Who to take on a hike?
A key feature of Fallout is that the game can be completed in many different ways. Some may prefer to do without special effects and kill enemies quietly, while others stockpile tons of ammunition and bring out the biggest gun. For some travelers, a strong team is already a guarantee of success. This article will discuss the friends and followers who wait for the second Dweller of the Vault in the history of the game.
The Benefits of Friendship
Without strong friendships in the Wasteland, you cannot go far. Hardworking Yan carried our things over a hundred years ago and tried not to die from an accidental missile. Exotic Sulik served as a truck but dealt with enemies spectacularly using the "Gut Ripper." I hope that Cassidy's feats with the M72 Gauss are still in your memory. In Fallout 3, there are followers as well, although the new approach to world interaction and constant real-time doesn't seem very conducive to tactical team actions at first glance. And it is indeed not suitable. Luckily, this is not Fallout Tactics. All planning mishaps are resolved by additional stimulants (though there are not many). It is gratifying that friends in Fallout 3 do not lag behind the player at all. They are full-fledged fighters, not annoying parodies of the main character.
Let's start with the main point—equipment. Remember that the weapon and armor that a follower wears by default (at the time of joining the team) do not break at all. Standard weapons do not require ammunition. Jericho does not need bullets, and Paladin Cross will never ask for batteries for his personal laser pistol. But it’s not all sunshine and rainbows. Any other item, weapon, or armor will wear out just like that of the main character. So don't be surprised if Jericho breathes his last after a single burst from an assault rifle, even though he's wearing power armor. The player will have to keep watch over repairs themselves. Other weapons will rightfully require ammunition.
The next important point concerns leveling up. Companions and followers do not level up by themselves but adapt to the main character. In other words, if you level up to 20, your companion will also be at the twentieth mark. This rule applies to all humans. Other followers do not grow in levels. Gaining experience affects followers' skills and health. Humans reach the maximum level up to a certain amount of health and raise three basic skills to level 100. Those who are not considered human (Fox, Dogmeat, RL-3) have six basic skills and a fixed hit point pool. Their values will not change even by the end of the game.
That's about it. In other respects, followers are similar to your enemies. They also know how to shoot from afar, flank, hide behind rocks, and make breakthroughs.
In Fallout 3, there are eight characters that can be taken along on the journey. All of them hold some viewpoints, so openly evil or neutral followers will never follow a good main character. The opposite statement is also true.
All friends, except for Dogmeat, can carry items. But the items given for storage will not lie idle. If you give, for example, Charon good armor, he will remove his own and put on the better one. The same goes for weapons. If you do not command to shoot from afar, your companion may just rush into battle with a club or a sword. Some characters calmly use grenades if they are in their inventory. If you plan to use a companion as a "truck," then it is better not to give them unnecessary items. Weapons should be passed only without ammunition. Nothing to shoot with means you can't use it.
Who is Better to Befriend?
All followers are different. Some are stronger in one aspect and weaker in another, so you need to choose carefully. Interestingly, although only one companion is officially allowed, tricks allow you to take several with you.
Jericho
The first companion lives in Megaton. Once he was a raider, but now he has left that life and settled in the city. In memory of old times, Jericho has kept his assault rifle and not-so-durable leather jacket. It is clear that the raider life has left a particular mark on him, so Jericho will not follow you if you are good or neutral. He prefers evil and money. To hire Jericho, you have to pay 1000 caps, and this amount cannot be reduced.
Jericho can be considered one of the best mercenaries, especially for evil Vault dwellers. His initial health level is 235, which is not too little. The final figure of 310 hit points is certainly not impressive, but with proper armor, Jericho can last quite a while. His basic skills are purely combat-oriented. Jericho is proficient with light weapons, knows how to knife-fight, and does quite well with heavy weapons. Already at the start, his primary skills are at the 50 mark. You will immediately feel the support in any fight.
Jericho is armed with a standard Chinese assault rifle, a board with nails, and is equipped with a leather jacket. It is obvious that in this starting configuration, it is not worth sending him into the thick of battle, as with minimal protection and an unimpressive physique, he will be taken down quickly.
What to Equip Jericho With and How to Use Him? In the early and mid-game, he will best serve as a ranged fighter. Large groups of lightly armored raiders, yao-guai, scorpions, and feral ghouls are excellent targets for assault rifles. At this stage, Jericho will do fine with a standard jacket. If found, you can gift him combat armor as well.
