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Fallout 2 companions

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For companions in other Fallout games, see companion.
FO2 Companions

Left to Right- 11/14 companions from Fallout 2
Top: Marcus, Myron, Skynet, Goris
Mid lane: Sulik, Vic, John Cassidy, Lenny
Bot lane: K-9, Dogmeat, Robodog

This page lists all companions in Fallout 2.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For companions in other Fallout games, please see "Companion".
  • For an overview of Fallout 2 content, please refer to "Portal:Fallout 2".
 
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Permanent companionsEdit

Permanent companions require a few requisites to be met in order for them to be willing to join company. For a few non-player characters, there is more than one possible way to get them to accompany the player character. There is a maximum number of companions one may have. Take the player character's Charisma stat and divide it by two. This calculates the Chosen One's number. Example: 4 Charisma is 2 companions. With the perk Magnetic Personality the Chosen One gains one more allowable companion.

Name Location Prerequisites
John Cassidy Vault City Ask him to join. Must not be a slaver, childkiller, have less than 4 Intelligence or a Karma of -101 or below.
Davin Modoc Marry him after having sex, regardless of gender
Dogmeat Café of Broken Dreams Shows him the Vault jumpsuit in the Cafe encounter
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 Show will to build Skynet; requires bio med gel, a robot motivator, and a cybernetic brain
Sulik Klamath Pay his $350 debt, save Smiley from the toxic caves or Torr after Rustle the brahmin. Will not join childkiller.
Vic Den Give Metzger Vic's radio and pay $1000, or kill Metzger and all the slavers.

Companion controlsEdit

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 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
  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

StatisticsEdit

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 161 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% (worst 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 117 Small Guns 98%, Energy Weapons 129%, Throwing 33%, Repair 106% Knives, pistols, rifles

Temporary companionsEdit

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

Name Location Prerequisites
Bess Modoc Use the Doctor skill to fix her crippled leg
Laddie Modoc Accept the quest to find Jonny
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.

Companion controlsEdit

Temporary companions cannot be controlled in any way.

StatisticsEdit

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

NotesEdit

  • It is interesting that most permanent companions are male, others have no gender specified, except Miria.
  • 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, followed by entering combat, thus having them move away from the exit.
Companions in Fallout 2

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