Fallout 3 where fox is. Companions. List of companions available in the Mothership Zeta

Fallout 3 Vault 87 is a laboratory bunker designed to experiment with humans and the Human Evolution Virus. Built by the Vault-Tec company and subordinated to the leadership of the Mariposa base. It was this Vault that became the birthplace of the first super mutants.

Vault 87 Description

Vault 87 is a depressing sight. The bunker is completely dirty with super mutants. Bloody scraps, debris and skeletons are scattered everywhere. Many rooms and entrances to them are littered with wardrobes, tables and other pieces of furniture.

The bunker in Fallout 3 has an almost standard layout. The only difference is the sector in which the human experiments were carried out. More precisely, a compartment with five isolators and a long corridor leading to the GECK. There are several separate locations:

  1. Reactor chamber. Accessible from the Little Lamplight Great Hall. The Murder Passage also leads here, but it is much better protected. Small location Fallout 3 with multiple terminals and supplies.
  2. Living spaces. The main level, in which almost all rooms, caches and most of the opponents are located. Has several floors and a bunch of sections.
  3. Experimental laboratories. The only entrance to them is through the Living quarters. Enough large location with several laboratories, isolators and a compartment where the GECK is located in Fallout.This section has a high level of radiation, so you won't be able to get there just like that - you will need either a radiation-resistant partner or a lot of medicines.

There are two ways to get to the location. Both are in Little Lamplight. We'll have to earn the trust of the locals and find one of them. The first is through the "Murder Passage", the second is through the door leading into the reactor room. Both paths are guarded by super mutants.

Vault 87 Dwellers

Before the Great War, the bunker was inhabited mostly by scientists and doctors who performed experiments on humans to please the military. Residents became experimental material - from them the first super mutants turned out.

At the moment Fallout games 3 Vault 87 is inhabited by super mutants that are aggressive towards the Traveler. They have filled all levels of the bunker and attack at the first sign of the appearance of the protagonist. In addition, mutants periodically make forays into the Capital Wasteland and the neighboring town of Little Lamplight children.

In addition to the main inhabitants in Vault 87, you can find some other creatures in Fallout 3:

  1. Sid, man. A madman who can even attack the Lonely Traveler if you open all the isolators at once, and not each separately.
  2. Several centaurs. Can appear in empty isolators. In the same rooms lie two dead victims of the FEV experiment - horrible mutants that vaguely resemble humans.
  3. The friendly super mutant Fox. He has an extremely developed mind in comparison with his fellows. He is one of the very first three super mutants. After the death of the scientists who locked him up as a failed experiment, the brothers refused to let him out of the cell. As a result, Fox spent almost 200 years under lock and key, engaged in self-education through the terminal that got into his cell. Can be hired as a partner, but only with positive karma.

Apart from these creatures, there is no one else in the bunker. Since FEV is over, there is no need for super mutants to bring new captives. You can only encounter those who remained to guard Vault 87. At high levels of difficulty, there will be serious resistance - we recommend that you take care of healing, good weapons, armor and ammunition in advance.

Vault Social Experiment

It is believed that this particular bunker became the place from which some of the first super mutants emerged. The experiment on the inhabitants here began even before the outbreak of the Great War, in 2077. By order military base Mariposa residents tested a specially modified strain of the Man-Made Evolution Virus (FEV), designed to strengthen the skin of future mutants.

But for some reason, in the process of experiments on residents, people did not survive. The virus negatively affected the brain, causing its complete degradation - up to the failure of the respiratory and digestive centers. For a year, scientists fought to create viable super mutants - and they did it. In 2078, the first viable and more or less adequate individuals appear.

However, this led to the fall of Vault 87. The super mutants did not like that someone was experimenting with them. So they rebelled and took over the bunker. After that, they began to reproduce their own kind with the help of the remnants of FEV - they stole people in the Capital Wasteland and brought their bunker to increase their own population.

By the time Fallout 3 began, FEV stocks ran out. Therefore, the super mutants scattered from the Vault to different parts of the Wasteland in order to find at least a little more virus. Only a few dozen guards and a couple of prisoners remained in the bunker.