By the end of the game, when the companion's skills are close to a hundred, he can be used for melee combat. The former raider can now handle a "Shish-Kebab" easily and is capable of wearing power armor. I do not recommend giving him large guns as they all require constant replenishment of ammunition. If the player can use ammo sparingly, then you can’t count on a computer-controlled companion.
Jericho can use stimulants in battle, so don’t forget to equip him with a sufficient amount. Also, talk to him more often. For example, he can give you a tip that Moriarty hides daily earnings in a cupboard by the bed and wears the key around his neck.
Charon
Charon is a corpse who resides in the Vault. Since childhood, he has been brainwashed, so he is blindly loyal to his master. Charon is notable for not caring about the hero's karma. If you have his contract, he'll follow you. However, while his contract is with Azrukhal, the master of the "Ninth Circle," you won't be able to hire Charon. Azrukhal is quite a trader, so he will happily sell Charon's contract for 2000 caps (or 1000 if your "barter" skill is above 50). You can kill Greta and remove the contract from her body. Whichever way you choose, Charon will serve you faithfully.
Charon is considered one of the best companions in the game. This is due to his remarkable accuracy. He consistently packs enemies with buckshot even at medium range, where even the assault rifle is not so effective. His unique shotgun with a reduced magazine (only 5 shells) shoots much more accurately than any other combat shotgun, so do not change it, at least at the start of the game. As for ammo, you will have trouble, and supplying a follower too would be an unreasonable luxury.
Charon has a health level comparable to Jericho. By level 20, he has 315 hit points. That's not a lot, but Charon can also wear power armor and can efficiently use stimulants.
Charon's primary skills are explosives, light weapons, and unarmed combat. The first two skills are quite developed, while unarmed combat is initially in its infancy (only 11 points). Do not give Charon power fists — he loves to shoot, so leave him the shotgun. You can additionally equip him with grenades since his high skill rating will allow him to use them effectively.
What to Equip Charon With and How to Use Him? I recommend immediately giving him the best armor. Combat or power — it doesn’t matter. You can even give him metal armor, but do not forget to repair it. Charon is a highly effective fighter at all stages of the game. He requires no investment and is always loyal to the player. Charon can handle nearly any encounter. The real threat comes from heavily armed Enclave squads and groups of Deathclaws. However, these enemies are a danger to everyone without exception. By the way, don’t try to steal with Charon around. He will attack you if he sees you stealing in the Vault. But against killings, he does not object. If you open fire on residents, he will also start killing ghouls.
Paladin Cross
She resides in the Citadel, which can only be accessed after significant progress in the main storyline. Cross once protected the main character's father, so she wants to help the common cause and you personally at all costs. Unfortunately, she will not help evil characters. She only follows those whose karma is high. If your reputation falls below her requirements, she will return to the Citadel.
Paladin Cross is the toughest of all possible followers. At level 20, she has 520 health points. Adding armor effects, she can be considered nearly invulnerable. All would be well, but she can only be hired at a certain plot point. That is, only when you gain access to the Citadel.
Cross is extraordinarily good when armed with energy weapons. In fact, she is the only specialist in energy weapons among all friends and companions (besides Fox). Give her plasma, and she will turn enemies into mush. Cross also adeptly handles both large and light guns, so you can choose any weapon for her. By the way, by default, she is armed with a laser pistol and a super sledgehammer. The pistol has an infinite ammo supply, but its damage is quite low, so immediately replace her useless gun with something more powerful.
What to Equip Cross With and How to Use Her? First of all, order her to keep her distance and shoot rather than engage in melee. Cross loves to charge into enemy ranks with her hammer raised. This is very unfortunate, as she isn’t very skilled with melee weapons. Moreover, she also cannot master a hammer or a knife as well as a plasma rifle.
You do not need to worry about Cross’s personal protection. She will only change her armor for something better, namely T-51b and "Tesla". Obviously, these armors do not differ much, so there is no point in changing indestructible armor.
In combat, Cross shows herself exceptionally positively. She fearlessly rushes into the thick of battle and does not shy away from large groups of enemies. Paladin Cross would be the best companion if she didn't appear so late.
Clover
Clover is the personal bodyguard of the Undertaker Jones, who runs the slave settlement Paradise Falls. Clover is such a personal bodyguard that she doesn’t even talk without Jones’s command. This is not surprising, considering that Clover is a slave. A special collar on her neck explodes the head of the slave if they try to escape.
