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Permanent companions[]

FO2 Companions

Left to Right- 11 of the 14 companions from Fallout 2
Top: Marcus, Myron, Skynet, Goris
Middle: Sulik, Vic, John Cassidy, Lenny
Bottom: K-9, Dogmeat, Robodog

Permanent companions usually have prerequisites and may not join your party unless certain conditions are met; these vary between potential companion NPCs and often there are multiple possible ways to obtain them as a party member.

Unlike Fallout, the game will not allow having more than a certain number of active party members; this limit is half the player character's Charisma, rounded down. For example, a Charisma level of 4 allows taking 2 companions. With the perk Magnetic Personality the Chosen One is allowed one additional companion over the current limit.

Furthermore, characters will level up alongside the player. Each companion has a specified minimum level after which they will start leveling up, and a minimum interval between level ups. Once the player character gains a levels, every companion in the party will have a chance to level up.

Name Race Location Prerequisites Level-ups
Min. player level Levels up every Available level-ups
John Cassidy Human Vault City Ask him to join. Must not be a slaver, childkiller, have less than 4 Intelligence or a Karma below -100. 10 4 4
Davin Human Modoc Marry him after having sex, regardless of gender Does not level up
Dogmeat Dog Café of Broken Dreams Show him the vault jumpsuit in the Cafe encounter or feed him an iguana-on-a-stick. 6 3 6
Goris Albino deathclaw Vault 13 Ask him to join. 10 4 6
K-9 Cyberdog Navarro Kill Schreber and repair K-9. Will not join childkiller. 12 4 4
Lenny Ghoul Gecko Reach "Accepted" reputation with Gecko. Will not join childkiller. 10 5 3
Marcus Super mutant (1st gen) Broken Hills Ask him to join after completing certain quests in Broken Hills. Positive Karma required 12 3 5
Miria Human Modoc Marry her after having sex, regardless of gender Does not level up
Myron Human Stables Ask him to join 6 4 4
Pariah dog Dog Special encounter Fail a Luck check on the encounter map Does not level up
Robodog Cyberdog New California Republic Test Dr. Henry's mutagen 9 4 4
Skynet Robobrain AI Sierra Army Depot Assemble body for Skynet. Only cyberbrain levels up. 10 4 5
Sulik Human Klamath Pay his $350 debt, Rescue Smiley the Trapper or Rescue Torr. Will not join childkiller, slaver, berserker or below Karma of -100. 6 3 6
Vic Human The Den Free Vic from his debt by getting his radio from his house in Klamath and paying Metzger or Kill Metzger and all the slavers. 5 4 6

Companion controls[]

Once a non-player character is recruited, their dialogue menu changes to a list of tactical and combat-oriented options. New from Fallout is a "Combat Control" button in dialogue, which allows manual change of an non-player character's armor, weapon, distance and tactics.

Fo2 Companion Controls

Combat controls dialogue box

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 seems to do nothing, because the companion originally only carry their default weapon. However, they can be gifted 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; equip the companion with better armor in place of their default one (if they had one), granting them the corresponding bonus to Armor Class (and Strength in case of any power armor).

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.
Fo2 Custom Companion Controls

Custom disposition dialogue

  • Custom - There are six options with 5 sub-options that can be chosen concerning the non-player character's disposition. The possible options for each is listed below.
Custom disposition options
Burst Run Away Weapon Pref Distance Attack Who Chem Use
  1. Always!
  2. Sometimes, don't worry about hitting me
  3. Be sure you won't hit me
  4. Be careful not to hit me
  5. Be absolutely sure you won't hit me
  1. Abject coward
  2. Your finger hurts
  3. You're bleeding a bit
  4. You need a tourniquet
  5. Never!
  1. None
  2. Melee
  3. Melee then ranged
  4. Ranged then melee
  5. Ranged
  6. Unarmed
  1. Stay close to me
  2. Charge!
  3. Snipe the enemy
  4. On your own
  5. Stay where you are
  1. Whomever is attacking me
  2. The strongest
  3. The weakest
  4. Whomever you want
  5. Whomever is closest
  1. I'm clean
  2. Stimpaks when hurt a bit
  3. Stimpaks when hurt a lot
  4. Any drug some of the time
  5. Any drug any time

Statistics[]