Vault 87 Secrets

Interesting fact: the Fallout 3 developers gave the bunker number according to the number of deaths during experiments with the Man-made Evolution Virus. There were 87 victims in total before the appearance of the first mutants.

Vault 87 does not have a main entrance. Of course, it is drawn in Fallout 3 and even mentioned in the dialogues. But you won't be able to open the doors, even if you overcome the titanically high level of radiation (up to 3000 rad / sec). Having approached the main entrance, you can see the deceased girl-researcher in an anti-radiation suit. It is interesting that the developers of Fallout 3 did not think about getting the mutants inside the shelter - they could not go through the main doors, nor through Little Lamplight. Therefore, it is not known exactly how they got into the bunker.

In almost every Fallout game, the main character can hire assistants, whom everyone calls partners. The Fallout 3 game is no exception, in this game there are 8 characters who can become partners of the protagonist. In this article, we will cover all of them.

For convenience, use summary:

Companions in Fallout 3 can be of great help to the protagonist in passing the game, because companions are very useful. They can help you shoot back from enemies, they can carry things that did not fit into your inventory, they are strong enough and their health after the battle is restored instantly. Weapons and armor used by partners do not wear out at all, they know how to wear power armor (even if the main character himself does not know how to do it). Personal weapons of partners have an infinite ammunition, you must always remember about this, because if you give them another weapon, then the ammunition for it will be finite.

In addition to the main partners, there are also temporary ones, these are the partners who join the main character for the duration of a quest. Usually the main character is accompanied by one partner, but there are situations when there can be two of them. In order to simulate such a situation, go to free Fox together with the paladin Cross.

In order to hire one of the 8 characters, it is necessary to fulfill certain conditions, basically this is a certain karma of the protagonist, someone will join him with any karma, someone only with a negative one, and someone only with a positive one.

It is interesting: partners have such a concept as "waiting time", if they are left in some place, they will wait for you there for a week, and after the expiration of this period, they will return to the place where they were hired. This applies to everyone except Clover, her waiting time is 24 hours.

Charon

Charon is a ghoul bodyguard who also moonlights as a bouncer. To find Charon, you need to go to the Dungeon and find the "Ninth Circle" bar there, where Charon lives most of the time. To be able to hire this character, you need to complete an unremarkable quest called "Help the Mercenary", its essence is to buy Charon from its owner Azruhal. This can be done in two ways, simply by buying back for 2000 caps, or by providing Azruhal with a service to eliminate a competitor.
Charon is strong as a partner, he easily uses firearms, knows how to use explosives and can move covertly. Charon's favorite weapon is the shotgun.

High Paladin Cross

This character is the bodyguard of Elder Lyons. In order for Cross to become your partner, you must have at least good karma and after completing the quest Living water", Return to the Citadel again and in a conversation with her ask her to join you. It is believed that it was the paladin Cross who accompanied the father of the protagonist when he came to Vault 101 with the baby, maybe that is why she will agree to become your partner, because Cross is very strong, at least her title "high paladin" speaks about this, such a title is given for special merits and not to everyone.

Cross, like virtually all members of the Brotherhood of Steel, wears power armor and is armed with a laser pistol and a super scout. He owns weapons masterly, indispensable in battle, this is how you can briefly describe it.

Clover

Clover is a girl with a plight of fate, she is a slave to Undertaker Jones in Paradise Falls. She is intimidated, broken and has long come to terms with her fate, she even now likes her present life. Clover can be obtained as a partner only by buying it from Undertaker Jones, it will cost 1000 caps and the karma of the protagonist must be negative.

Clover is armed with a sawed-off shotgun and a Chinese officer's sword, which she owns quite well, besides that she copes well with energy weapons, but with heavy weapons she is very bad. If you give Clover a weapon that has a lot of damage, then you will have very good fire support.

It is important: unlike the other partners, Clover will wait for the main character for only a day, after which she will return to Paradise Falls. To hire her again, you just have to come to this settlement and call her, what karma will be at the same time, it does not matter.

