![]() He was branded a failure by his captors and placed in isolation room 5 in the medical ward. Where others would succumb to excruciating pain and become insane, he retained enough of his intelligence to be capable of speech immediately after the process completed. However, unlike other victims of the virus, Fawkes managed to survive the mutation process with his mind intact. His origin is the same as any other Vault 87 super mutant: He was taken by the mutants and exposed to the modified FEV used in the Vault's Evolutionary Experimentation Program. However, these glimpses are all that remains of his past, and the inability to recall his past identity torments him to no end. He is one of the original dwellers of the Vault, and can still remember glimpses of his past, of the Vault in its prime, with scientists and regular dwellers walking through the halls. Where the majority of mutants are aggressive, barely intelligent brutes, he is an educated, soft-spoken person that keeps his violent impulses in check. Imprisoned in Vault 87's medical area, Fawkes is an anomaly among his brethren. 3 Interactions with the player character.There are 8 permanent companions available to the player in Fallout 3. Charon: Ghoul bodyguard (no Karma requirement).Sergeant RL-3: Mister Gutsy robot (Neutral).Star Paladin Cross: Brotherhood Paladin (Good).All companions except for Dogmeat and Charon have a Karma requirement that must be met if the player wishes to enlist that companion (listed in parentheses). If the player character ever tells a companion to wait but forgets where they did this, they should travel to any add-on location. ![]() Sometimes this does not work with the add-on Point Lookout. The player character can have up to two companions in their party, which consists of Dogmeat plus any other companion, barring certain companion exploits. Unlike in previous Fallout games, companions don't gain experience and notoriety independently but are scaled to the level of the player character. The player character earns full XP if able to deal at least 30% of the damage necessary to kill an opponent, otherwise, an enemy killed with the help of followers earns zero XP. They will also wear any weapons or armor they are given that is superior to their standard equipment.ĭelivering the killing blow oneself is neither necessary nor replaces the minimum damage requirement.Ĭompanions come with their default weapons and armor and will use these, depending on what role they are asked to play (melee or ranged). All human and ghoul non-player characters (so all except Fawkes, RL-3, and Dogmeat) are capable of wearing power armor. ![]() Armor and weapons worn by companions never degrade with use.Ĭompanions have unlimited ammunition for their standard weapon (with the exception of Butch), but they will have to be supplied with the appropriate ammunition for any other non-default ranged weapon. If a companion is given several weapons and the appropriate ammunition, they will generally choose a weapon based on the range of the projectile, then on either damage per round (DPR) or damage per second (DPS) but not by the in-game interface's DMG stat. For example, if Star Paladin Cross is equipped with a flamer, she will first attack with her default laser pistol because her target is out of the flamer's range. She will move towards the target to get into the flamer's range and then switch to it. For example, Charon will always use Protectron's Gaze (a unique laser pistol) over the laser rifle, despite its reduced range AND damage per round rating. ![]() Some companions will use any weapon if it is given to them (provided they have appropriate ammunition for it). There are some exceptions, such as companions cannot use the Gauss Rifle rewarded upon completion of the Operation: Anchorage add-on, but can utilize the sim-only version obtainable through glitching or console commands.Ĭompanions have significantly more health than other non-player characters.Įnemies are able to shoot companion's weapons out of their hands (except their default weapons), so take care if giving them any unique weapon.Ĭompanions are restored to full health at the end of combat after all nearby enemies are dead. However, if the player zones out during a fight and they follow while injured, or if they are injured outside of combat (e.g. ![]() A booby-trap), they do not heal (until after the next combat). ![]()
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