She is completely devoted to whoever holds her "leash", so she will always try to please the main character. Perhaps that's why she does not care about what your karma has become during travels. You need to be evil only to buy her back. Since a slave is a thing, Clover is not interested in anything else. Jones will sell Clover for 1000 caps. And if you have an appropriate level of persuasion or barter skill, he will reduce the price by half.
Clover is the most agile follower in the game. Her agility score is 11, but seemingly this doesn’t affect anything at all. Even her specialized skill, "Light Weapons", is only slightly developed (only 32 points). Clover is a rather average warrior. In style, she is most similar to Jericho. Closer to the end of the game, it is difficult to think of a better role for her than as a melee fighter.
What to Equip Clover With and How to Use Her? The first thing to do is to give Clover better weapons. Her officer's sword is too weak. The standard sawed-off shotgun, even with infinite ammo, is similarly inadequate. Instead of armor, Clover wears a pre-war dress, so protection must also be considered. The best option is, of course, power armor, as she can use it. It doesn’t matter if it’s Enclave armor, Tesla, or Outcast armor — she can use any. Weapons are a bit tricky. If in the early game Clover does well with shotguns and assault rifles, later she will need a sniper rifle, or she simply won’t be able to kill anyone.
Don't forget about melee weapons, which Clover prefers. A "Shish-Kebab" along with power armor and a dozen stimulants is the key to victory.
Keep a close eye on Clover when the fight is over. She eagerly collects and uses trophy weapon samples. Take ammunition away from her, and let her carry everything else until reaching a shop. There is a dangerous situation associated with picking up weapons. There are several places in the game where you can find "Fat Man". Clover does not use heavy weapons effectively, but if she has ammunition, she will attempt to shoot. Often instead of hitting enemies, she ends up shooting herself in the foot, which ends badly for everyone.
Butch DeLoria
Remember the main bully of Vault 101? You can take him along too, but only at a certain time. After we leave Vault 101, riots begin. Part of the population, led by Amata, wants to leave and live as they wish, not as the Overseer commands. Butch joins Amata's rebels. In general, he is a rebel, just like he was.
To hire Butch, a character needs to be completely neutral. This is due to the fact that he is simply a tough guy but not a villain. He reacts calmly to karma changes while nearby. But once you dismiss him, he will not return until the required karma level is restored. After solving the problem in Vault 101, Butch will be waiting for you at the "Mason's Wheel" tavern in Rivet City.
Butch has the most unremarkable stats in the game. None of his characteristics exceed five points. He does not stand out in health either: just 285 hit points at maximum level. His basic skills are "Science", "Light Guns", and "Unarmed" (none exceed 30 at the start). Surprisingly, his main weapon is a named knife ("Butch's Toothpick"). The rest of his gear is also unimpressive. A regular 10mm pistol, even with infinite bullets, would only be useful at the beginning of the game. By the time you can return to Vault 101, such types of weapons will be outdated.
What to Equip Butch With and How to Use Him? If you have the chance to take him along, dress him in the best armor. Surprisingly, Butch can handle power armor. Agree, there is some injustice in this, as no one trained him! I immediately gave him "Tesla" and a "Reservist Rifle". There weren't many bullets, but it is still better than fighting with an ordinary 10mm pistol. Unfortunately, Butch does not use power fists. At least, however hard I tried, he always rushed into melee combat with a spring knife, even though a "Sledgehammer!" was in his inventory. This is indeed strange, as Butch has the skill "Unarmed", but cannot fight with knives at all.
In comparison to other followers, Butch hopelessly falls behind. Cross is stronger and more effective, Jericho is "thicker", and Charon is just miles ahead. Butch's only advantage over them is that he can cut hair. Yes, that's right. Remember, after the K.O.Z.A. test, Butch rants that he was destined to be a barber? He has indeed become one.
Dogmeat
Dogmeat is an iconic character in the Fallout series. He could be legally hired in Junk Town in the first part of the game. In Fallout 2, he resided in a random location, Cafe of Broken Dreams, and there was another reference to the film "Mad Max: Warrior of the Road". Dogmeat has become a tradition not broken in Fallout 3 either.
To hire Dogmeat, visit the Scavenger location near Minefield town. There you will see raiders trying to kill the dog. You deal with the raiders and offer Dogmeat companionship. He won't refuse.