Dog

A loyal dog that will tear anyone for you, and can also search for and bring you useful items, that's who Doggy is. Despite the name, Psina is a male and you can get him as a partner by completing the quest “ Best friend person. " During this quest, you will not need to do anything, just walking around the Dump location, you will hear shooting, screaming, swearing and barking of a dog, rushing there you will see how the dog protects its owner from bandits, in the end only the dog will survive. Having looked at this, you can go to meet the dog, or go about your business, the result will be the same, the dog will catch up with you and start a dialogue, if during this dialogue you behave friendly, then the Dog will become your faithful friend and partner.

Butch

Butch Deloria, you will meet this character at the very beginning of the game, this guy is a bully and terrorizes you and your girlfriend Amata. Butch can be taken as a partner much later than other characters. This can be done during the passage side quest"Trouble on the home front", in this quest the main character returns to his home shelter and helps Amata establish order there. It was then that the main character meets the matured Butch.

In order for Butch to become a partner, the karma of the protagonist must be at least neutral. As a partner, Butch is not particularly strong, he prefers close combat using his knives, and he is also armed with a 10mm pistol.

It is interesting: Butch has a unique ability, he can change the hairstyle of the main character, this ability can be activated by talking to him.

Fox

Super mutant Fox, as a person, appeared in the course of experiments that were carried out on super mutants in Vault 87. During these experiments something went wrong and Fox was endowed with high intelligence, but this result did not please the scientists, but rather frightened him and they put him under lock. Visiting Vault 87 during the quest "The Search for Edenic Trees", the main character can free Fox, in which case Fox will become the main character's partner. The only condition is the positive karma of the protagonist, he must be "kind".

Now you have the opportunity to take a break from the bloody Fallout walkthroughs 3 and just scratch with your tongue. First, you will see how Elder Lyons and Dr. Lee sort things out. After their controversy, it's time for you to speak with an elder. It would be great if you asked him for permission to learn how to wear power armor. Without such training, you simply cannot put it on. Elder Lyons will give permission, but you will need to find Ghani - he is somewhere nearby (in the Courtyard).

But your main task is to find the scribe Rothschild, who is in the Laboratory. Since you need to find the GECK, Rothschild will give you access to the pre-war computer, which contains data on all the shelters built before the Great War. How will it provide access? - will tell you where this miracle of technology is located, and then figure it out for yourself. And thanks for that. Fortunately, it will be quite easy to get to the computer if you use the compass pointers. After rummaging around on the computer, you learn that the GECK can be found in Vault 87. Now we need to return to Rothschild again and ask about the location of Vault 87. The further, the more fun. It turns out that the entrance to Vault 87 is blocked due to the wild level of radiation. Therefore, you can get there ONLY through the Lamplight caves. This is where you need to go.

But before that, it would be far from superfluous to replenish stocks. In the Citadel, or rather in the laboratory, there is a Military Store, but the local merchant completely refuses to cooperate with you. You will again have to run to Lyons and ask him for permission to trade. He will answer that he will give the order to the unfriendly saleswoman. Go to her. She will become a little more welcoming, but you can not count on the phrase "Take me, my prince in power armor". The choice in the shop is quite normal. Replenishment of supplies will facilitate the further passage of Fallout 3. There are several more useful characters in the location. For example, in the inner circle you can find the scribe Jason, to whom you can sell tokens of the deceased members of the Brotherhood of Steel (for experience and caps).

The path to the Lamplite caves should not give you any special problems - just follow from the nearest point to the marker on the map. Problems will start at the entrance to the caves. As it turns out, the caves are under the control of children, who are VERY unfriendly towards adults. Here you have several ways of passing Fallout 3: - persuade the boy at the entrance - Mayor McCreedy let you in with the help of eloquence or the "Eternal Child" ability - get two townspeople out of the clutches of slavers - Sammy and Belchenka - additional quest"Escape from Paradise". Since most often you have to go the second way, I will describe this quest immediately.

