Ergänzung vorläufig auf englisch |
Kategorien hinzufügen |
||
| Zeile 283: | Zeile 283: | ||
[[ru:Напарники Fallout 2]] | [[ru:Напарники Fallout 2]] | ||
[[Kategorie:Begleiter]] | [[Kategorie:Begleiter]] | ||
[[Kategorie:Reinigung]] | |||
[[Kategorie:Fallout 2 Begleiter]] | |||
Version vom 5. Januar 2016, 01:59 Uhr
| Für Begleiter in anderen Fallout Spielen, siehe Begleiter. |

Oben: Marcus, Myron, Skynet, Goris
Mittlere Reihe: Sulik, Vic, John Cassidy, Lenny
Untere Reihe: K-9, Dogmeat, Robodog
| Auf dieser Seite werden alle Begleiter aus Fallout 2 aufgeführt. |
|
Permanente Begleiter
Dauerhafte Begleiter benötigen ein paar Anforderungen um dem Spieler zu folgen. Dafür gibt es meistens mehrere Wege. Die maximale Anzahl an Begleitern, die man haben kann berechnet sich durch das Level des Charisma des Spielers durch 2 geteilt. So kann man zum Beispiel mit Charisma Level 4 zwei Begleiter haben. Mit dem Extra Anziehende Persönlichkeit ist es möglich noch einen zusätzlichen Begleiter zu rekrutieren.
| 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 below -100. |
| Davin | Modoc | Marry him after having sex, regardless of gender |
| Dogmeat | Café of Broken Dreams | Shows him the Vault jumpsuit in the Cafe encounter, or feed him an iguana-on-a-stick. |
| 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, slaver, Berserker or below Karma of -100. |
| Vic | The Den | Give Metzger Vic's radio and pay $1000, or kill Metzger and all the slavers. |
Companion controls
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.
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.

- 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 |
|
|
|
|
|
|
Statistics
| Companion | Default armor | Default weapon | S.P.E.C.I.A.L. | Max HP | Notable skills | Usable weapons |
|---|---|---|---|---|---|---|
| Davin | Clothes | Desert Eagle .44 | 4 S, 5 P, 5 E, 4 C, 5 I, 4 A, 4 L | 35 | None | Knives, clubs, pistols |
| Dogmeat | Metal armor mk II | Unarmed | 7 S, 7 P, 7 E, 2 C, 3 I, 10 A, 8 L | 161 | Unarmed 101% | N/A |
| Goris | Combat armor Mk II | Unarmed | 10 S, 9 P, 10 E, 4 C, 8 I, 10 A, 7 L | 187 | Unarmed 100%, Outdoorsman 24% | N/A |
| K-9 | Power armor | Unarmed | 6 S, 10 P, 8 E, 3 C, 8 I, 9 A, 8 L | 137 | Unarmed 92% | N/A |
| John Cassidy | Leather armor | Sawed-off shotgun | 6 S, 8 P, 4 E, 5 C, 4 I, 7 A, 9 L | 128 | Small Guns 127%, Energy Weapons 116%, Unarmed 84%, Melee Weapons 84%, Throwing 72%, Outdoorsman 39% | Spears, pistols, rifles |
| Lenny | Clothes | Unarmed | 4 S, 7 P, 6 E, 5 C, 7 I, 5 A, 6 L | 206 | Small Guns 70%, Melee Weapons 12%, Doctor 106% | Knives, pistols, SMGs |
| Marcus | Combat armor | CZ53 personal minigun | 10 S, 9 P, 10 E, 3 C, 7 I, 9 A, 9 L | 205 | Big Guns 145%, Energy Weapons 100%, Unarmed 77% | Large rifle, gatling gun, rocket launcher |
| Miria | Clothes | Unarmed | 3 S, 5 P, 4 E, 5 C, 5 I, 5 A, 4 L | 35 | None | Knives, SMGs |
| Myron | Clothes | Needler pistol | 4 S, 7 P, 4 E, 4 C, 9 I, 6 A, 7 L | 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 S, 2 P, 1 E, 1 C, 1 I, 5 A, 1 L | 750 | None | N/A |
| Robodog | Metal armor mk II | Unarmed | 6 S, 9 P, 8 E, 1 C, 3 I, 8 A, 5 L | 137 | Unarmed 72% | N/A |
| Skynet | Combat armor | Unarmed | 8 S, 7 P, 6 E, 1 C, 10 I, 7 A, 5 L | 210 | Unarmed 50% (bad brains), Small Guns 122%, Science 115%, Repair 30% (best brains) | SMGs, rifles |
| Sulik | Leather jacket | Sledgehammer | 8 S, 7 P, 9 E, 8 C, 7 I, 7 A, 8 L | 146 | Small Guns 77%, Unarmed 90%, Melee Weapons 110%, Throwing 82%, Outdoorsman 58% | Knives, hammers, spears, SMGs |
| Vic | Clothes | Unarmed | 7 S, 8 P, 5 E, 5 C, 8 I, 8 A, 8 L | 117 | Small Guns 98%, Energy Weapons 129%, Throwing 33%, Repair 106% | Knives, pistols, rifles |
Temporary companions
Like permanent companions, there are a few conditions that must be met to have temporary companions join the Chosen One's party.
| Name | Location | Prerequisites |
|---|---|---|
| Bess | Modoc | Use the Doctor skill to fix her crippled leg |
| Laddie | Modoc | Accept the quest to find Jonny, have a good reputation |
| 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 controls
Temporary companions cannot be controlled in any way.
Statistics
| Companion | Default armor | Default weapon | S.P.E.C.I.A.L. | HP | Notable skills | Usable weapons |
|---|---|---|---|---|---|---|
| Bess | Leather jacket | Unarmed | 8 S, 3 P, 8 E, 3 C, 2 I, 4 A, 1 L | 39 | Unarmed 19% | N/A |
| Laddie | None | Unarmed | 3 S, 3 P, 6 E, 1 C, 1 I, 5 A, 3 L | 30 | Unarmed 26% | N/A |
| Smiley | Leather armor | Unarmed | 7 S, 6 P, 8 E, 4 C, 5 I, 6 A, 6 L | 50 | Small Guns 46%, Unarmed 19%, Melee Weapons 34%, Throwing 56% | Spears, pistols, rifles |
| Smoke | None | Unarmed | 3 S, 3 P, 6 E, 1 C, 1 I, 5 A, 3 L | 30 | Unarmed 29% | N/A |
| Xarn | None | Unarmed | 9 S, 1 P, 8 E, 1 C, 4 I, 10 A, 10 L | 310 | Unarmed 82% | N/A |
Notes
- 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 character, followed by entering combat, thus having them move away from the exit. More easily they can be right-clicked on and pushed away through the corresponding action.