For other characters that appear in the universe named Karl, see Fallout Karl.
You are truly (hic) my bestest friend in this whole (hic) cursed world.
Karl is a mentally disturbed drunkard lounging around Mom's Diner in 2241.
Asking Karl about "his story" will make him sober up and tell a frightening tale. His farm was razed by
ghosts, his crops failed, and he fled to the Den.
Interactions with the player character Edit
Interactions overview Edit
Go to the Den and tell Karl it's alright to come back home: Once the Chosen One discovers the Ghost Farm he is sent by Jo to find Karl and make sure that the Slags didn't draw him up by his innards. Report back to Jo once you find him so Modoc and the Slags can make peace. Hurry though, because it might be too late to report back to Modoc before they kill the Slags.
Effects of player's actions Edit
It is possible to upset Karl, whereupon he refuses to talk to you about "his story". You will need to give him a
beer (needs to be in your inventory), but he will pass out subsequently. When he wakes up after a few hours, Karl will be more talkative.
You can "revive" Karl from his deep sleep through the Doctor skill.
Karl appears only in
Behind the scenes Edit
The following is based on and has not been confirmed by cut content Fallout 2 canon sources.
Karl is listed under the
Party.txt, it can be assumed he had to be escorted.
End of information based on . cut content Fallout 2
The dialogue option to ask Karl about his story requires an
Intelligence of 10, which was explained to be a typo in scripting.