Escape from paradise

The situation is as follows. In the location of Paradise Fall, there are slavers who have captured the children. Your task is to free them. Once you reach Paradise Falls, you will find that getting inside is not that easy. There is a guard at the main entrance - Grumpy, who is not particularly friendly. You have several ways to solve this problem:

  • you can go inside if, using eloquence, to persuade the guard to let you pass for 500 caps
  • the guard can give you the task "Just Business", and although it is an achievement on PS 3 and interesting enough, it will only bring you bad karma. Nevertheless, the guard will hand you the Hypnotron weapon and ammunition for it. Additional cartridges can also be purchased for the guard.
  • treat the guard with a bullet to the head and destroy all living and hostile in Parradis Falls (it is recommended to first take the quest "Just Business" from the guard and get the hypnotronn), and then arrange a bloody massacre.

Frankly, if you chose the aggressive option, then the passage of Fallout 3 at the location of Paradise Falls will hardly be called easy. The location is home to a huge number of well-armed slavers, so think three times and stock up on stimulants before declaring war. Your main goal, in addition to destroying the enemy, is to find the Fortik or the Undertaker among the killed - they have the key to the slave corral. Surely you will meet with Samy before entering the central part of the location - she will run towards you. The fortieth century will run after her.

After meeting with the Sorokovnik, head in the direction of the marker on the compass. This will take you to the central part of the location. The main troubles will be delivered by the mad machine gunner on the tower, it should be removed immediately after you clear the space in front of you. Move forward, you will soon see the slave corrals, where the Squirrel and Penny are. Open the lock and talk to him. Now all you have to do is meet the kids outside Paradise Falls.

But here it is worth slowing down the main passage of Fallout 3 and looking around. Not only can you take a lot of useful things from the slave trader, but the nearby buildings are also worth a visit. Visit Undertaker Jones's Den. Here you will find him in person and his girlfriend. Sadly, you have to kill both of them. On the table, on the ground floor, not far from the terminal, you can find a doll "Speech".

You will find many interesting and useful things in the barracks of the slave traders, the "Charge" store and the local clinic. Passage of the game Fallout 3 throws you a few more options for solving this task. After infiltrating Paradise Falls without killing the guard - Grunt, you can talk to Undertaker about selling you children. Three strong, hardy, promising slaves will cost you 2000, and if the skill of eloquence is at a high level, then 1200 caps. Once inside, you can also:

  • steal the key from the Sorokovnik and open the gate of the slave corral;
  • take the key in Undertaker Jones's Den on the table near the bed and open the pen;
  • cheat with cables in the dashboard that run near the bar;
  • and a few more methods that depend only on your imagination (for example, hypnotizing a machine gunner :).

REWARD: 900 experience points

Now, all you need to continue to play Fallout 3 is to go to Little Lamplite and talk to Mayor McCready, who will have no choice but to let you inside. It is advisable to immediately talk to him about the purpose of your visit - namely, finding a passage to Vault 87. In the course of the conversation, you will learn about two possible ways of completing this task:

  • Walk through the Killing Pass, which is teeming with heavily armed super mutants. To get to visit them, ask McCready to open the door for you. Following the mayor, you will reach a large fence, the door of which will be reluctantly opened for you.
  • McCready will tell you about the emergency entrance to Vault 87. To get through this entrance, you need to ask Joseph, the local technician, to restore the power supply to the computer terminal. Using this terminal (medium security level), you can easily get inside.

REWARD: 800 XP

SEARCH FOR EDEN KUSCHES

In this hideout, the walkthrough of Fallout 3 turns into nightmare pacifist. Your path through the hideout will lead you to the wooden door of the reactor chamber. A quite pertinent question arises: who made this door, super mutants? - Why? After this moment, the compass turns off and the passage of Fallout 3 smoothly transitions from the RPG genre to the first-person shooter, with elements of survival-horror. Each opened door can surprise you with a couple of VERY evil super mutants.

This is how you will have to wander until you find the door to the experimental laboratory. Inside you will find cameras with very different contents. Of particular interest is the Chief Physician's Terminal, information from which will shed light on the emergence of super mutants. But further - more fun. You will find five closed chambers, in the 5th fifth there is a super mutant Fox, who, although he is a super mutant, but his intelligence is at a higher level than that of his fellows. On the intercom, Fox will ask you for help - he asks to release him, and he, as payment for the debt, will get you a GECK. Given the fact that Fox adheres to strict moral principles, then letting him out of captivity is the right decision. There are several ways to solve this problem: - hack the camera terminal with a complex level of protection. In this case, it becomes possible to destroy the sample, but I do not recommend that you do this.