Companion Default armor Default weapon S.P.E.C.I.A.L. Max HP Notable skills Usable weapons
Davin Clothes Desert Eagle .44
4 ST, 5 PE, 5 EN, 4 CH, 5 IN, 4 AG, 4 LK
35 None Knives, clubs, pistols
Dogmeat Metal armor mk II Unarmed
7 ST, 7 PE, 7 EN, 2 CH, 3 IN, 10 AG, 8 LK
168 Unarmed 101% N/A
Goris Combat armor Mk II Unarmed
10 ST, 9 PE, 10 EN, 4 CH, 8 IN, 10 AG, 7 LK
187 Unarmed 100%, Outdoorsman 34% N/A
K-9 Power armor Unarmed
6 ST, 10 PE, 8 EN, 3 CH, 8 IN, 9 AG, 8 LK
137 Unarmed 92% N/A
John Cassidy Leather armor Sawed-off shotgun
6 ST, 8 PE, 4 EN, 5 CH, 4 IN, 7 AG, 9 LK
128 Small Guns 127%, Energy Weapons 116%, Unarmed 84%, Melee Weapons 84%, Throwing 72%, Outdoorsman 39% Spears, pistols, rifles
Lenny Clothes Unarmed
4 ST, 7 PE, 6 EN, 5 CH, 7 IN, 5 AG, 6 LK
206 Small Guns 70%, Melee Weapons 12%, Doctor 106% Knives, pistols, SMGs
Marcus Combat armor CZ53 personal minigun
10 ST, 9 PE, 10 EN, 3 CH, 7 IN, 9 AG, 9 LK
205 Big Guns 145%, Energy Weapons 100%, Unarmed 77% Large rifle, gatling gun, rocket launcher
Miria Clothes Unarmed
3 ST, 5 PE, 4 EN, 5 CH, 5 IN, 5 AG, 4 LK
35 None Knives, SMGs
Myron Clothes Needler pistol
4 ST, 7 PE, 4 EN, 4 CH, 9 IN, 6 AG, 7 LK
122 Small Guns 41%, Energy Weapons 83%, Unarmed 10%, Melee Weapons 20%, Doctor 34%, Science 109% Knives, pistols
Pariah dog Combat armor Unarmed (will never fight)
1 ST, 2 PE, 1 EN, 1 CH, 1 IN, 5 AG, 1 LK
750 None N/A
Robodog Metal armor mk II Unarmed
6 ST, 9 PE, 8 EN, 1 CH, 3 IN, 8 AG, 5 LK
137 Unarmed 72% N/A
Skynet Combat armor Unarmed
8 ST, 7 PE, 6 EN, 1 CH, 10 IN, 7 AG, 5 LK
210 Unarmed 50% (bad brains), Small Guns 122%, Science 115%, Repair 30% (best brains) SMGs, rifles, shotguns
Sulik Leather jacket Sledgehammer
8 ST, 7 PE, 9 EN, 8 CH, 7 IN, 7 AG, 8 LK
146 Small Guns 77%, Unarmed 90%, Melee Weapons 110%, Throwing 82%, Outdoorsman 58% Knives, hammers, spears, SMGs
Vic Clothes Unarmed
7 ST, 8 PE, 5 EN, 5 CH, 8 IN, 8 AG, 8 LK
132 Small Guns 98%, Energy Weapons 129%, Throwing 33%, Repair 106% Knives, pistols, rifles


Companions' combat characteristics at the last stage:

Companion ST PE HP(HR) AC DamRes PoiRes RadRes Seq AP MelDam Crit Skills
Dogmeat 07 07 168 (2) 25 35 35 14 16 17 20 43 Unarmed 165%
Goris 10 09 187 (3) 35 40 50 20 31 15 45 29 Unarmed 170%
K-9 06 10 141 (2) 34 30 40 16 34 19 21 43 Unarmed 152%
John Cassidy 06 08 128 (1) 7+A 0+A 20+A 8+A 18 10 1+W 36 SG 160%, EW 130%, Unarmed 140%, MW 130%, Throwing 100%
Lenny 04 07 206 (2) 5+A 15+A 30+A 12+A 14 7 1+W 6 SG 95%, MW 50%
Marcus 10 09 205 (3) 29 40 50 20 18 13 17+W 24 Big Guns 163%, EW 118%, Unarmed 145%
Myron 04 07 122 (1) 11+A 0+A 20+A 8+A 14 8 1+W 7 SG 70%, EW 95%, Unarmed 60%, MW 60%
Robodog 06 09 137 (2) 18 30 40 16 18 12 21 30 Unarmed 130%
Skynet 08 07 210 (2) 27 40 30 12 14 10 8+W 25 SG 155%, Unarmed 110%
Sulik (St.5) 08 07 134 (2) 7+A 0+A 40+A 16+A 20 12 13+W 32 SG 105%, Unarmed 140%, MW 150%, Throwing 105% Outdoorsman 80%
Vic 07 08 132 (1) 8+A 0+A 25+A 10+A 16 12 12+W 22 Small Guns 135%, EW 145%

