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Slave collar

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Icon disambig
For an overview of collar models that appear in the Fallout series of games, see collar.
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Slave collar
Slave Collar
Icon slave collar
weight1
value
$fo3Gametitle-FO3
$fnvGametitle-FNV
questsStrictly Business
Strictly Profitable
The Kid-Kidnapper
base id00022ff0
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Slave collar
Slave Collar
Icon slave collar
DR3
item HP150
weight5
value
$50
repairSlave collar
base id0002f563
 
Gametitle-FO3Gametitle-FNVGametitle-FNV DM
Gametitle-FO3Gametitle-FNVGametitle-FNV DM

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

The slave collar is a pre-War prisoner control device, adapted by slavers after the War for the purpose of capturing and forcing slaves into submission.

Contents

BackgroundEdit

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 destroying the surroundings and some models include built-in microphones for surveillance.

After the war, they've found widespread use among the survivors, usually slavers. However, some also use it 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 mezzer 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.

AppearancesEdit

Fallout 3Edit

It is 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 select the appropriate conversation choice. Success in removing the collar is based on the player's Science skill: your 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 the slave collar's instructions state, "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.".

Fallout 3Edit

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 an 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 the PC 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.

Related questsEdit

Fallout: New VegasEdit

A slave collar is put on the Courier by the Brotherhood during the quest Still in the Dark to ensure that he or she does not give away their presence at Hidden Valley to the NCR Ranger he or she is sent to remove. If Veronica is with the Courier, this will be skipped.

In Freeside, there is a corpse labelled Man, who is equipped with a destroyed slave collar that the player can equip on their person. It is identical to normal collars.

Dead MoneyEdit

Slave collars, obtained by Father Elijah from the Big MT, are used by him to force cooperation from people captured by him to break into the Sierra Madre.

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.

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.

BugsEdit

  • pcIcon 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]
  • xbox360Icon 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]
  • xbox360Icon 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]
  • pcIcon pc If you put a slave collar on any non-player character and directly after enter Operation: Anchorage addon, the slave will disappear, and you will be unable to get another slave collar from Grouse. [verified]

See alsoEdit

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