  • hack the terminal of the technical staff of the laboratory with an average level of protection and select the opening of the 5th chamber in the menu (located further along the corridor)
  • turn on the fire alarm and open all 5 chambers with all their contents, and some of the contents can be quite violent. Luckily, this is not the case for Fox, and although I prefer to see mutants through the front sight, Fox is made from a different test.

You can exchange equipment with him, but after your capture (read below), all equipment given to Fox will be lost.

How dumb it is to turn your back on him!

All you need to do now is follow Fox. With it you will break through the enemy's barriers and with it you will reach the camera with an extremely high level of radiation. I do not recommend you to go there, as the radiation level is really high. However, this is, to put it mildly, to one place - super mutants are not afraid of radiation. All you have to do is wait for Fox to go for the GECK and bring it to you.

If you decided to complicate the passage of the Fallout 3 game and did not release poor Fox, then you will have to look for the camera with the GECK on your own. On the way, on the right, there will be a closed door, behind it there is a small room where you can find an improved anti-radiation suit - it will be very useful to you now. Inside the chamber there is a high, but by no means lethal, level of radiation. They put on their best anti-radiation suit, took Rad-X on their chest and forward, went inside, turned right, then left. There is a metal pillar in the center of the room - press the button, the protective casing will open and you can pick up the GECK. TO TAKE, not activate, if you activate, then instantly go to heaven with good karma and to hell with bad karma (about hell, heaven is a joke, but about death NO!).

After that Fox will leave you, and you will need to escape from Vault 87. Pay attention - a marker has appeared on the map. But there an ambush awaits you: the soldiers of the Enclave all this time were sitting in a closed room. As soon as you exit, you will be thrown with a modification of a flash and noise grenade and you will be stunned. It is IMPOSSIBLE to avoid this, well, except perhaps to sit in vault 87 and not stick out anywhere :). Whatever it was, this is not the end of the game, and you will still have the opportunity to hang the bullies on the offenders.
REWARD: 1000 experience points + the opportunity to walk through the heart of the Enclave, sweeping away everything in its path and avenging everyone for the death of their father.

AMERICAN DREAM

Come to your senses in a cell at the base of the Enclave. Before you is the colonel who is guilty of the death of his father. If you were not chained, then with what pleasure you would break every vertebra in his neck. But he asks for the code from the cleaner, and he will not GET it, they understood - he WILL NOT GET (otherwise - Game Over). And you wouldn't be very happy if the colonel hadn't been called on the intercom. But what is it, you were released? The locker contains your equipment, which will serve faithfully for the passage of Fallout 3 in Raven Rock.

As soon as you open the door to the cell, you will immediately come across a guard and here you have 2 options: - tell him that you have the right to be here,: in a few seconds this will be confirmed by the President of Eden via the intercom. Thanks to this assurance, you will not be touched for some time. - send everything to hell and have a bloodbath. For some reason, this option turned out to be closer to me. Be that as it may, thanks to Eden's announcement, you will not be attacked in the near future.

To be honest, Raven Rock is a great place to collect ammo, weapons, armor and just gawk.

Guided by the arrow of the compass, continue passing Fallout 3. After passing to the next level, you will not be in for a pleasant surprise. It looks like Colonel Autumn has slightly different views on your account. And consequently, the Enclave soldiers have the same views ... In general, the Enclave soldiers will start actively firing at you from all their guns. I hope you will be able to adequately answer them! On the way, I recommend entering all rooms and hacking into all computers - they are usually responsible for the energy barriers behind which ammunition boxes are located.

In one of the rooms you will find an interesting meeting with laboratory assistant Anna Holt, who has gone over to the side of the enemy. However, even the cartridges on it do not want to spend. Anna can be found in cell (room) 2B.