Dogmeat does not wear armor, so he needs to be protected. He is very afraid of energy weapons, death claws, and rockets. In all other cases, the dog shows himself as a fearless and helpful fighter. He detects enemies much earlier and informs you by growling, and in battle, without hesitation, he leaps at the enemy. Unfortunately, such reckless attacks often result in the brave dog’s demise.
Another useful ability of Dogmeat is that he can find ammunition, weapons, or food. You just need to talk to him and select the dialogue branch. This ability can be useful, for example, if you encounter a UFO crash but cannot find the "gun". I spent forty minutes exploring the Anchorage Memorial to find the "magic" gun. Dogmeat managed this in seconds.
If you prefer stealth movements, Dogmeat is not the best choice. He starts growling as soon as he spots an enemy, then rushes into battle. Obviously, while you crawl in stealth mode, he would already be killed. The dog won't expose you, but due to his habit of rushing into battle, he messes up all planning. Rumors say that Dogmeat can be armed with the "Laser Goon", which the player acquires in Little Lamplight. So far, there is no proof of this. Dogmeat has another notable ability. He knows how to block passages and stand where he shouldn't. This is most troublesome in the narrow corridors of the Vaults.
Fox
Fox is one of the two intelligent supermutants of the Capital Wasteland. However, unlike Leo, he can be hired. You will meet Fox in Vault 87 when you go for the G.E.C.K. He sits in one of the F.E.V. chambers, from where he can be released or killed. However, you can truly recruit Fox only after dealing with the Enclave at Raven Rock. Fox bravely fights the Enclave outside the military complex. After the battle, he will start a conversation. If your karma is good, a join option appears. Fox is well-armed — just his "Gatling Laser" is worth it, since the ammo never runs out. The melee option is just as good — his hammer has a fast attack speed. It's a pity that Fox cannot wear armor, although 500 hit points can compensate for this drawback quite a bit.
Fox is not human, meaning his stats do not increase with level. He has six basic skills developed to level 75. He knows how to handle big guns, energy weapons, manages hammers, explosives, and rifles excellently. Furthermore, he can fight with his bare hands.
What to Equip Fox With and How to Use Him? Fox cannot be equipped, and changing his weapon is pointless. You may give him some stimulants to compensate for the lack of armor, but that’s all.
In combat, Fox prefers to charge straight in. It seems he is completely incapable of stealth, so he is not the best choice for characters with high stealth statistics. Nevertheless, Fox is considered one of the best companions, as he possesses truly powerful weapons and enough health to withstand several direct hits from a rocket launcher. The pair of Charon and Fox can easily deal with any enemies even without player intervention.
Sergeant RL-3
RL-3 is the only robotic companion in the game. Like Fox, he does not level up alongside the main character but has set stats from the start. Sergeant RL-3 was created before the war. He is distinguished from regular robots by an experimental pseudo-personality. This personality hates communists and is patriots to the point of madness.
The sergeant is armed with a relatively weak plasma rifle and a flamethrower. While the flamethrower is much worse than its "human" counterparts, the flamethrower is significantly more effective than its normal counterpart. However, RL-3 uses the flamethrower only at close range, which is too dangerous given his health (350 hit points). He suffers greatly from attacks of any sort of energy or heavy weaponry. Strong blows in close combat do not do him any favors. Deathclaws or yao-guai destroy the sergeant in just a few hits.
To hire RL-3, you need to go to the RobCo factory. There you will meet the tinman Joe, who will sell you the robot if your karma is neutral. In all other cases, Joe will respond that RL-3 doesn't like you. Note that if Joe the tinman is dead, it will no longer be possible to hire RL-3.
What to Equip RL-3 With and How to Use Him? RL-3 does not wear armor and does not make use of any other types of weapons except his own. He is good in battle only in the early game when his weapon overwhelmingly outmatches the enemy’s possible defenses. However, the closer you get to higher levels, the less useful RL-3 becomes. After encountering the Enclave, any patrol with plasma weaponry will quickly dispose of RL-3.
This concludes our story about companions, but the journey in the world of Fallout 3 doesn't end here. In the next issues, we want to tell you about enemies and side quests, stashes, and the most interesting items of the Wasteland. See you soon!
Kosher copy-paste, as I copy-paste myself.
Taken from lki.ru