| ||For an overview of collar models that appear in the Fallout series of games, see collar.|
Not quite. If you fit it just right, their body never gets used to the feeling of wearing it. It cuts in just enough when they swallow or turn their head to remind them who they belong to and it's that constant reminder that keeps them docile.”— Silus on slave collars
A relatively simple design on the outside, the collar is actually a little marvel of engineering. It comes with a signal transmitter that broadcasts its position to its controller, contains enough explosives to blow the wearer's head off without harming bystanders and some models include built-in microphones for surveillance.
After the war, they've found widespread use throughout the wasteland, most often by slavers. However, some also use the collars for simply ensuring cooperation, such as the Brotherhood of Steel and its Father Elijah, without the risk of hostilities.
The collar's self-destruct mechanism is not well-shielded as it can be set off by Mesmetron rays and some radio frequencies.
It is said on one of the Fallout: New Vegas loading screen tips that there is no known pre-War usage for these collars, yet it is undisputed that they are pre-War technology.
Slave collars are used by the slavers from Paradise Falls. The collars send a frequency to Paradise Falls to keep track of where every collared slave is.
It is possible to remove a collar from an enslaved non-player character, simply by talking to them and selecting the appropriate conversation choice. Success in removing the collar is based on the player's Science skill: one's skill must be at least 25 to attempt to remove the collar, with only a 50% chance of success. The likelihood of success increases in steps (at skill levels 50 and 75) up to a 100% success rate.
Outside of initiating conversation, the player character may be approached in the Wasteland by an escaped slave still wearing a slave collar, who will beg for the collar to be removed.
The collar will also explode if struck by the Mesmetron, so be sure to mez only non-player characters who aren't yet wearing one. As Grouse states, "The Mezzer rays trigger the collar's self-destruct mechanism, so once the collar's on, don't shoot the slave with the Mesmetron, unless you want to pay me for a new collar."
There are two versions of this item; the first is a quest item given to the player by Grouse for use in the quest Strictly Business, along with a Mesmetron. It has a weight of 1 and a value of 0, and cannot be removed from the player's inventory except by enslaving a non-player character.
The second version of this item is a hidden apparel item that is generated on non-player characters enslaved by the player. It can be worn by the player on PCs by typing into the console: player.additem 0002F563 1 to add the collar to the inventory, then player.equipitem 0002F563 to equip it. player.removeitem 0002F563 will remove the collar.
It is possible to turn hostile unnamed non-player characters (e.g. raiders) into friendly characters by first enslaving them and then instantly removing the slave collar. A Science skill of 75 or higher is recommended. Afterwards the player will again have the slave collar in their inventory, which can be used to enslave other non-player characters.
This procedure however, results in a lot of bad karma for the player. It is an effective means to accumulate bad karma without actually being bad. The removal of the slave collar does not reward positive karma if the player has enslaved the character.
Fallout: New VegasEdit
A slave collar is put on the Courier by the Brotherhood during the quest Still in the Dark to ensure that they do not give away their presence at Hidden Valley to the NCR Ranger they are sent to remove. If Veronica is with the Courier, this will be skipped.
Old World BluesEdit
A number of inert slave collars, labeled deactivated bomb collars, can be found in the watchtower at the Little Yangtze internment camp. These are presumably ones that Father Elijah left behind when he went to the Sierra Madre. There does not seem to be any way to reactivate them.
- xbox360 Even though the slave collar weight is listed at 1, as a quest item (regardless of quest completion status) they do not actually add weight to your personal carry total. (Verified post quest with Grouse alive: received over 20 collars and maintained a 170 weight throughout.)
Behind the scenesEdit
Exploding collars are frequently used as plot devices in fiction entertainment. The earliest known use of an exploding collar was in the Starchild Trilogy, a trio of novels published between 1964 and 1969.
- pc Removing a collar via dialog from any non-player character who has been enslaved by the player (other than Red, Flak, Arkansas, and Susan Lancaster) may cause a crash to desktop. [verified]
- xbox360 If you put a slave collar on an Enclave scientist (the ones wearing a glass helmet), their body will become invisible leaving only their hands and head visible. [verified]
- xbox360 If the player receives the slave collar for the quest and kills Grouse the quest will end, and the slave collar will be 0 WG instead of 1 WG it usually adds. [verified]
- pc If you put a slave collar on any non-player character and directly after entering the Operation: Anchorage addon, the slave will disappear, and you will be unable to get another collar from Grouse. [verified]