Of equal interest is Colonel Autumn's room - 2C, which is further down the corridor to the left. There is a bobblehead "Energooruzhie" in it. Take it now - there will be no other opportunity. In the room you can also find the base self-destruct code - take it, it may come in handy. During your passage of Fallout 3 in Raven Rock, you will reach a room where you will see a scene of the destruction of the Enclave soldiers by robots. Now the robots are on your side, thanks to the wishes of the President of Eden. Don't kill robots.

Going inside, you face the monitor and face the President of Eden. As you can see, this is not a real person, but a machine, artificial intelligence(AI). You, as well as throughout the entire course of the passage of Fallout 3, have several options for the development of events:

  • convince Eden that he is insane and order him to destroy the base and himself. This requires a high level of eloquence, but even in this case, it is not a fact that you will be able to persuade him.
  • if your level of science is above 70, then you can also bring Eden to the point of self-destruction.
  • you can start the self-destruct mechanism using the code that you could find in the colonel's room.
  • you can simply listen to his entire tirade, pick up the modified FEV virus and leave the base.

But it's better that the thought that your actions led to the destruction of the Enclave base and the death of the President of the Enclave will warm you for the rest of the game in Fallout 3. President Eden will force you to take a modified FEV virus, which should destroy all mutants in the wasteland. Until you take a test tube with the virus, you will not be able to leave the presidential office. After the dialogue, whatever its ending, with the FEV virus under your arm, you must leave the base. For you there will be robots of the Enclave, against you - all the soldiers.

On the way, there will be many warehouses with weapons and a chamber in which the Deathclaw is located. After opening it, the creature will attack what it sees first. Needless to say, the soldiers of the Enclave are not only valuable armor, but also plasma rifles and charges. Before leaving the base, there will be an Enclave soldier with a gatling laser - the most powerful "serial" weapon in Fallout 3, and Tesla's armor will also be on it. After all, you just have to open the door to freedom.

What will happen outside - depends on the dialogue with the President of Eden - either the base of the Enclave will fly to hell, or it will remain where it was. But you will not be able to get back. Here you can expect a very pleasant surprise - if you freed Fox during the previous playthrough of Fallout 3, he will be waiting for you in front of the entrance to the base, armed with a Gatling laser. Decide for yourself whether you go directly to the Citadel of the Brotherhood or wander around the area in search of interesting places.

Arriving at the Citadel of the Brotherhood of Steel, head downstairs to the laboratory. Here you will witness a meeting about the attack on the Purifier. When Elder Lyons speaks to you, you will finally be able to tell what happened in the Enclave's lair. You will also have the opportunity to give Lyons and the FEV virus. If you do this, you will get good karma, but I highly discourage leaving the virus and then inserting it into the purifier. After that, a decision will be made to attack the Purifier and knock out the Enclave from there. But they decided to do it beautifully, with the help of that huge robot that stands in the center of the hall. The scribe Rothschild will play a classical scientist, whose brainchild is not yet ready, but as always, no one listens to such a scientist.
As a REWARD, you will be offered a choice of Power Armor or Recon Armor. On time, damn it.

TAKE IT

This is the last quest. When asked whether they are ready to go into battle right now, I recommend answering - no. Go to the armory, sell all the loot from the previous playthrough of Fallout 3, leave only what is needed for the battle. If you want to perform Additional tasks, now is the time. There will be no other opportunity. As soon as you agree to the beautiful Lyons, then as at the wedding - way back will not be, only forward, into a joint bright future ...

Well, after resupplying, you told Lyons that you were ready to go into battle. Now the robot-colossus will rise to the surface and you will just need to follow it. Begins one of the most spectacular parts of the passage of Fallout 3. The huge Liberty Prime (that's the name of the robot) will demolish and destroy everything that is between you and the purifier. All that remains for you is to clean up after him, destroying small enclave ambushes. But do not hope that passing the game Fallout 3 at the finish will be like a walk in the park - vigorous explosions, plasma charges, heavy flamethrowers will greatly interfere with you.

Fox - a victim of scientific experiments in Vault 87, does not remember anything from his life. You will meet him as you progress through storylines, after you free it, you can take it if you have good karma.

Good: Takes out almost any enemy except Behemoths and Deathclaws in strength best partner in the game, armed with a Gatling laser with infinite ammunition.

