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    Tritt unserem Discord bei und informiere dich auf unserem Twitter-Kanal über die aktuellsten Themen rund um Fallout!

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    Auf dieser Seite werden alle Begleiter aus Fallout aufgeführt.
    • Der Inhalt wird auf dieser Seite nur kurz dargestellt. Weitere Einzelheiten sind in den jeweiligen Artikeln zu finden.
    • Für Begleiter in anderen Ablegern der Fallout-Reihe, siehe Begleiter.
    • Für eine Übersicht der Inhalte aus Fallout, siehe Portal:Fallout.

    Permanente Begleiter

    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 Kronkorken.
    • Player asks her to join them.

    Begleiter Kontrollen

    Once an NPC becomes the player's companion, their dialogue menu changes to a list of tactical and combat-oriented options. Unlike in Fallout 2, there is not an added "Combat Control" menu added to the Pip-Boy interface. In Fallout, the controls are rudimentary, at best.

    Realistically, yet disappointingly, there are no controls whatsoever for Dogmeat. For the human companions, the options are shown as follows:

    You can leave now.

    • This 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 Steal on them (it does not give experience and always succeeds, but can turn non-party witnesses hostile) or Barter with them (they will accept all deals).

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

    Statistiken

    Begleiter Standardrüstung Standardwaffe S.P.E.C.I.A.L. TP Nennenswerte Fertigkeiten Benutzbare Waffen
    Dogmeat Leather armor Unarmed ? 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

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

    Temporäre Begleiter

    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 ingame 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 free of her jail cell.

    Begleiter Kontrollen

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

    Statistiken

    Begleiter Standardrüstung Standardwaffe S.P.E.C.I.A.L. TP Nennenswerte Fertigkeiten Benutzbare Waffen
    Tandi Clothing Knife 5 6 6 8 6 7 8 35 Small Guns 42%, Unarmed 101%, Melee Weapons 81%, Throwing 47% Knives, SMGs