| ||For companions in other Fallout games, see companion.|
|This page lists all companions in Fallout 2.|
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. 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.
|John Cassidy||Vault City||Ask him to join. Must not be a slaver, childkiller, have less than 4 Intelligence or a Karma below -100.|
|Davin||Modoc||Marry him after having sex, regardless of gender|
|Dogmeat||Café of Broken Dreams||Shows him the Vault jumpsuit in the Cafe encounter, or feed him an iguana-on-a-stick.|
|Goris||Vault 13||Ask him to join.|
|K-9||Navarro||Kill Schreber and repair K-9. Will not join childkiller.|
|Lenny||Gecko||Reach 'Accepted' reputation with Gecko. Will not join childkiller.|
|Marcus||Broken Hills||Ask him to join after completing certain quests in Broken Hills. Positive Karma required|
|Miria||Modoc||Marry her after having sex, regardless of gender|
|Myron||Stables||Ask him to join|
|Pariah dog||Random encounter||Fail a Luck check on the encounter map|
|Robodog||New California Republic||Test Dr. Henry's mutagen|
|Skynet||Sierra Army Depot||Assemble body for Skynet|
|Sulik||Klamath||Pay his $350 debt, or Rescue Smiley the Trapper, or Rescue Torr. Will not join childkiller, slaver, berserker or below Karma of -100.|
|Vic||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.|
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.
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
- 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|
|Burst||Run Away||Weapon Pref||Distance||Attack Who||Chem Use|
|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 24%||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|
|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:
|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%|
|Vic||07||08||132 (1)||8+A||0+A||25+A||10+A||16||12||12+W||22||Small Guns 135%, EW 145%|
Like permanent companions, there are a few conditions that must be met to have temporary companions join the Chosen One's party.
|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.|
Temporary companions cannot be controlled in any way.
|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|
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.