Bad: Fox is too huge for small rooms, often blocks the passage with his body.

ATTENTION!

To make Fox immortal, enter in the console: setessential 0003d34e 1 then she will simply faint.

2. Dogmeat / Dogmeat

The dog can be rescued from raiders in a junkyard, and if this is not done, then the Dog can meet you anywhere in the Wasteland.

Good: The dog can bring you ammo, medicine and chemistry, as well as various junk and lids, which makes him an indispensable assistant in raids on monsters. He will also follow you regardless of whether you have another partner or not. In the Broken Steel add-on, it will be possible to take a perk that, after the death of Dogmeet, will respawn exactly the same to the entrance of Vault 101.

Bad: Dog's Teeth - Not Too Much good weapon... And his health can be viewed only in V.A.T.S. mode, tk. The dog is one of a kind and is not listed as a full-fledged NPC.

Dog immortality code - setessential 0006a772 1

3. Butch DeLoria

Imagine that the same bully from his native Vault 101, he also sneaked out of it, and even now he is turned over in Rivet-City. But there are only a few nuances when joining: Butch will go with the character ONLY with neutral karma (he will not react to further changes in any way), and ONLY if you save his mother's life in the same Vault.

Good: As a bonus, Butch can change your hairstyle, so his profession, defined back in the Vault, will not be in vain;)

Bad: Butch is not entirely tenacious and often misses, but he compensates for this with endless bullets.

Immortality code: setessential 00027f65 1

4. Jericho / Jericho

Jericho is a warrior of the road with a vague past, about which it is not widely spread. And he is also a smoker, so he will not give up a couple of packs of cigarettes. He joins characters ONLY with negative karma, and if you want to become a positive character, Jericho will leave you, because "I have not had anything to do with good ones for a long time."

Good: Jericho is a professional sniper, more effective in open areas.

Bad: Indoors, if you forget to give him a normal weapon like a shotgun or a submachine gun, be it Chinese or ordinary, he will be the first of you two to die.

Immortality code: setessential 00000a71 1

5. Clover

A shooter slave sitting and waiting for you in Paradise Falls for a modest 2,000 caps (damn it, a little expensive). Accordingly, you need negative karma, otherwise you will simply not be allowed to the slavers, but if you want to increase the level of karma, Clover will not react in any way (which is understandable, especially in her position).

Good: Clover is a master of hand-to-hand combat and light weapons.

Bad: Slaves do not carry too much with them, and the girl's appearance leaves much to be desired.

Immortality code: setessential 000156a2 1

6. Charon

Charon is a ghoul, but it doesn't matter when you see him blow up the heads of super mutants with his combat shotgun while still trying to yell at them. You can buy it in the Dungeon for 2000 caps or for 1000 caps if the barter skill exceeds 50, or you can get it for free if you go through the quest from the owner of Charon. His favorite weapon is a combat shotgun, which does not require ammo by default (but as soon as it goes into your hands, it will become common). Ghoul will join you at any level of karma.

Good: When clearing the premises, Charon is almost the best partner in the game; in the Broken Steel add-on in the Jefferson Memorial, you can safely send him to press the switch, but in the original Fallout 3 he will refuse you.

Bad: Charon often misses at long distances, and his muzzle does not cause positive emotions.

Immortality code: setessential 000156f6 1

7. Sergeant RL-3 / Sergeant RL-3

This outwardly indistinguishable from the robots' robots can easily fry or incinerate anyone, be it a ghoul or some swamp. You can buy it from Joe in the RobCO factory area for 1000 caps, but only if your karma is neutral.

Good: RL-3 can automatically switch from laser to flamethrower, simply by assessing the proximity of the enemy. Also, he is the first to notice the enemy even from behind the walls, because his endurance is on a solid weave.

Bad: The Sergeant blocks the passage with his tentacles and sometimes blunts very much. Also, sometimes they begin to get his military habits.