Temporary companions[]

Like permanent companions, there are a few conditions that must be met to have temporary companions join the Chosen One's party.

Name Location Prerequisites
Bess Modoc Use the Doctor skill to fix her crippled leg
Laddie Modoc Accept the quest to find Jonny, have a good reputation
Smiley Toxic caves Offer to rescue him
Smoke Arroyo Offer to rescue him
Xarn Navarro Offer to rescue him
Yellow dog Klamath Give him some meat jerky.
Lara or Tyler band Den
Sergeant Granite and his squad Enclave Oil Rig
Slaver's Guild Den Den slave run
Сaravan guards Greeting office in Vault City courtyard, Redding mining camp, Broken Hill caravan office, Enrico Savinelli in New Reno, NCR

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
Bess Leather jacket Unarmed
8 ST, 3 PE, 8 EN, 3 CH, 2 IN, 4 AG, 1 LK
39 Unarmed 19% N/A
Laddie None Unarmed
3 ST, 3 PE, 6 EN, 1 CH, 1 IN, 5 AG, 3 LK
30 Unarmed 26% N/A
Smiley Leather armor Unarmed
7 ST, 6 PE, 8 EN, 4 CH, 5 IN, 6 AG, 6 LK
50 Small Guns 46%, Unarmed 19%, Melee Weapons 34%, Throwing 56% Spears, pistols, rifles
Smoke None Unarmed
3 ST, 3 PE, 6 EN, 1 CH, 1 IN, 5 AG, 3 LK
30 Unarmed 29% N/A
Xarn None Unarmed
9 ST, 1 PE, 8 EN, 1 CH, 4 IN, 10 AG, 10 LK
310 Unarmed 82% N/A
Yellow dog None Unarmed
3 ST, 3 PE, 6 EN, 1 CH, 1 IN, 5 AG, 3 LK
14 Unarmed 75% N/A

Notes[]

  • If a companion has a higher Barter skill than the Chosen One, the companion's barter skill will be used when trading with merchants. See barter mechanics for details.
  • If a companion has a higher Outdoorsman skill than the Chosen One, the companion's Outdoorsman skill will be used. See avoiding random encounters for details.
  • If the Chosen One is traveling with more than one companion, the game will add 2 more enemies to each random encounter.[1]
  • At numerous occasions throughout the game, the Chosen One may find their companions blocking the exit to a room. This problem can be solved by entering the companions combat controls and changing their distance to the player character, followed by entering combat, thus having them move away from the exit. More easily they can be right-clicked on and pushed away through the corresponding action.

Bugs[]

Sometimes while following combat, companions may get stuck, and are unable to speak, move or fight. While in this state, they can be looted, and join the player character during fast travel. There is no known fix.[verification overdue]

References[]

  1. snippet of code from worldmap.cc: https://github.com/alexbatalov/fallout2-ce/blob/a8d3cdd1482a64ea8a3f2ea5664720b2e88bd2d3/src/worldmap.cc

    int critterCount = randomBetween(encounterTableSubEntry->minimumCount, encounterTableSubEntry->maximumCount);
           switch (gameDifficulty) {
           case GAME_DIFFICULTY_EASY:
               critterCount -= 2;
               if (critterCount < encounterTableSubEntry->minimumCount) {
                   critterCount = encounterTableSubEntry->minimumCount;
               }
               break;
           case GAME_DIFFICULTY_HARD:
               critterCount += 2;
               break;
           }

           int partyMemberCount = _getPartyMemberCount();
           if (partyMemberCount > 2) {
           critterCount += 2;
           }
Companions in Fallout 2
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