | Player gives Metzger Vic's radio and pays $1000 or kills Metzger and all the slavers. |
Companion controls[]
Once an non-player character becomes the player's companion, their dialogue menu changes to a list of tactical and combat-oriented options. New from Fallout is a "Combat Control" button in dialogue, which lets you manually change an non-player character's armor, weapon, distance, and tactics.
The picture to the right is the in-game dialogue box for controlling companions. For permanent companions, the options are shown as follows:
Use Best Weapon
- At first, this doesn't do anything, because the companions originally only carry their default weapon. However, the player may so gift them with a better weapon (and ammunition, for guns), then the non-player character will make use of that weapon instead. Alternatively, the companion can pick up weapons found on the ground.
Use Best Armor
- This control acts the same as the one above; give the companion a better suit of armor, and they will equip it in place of their default armor, granting them the corresponding bonus to armor class.
Disposition
- Berserk - The companion will always attack, never fleeing from battle, no matter the level their health drops to.
- Aggressive - The companion will attack while their health is in an acceptably decent range. If it falls too low, they will ultimately flee from combat.
- Defensive - The companion will be more mindful of their health, running when they are injured, even if just slightly.
- Coward - The companion will always run from a battle they think they cannot handle, regardless of the opponents.
- Custom - There are six options with 5 sub-options that can be chosen by the player concerning the non-player character's disposition. The possible options for each is listed below.
Custom disposition options | |||||
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Burst | Run Away | Weapon Pref | Distance | Attack Who | Chem Use |
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Statistics[]
Companion | Default armor | Default weapon | S.P.E.C.I.A.L. | Max HP | Notable skills | Usable weapons |
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Davin | Clothes | Desert Eagle .44 | 4 5 5 4 5 4 4 | 35 | None | Knives, clubs, pistols |
Dogmeat | Metal armor mk II | Unarmed | 7 7 7 2 3 10 8 | 161 | Unarmed 101% | N/A |
Goris | Combat armor Mk II | Unarmed | 10 9 10 4 8 10 7 | 187 | Unarmed 100%, Outdoorsman 24% | N/A |
K-9 | Power armor | Unarmed | 6 10 8 3 8 9 8 | 137 | Unarmed 92% | N/A |
John Cassidy | Leather armor | Sawed-off shotgun | 6 8 4 5 4 7 9 | 128 | Small Guns 127%, Energy Weapons 116%, Unarmed 84%, Melee Weapons 84%, Throwing 72%, Outdoorsman 39% | Spears, pistols, rifles |
Lenny | Clothes | Unarmed | 4 7 6 5 7 5 6 | 206 | Small Guns 70%, Melee Weapons 12%, Doctor 106% | Knives, pistols, SMGs |
Marcus | Combat armor | CZ53 personal minigun | 10 9 10 3 7 9 9 | 205 | Big Guns 145%, Energy Weapons 100%, Unarmed 77% | Large rifle, gatling gun, rocket launcher |
Miria | Clothes | Unarmed | 3 5 4 5 5 5 4 | 35 | None | Knives, SMGs |
Myron | Clothes | Needler Pistol | 4 7 4 4 9 6 7 | 122 | Small Guns 41%, Energy Weapons 83%, Unarmed 10%, Melee Weapons 20%, Doctor 34%, Science 109%, Repair 18% | Knives, pistols |
Pariah Dog | Combat armor | Unarmed (will never fight) | 1 2 1 1 1 5 1 | 750 | None | N/A |
Robodog | Metal armor mk II | Unarmed | 6 9 8 1 3 8 5 | 137 | Unarmed 72% | N/A |
Skynet | Combat armor | Unarmed | 8 7 6 1 10 7 5 | 210 | Unarmed 50% (worst brains), Small Guns 122%, Science 115%, Repair 30% (best brains) | SMGs, rifles |
Sulik | Leather jacket | Sledgehammer | 8 7 9 8 7 7 8 | 146 | Small Guns 77%, Unarmed 90%, Melee Weapons 110%, Throwing 82%, Outdoorsman 58% | Knives, hammers, spears, SMGs |
Vic | Clothes | Unarmed | 7 8 5 5 8 8 8 | 117 | Small Guns 98%, Energy Weapons 129%, Throwing 33%, Repair 106% | Knives, pistols, rifles |
Temporary companions[]
Like permanent companions, there are a few conditions that must be met to have temporary companions join the player's party.
Name | Location | Prerequisites |
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Bess | Modoc | Player must use the Doctor skill to fix her crippled leg |
Laddie | Modoc | Player must accept the Jonny is missing quest |
Smiley | Toxic Caves | Player offers to rescue him |
Smoke | Arroyo | Player offers to rescue him |
Xarn | Navarro | Player offers to rescue him |
Companion controls[]
Temporary companions cannot be controlled in any way.
Statistics[]
Companion | Default armor | Default weapon | S.P.E.C.I.A.L. | HP | Notable skills | Usable weapons |
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Bess | Leather jacket | Unarmed | 8 3 8 3 2 4 1 | 39 | Unarmed 19% | N/A |
Laddie | None | Unarmed | 3 3 6 1 1 5 3 | 30 | Unarmed 26% | N/A |
Smiley | Leather armor | Unarmed | 7 6 8 4 5 6 6 | 50 | Small Guns 46%, Unarmed 19%, Melee Weapons 34%, Throwing 56% | Spears, pistols, rifles |
Smoke | None | Unarmed | 3 3 6 1 1 5 3 | 30 | Unarmed 29% | N/A |
Xarn | None | Unarmed | 9 10 8 1 4 10 10 | 310 | Unarmed 82% | N/A |
Notes[]
- It is interesting that most permanent companions are male, others don't have their gender specified.
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