Immortality code: setessential 9426e 1

8. Star Paladin Cross

A paladin of the Brotherhood of Steel with a very high notion of good. In order for her to join you, you need to do two things: 1. By story quest come to the Citadel of the Brotherhood of Steel; 2. Earn a sufficiently high karma, otherwise she will advise you to become famous good deeds... Complete antipode Clover of Paradise Falls.

Good: Cross is initially wearing power armor, which is good news. Great use of heavy cannons.

Bad: Cross can just pick up and leave, even if you accidentally hit a good character with a bullet.


Immortality code:setessential 000156e5 1


Thanks for reading my tutorial :)

It makes no sense to become a hero of the Wasteland if there is no one around to listen to you. V Fallout 3 during your travels you can meet eight personalities who can serve you as mercenaries, bodyguards, etc. The main principle according to which certain characters in the game wish to join you is karmic. As soon as you receive consent from a potential companion, you will have the opportunity to give him / her orders (for example, you can leave your assistant to wait in the place you specified, behave in a certain way during a battle, or even look for something useful in the vicinity ). Also, do not forget that at your first request, the companion will leave you alone. Nevertheless, while you are using the services of this or that character, then you should not deprive him of weapons, armor, stimulants and everything that you usually use yourself. In exchange for your kindness, you can load them with everything that you cannot bear yourself.

An interesting fact is that, unlike you, your companions absolutely do not need any special Skill in order to wear Power Armor. Moreover, if you suddenly want to take this wonderful piece of protective clothing back, you can expect that upon your return it will be in the same condition in which it came to you. So do not forget to periodically improve the current state of the found Power Armor and give the finished sample back for preservation - by the time you receive the necessary Skill, a wonderful sample will already be waiting for you, which, moreover, has served faithfully to your assistant all this time without any additional costs on your part.

It is important to remember that your team can only consist of one of the characters listed below, not including Dogmeet. If you want to take another companion with you, then the first mate who followed you will be forced to leave you in favor of your new favorite.

In order to take Butch into your company, make sure you complete the task Trouble on the homefront , a Caretaker(Overseer) resigned, died, or was sabotaged. After that, you need to take a trip to Rivet City and look into the bar Muddy Rudder where you can easily convince your old "friend" to join you. Your karma must be neutral in order to take this companion with you.

Purchase Sergeant RL-3 from Traveling Robot Dealer named Mister tinker(can be found near the factory RobCo). Be that as it may, the robot will agree to follow you only if your character's karma is neutral - the soldier cannot be too good or bad.

Despite the fact that he will not be able to join you at the first meeting, after you return to exploring the Wasteland after visiting Vaults 87(Vault 87), Fox will be waiting for you and will serve as a reliable assistant in further battles. Your karma must be "good" in order to take this companion with you.

Go to Citadel(Citadel) and talk to her. In the event that your character's karma does not contradict her outlook on life, she will agree to keep you company. If your karma becomes neutral or you decide to become a villain, she will say goodbye to you and go back to her base. Your karma must be "good" in order to take this companion with you.

Jericho wanders around Megatonne(Megaton) and whines about the old life when he was a raider and could kill and rob whoever he wanted. It can often be found in Salune Moriarty(Moriarty "s Saloon), where he scares the local onlookers with his stories. If your character's karma is negative, you can easily push him to new feats.

Get bloodless access to Paradise falls, Talk with Eulogy jones and she will offer you to purchase her companion. This girl's brain is so washed out that it will not be difficult for you to convince her that you are a replacement for Eulogy, and that you need to be loved just like her. Your karma must be negative in order to take this companion with you.

This large Ghoul(Ghoul) won't say a word to you until you somehow get hold of his contract that belongs to Ahzrukhal v Underworld... After that, you are unlikely to want to get involved in a showdown between Charon and its former owner, since these two Ghouls are unlikely to find again mutual language... Your character's karma will in no way affect whether Charon follows you or not.

Passing Scrapyard, you will surely hear the barking of this dog mourning the sudden death of its former owner. As soon as you approach an animal, it will immediately follow you. If you wish, Dogmeet will try to find ammunition, medicine or food in the area. Be careful though, as local raiders are unlikely to be happy that some dog is stealing their belongings. Remember that the dog will join you in any case, regardless of whether you currently have another companion or not.