Fallout companions

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For companions in other Fallout games, see companion.
This page lists all companions in the original Fallout.
  • 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 content, please refer to "Portal:Fallout".

Permanent companionsEdit

Permanent companions require that a few requisites be met in order for them to join the player's party. For a few NPC's, there is more than one possible way to have them join your party. The possible conditions that must be met for each companion are listed below their names. Their locations are listed next to their names.

  • Player convinces him to tag along with a Speech check.
  • Player gives him 100 bottle caps.
  • Player asks her to join them.

Companion controlsEdit

Once an NPC becomes the player's companion, their dialogue menu changes to a list of tactical and combat-oriented options. Unlike Fallout 2 there is no "Combat Control" menu added to the Pip-Boy interface. This means that in Fallout, the controls are rudimentary, at best.

There are no controls whatsoever for Dogmeat. For the human companions, the options are shown as follows:

You can leave now.

  • Orders the companion to leave the party, and return to their original location in the game world.

Draw your best weapon next time we go into battle.

  • 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 NPC will make use of that weapon instead. Alternatively, the companion can pick up weapons found on the ground.

I need to change formation.

  • Stay close to me. - NPC stays within a 2 hex vicinity.
  • Keep a moderate distance. - NPC stays within a 4 hex vicinity.
  • Move out to longer range. - NPC stays within a 4-6 hex vicinity.

In order to get companions to use equipment, the player has to either use the Steal skill on them (it does not give experience and always succeeds, but can turn non-party witnesses hostile) or Barter with them (they will accept any deal).

Companions stick with whatever armor they were wearing when recruited, thus surplus armor can be sold.


Companion Default Armor Default Weapon S.P.E.C.I.A.L. HP Notable Skills Usable Weapons
Dogmeat Leather armor Unarmed 7 7 7 2 3 10 8 50 Unarmed 91% N/A
Ian Leather jacket 10mm pistol 7 6 6 5 6 6 5 50 Small Guns 85%, Unarmed 90%, Melee Weapons 85%, Throwing 51% Knives, pistols, SMGs
Katja Combat armor* Throwing knife 4 8 5 6 8 6 5 39 Small Guns 80%, Unarmed 120%, Melee Weapons 110%, Throwing 110% Knives, spears, SMGs
Tycho Leather armor Shotgun 6 7 6 5 6 7 5 60 Small Guns 65%, Unarmed 80%, Melee Weapons 85%, Throwing 50% Spears, pistols, rifles, shotguns

* Katja uses a leather jacket sprite, despite her armor.

Temporary companionsEdit

Like permanent companions, there are a few conditions that must be met to have temporary companions join the player's party. In Fallout, Tandi is the only temporary companion. In order for her to become a companion, a few events must unfold. Her location is next to her name, while the requirements to have her become a companion are listed below her name.

  • The player must complete the quest Stop the Radscorpions.
  • After passing one week of in-game time, the player must return to Shady Sands and initiate the quest Rescue Tandi from the Raiders.
  • She will automatically join the player once she is freed from her jail cell.

Companion ControlsEdit

Tandi has no means of control in her companion form, similar to Dogmeat: instead of having a dialogue menu, she yields floating text that only expresses her amazement of the world outside Shady Sands.


Companion Default Armor Default Weapon S.P.E.C.I.A.L. HP Notable Skills Usable Weapons
Tandi Clothing Knife 5 6 6 8 6 7 8 35 Small Guns 42%, Unarmed 101%, Melee Weapons 81%, Throwing 47% Knives, SMGs


  • Companions have nigh-unlimited inventory, the Vault Dweller can give them amounts of pounds. This can be done in the barter option by giving them as free. When needed. the Dweller can "steal" back from them. They will never retaliate.
  • If the player chooses the 'You can leave' option in dialogues, they will stay at that exact point. They will NOT return to the original location that they were recruited from, as long as you don't leave the map. This is useful when fighting tougher opponents such as super mutants since companions do not wear better armor or level up their health which means one shot can kill them instantly. Near endgame opponents, companions are useful as loot mules more-so than their combat contributions.
    • Referring above note, if combat is close to the location (hexes) of companions, they will also attend the fight as your companion even if you told them to leave.


  • In Mariposa and Cathedral, most of the time Katja will be stuck at the back of the elevator and you are not able to see her. If you open combat, she will be highlighted at the back. She will not follow you nor attend combats at that level. Traveling between levels will fix it.
  • Sometimes, loading the game will cause Katja to appear next to you.
Companions in Fallout

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