A Universal Character Guide (and Tips)

Characters and Allies (Part 2)

Fallout 2 Walkthrough  → Characters and Allies (Part 2)

Skynet is an artificial intelligence created from a human brain at the Sierra Army Depot, managing the unit's security system. Skynet wants to escape. To do so, he needs a host brain. The brains he inserts determine his stats.

Obtaining a host brain from the Depot requires a Science skill level of 125%. Skynet is capable of self-repair and is a skilled marksman. His distinguishing feature is that instead of healing with Doctor, First Aid, and Stimpaks, he requires repairs.

  • Location: Sierra Outpost
  • Health: 115, 143, 155, 179, 197, 210
  • AC/DT/DR: 20/8/40 (first brain), 20/5/40 (three worst brains)
  • Action Points: 10
  • Wearable weight: 225
  • Main skill: Hand-to-hand combat injuries
  • Cyberbrain: Small weapons / 8 
  • Human brain: Small weapons / 7
  • Chimpanzee brain: Hand-to-hand / 13
  • Abnormal brain: Hand-to-hand / 8

Myron is a young genius from New Reno, a self-taught chemist who invented a unique drug—Jet—for the Mordino family. The family values ​​their primary source of income highly and carefully guards Myron, hiding him in the basement of a drug factory located near New Reno. There are two ways to gain entry: either as a messenger, hired by the Mordinos, or, if your character is a pretty girl, as an object for the "smart guy's" excessive lust (to do this, you need to speak with the owner of the Cat's Paw brothel).

Myron's significant drawbacks are his complete incompetence in combat and his insistent emphasis on his own importance, but he can also be useful. First, in collaboration with the protagonist, who has a high Science skill, he can develop an antidote to Jet.

Secondly, he can create Stimpaks and even Super Stimpaks from common ingredients. Thirdly, he can be useful to characters with under-leveled science. If you're willing to tolerate him to meet these needs, he can become a permanent member of the team.

  • Location: Stables ( New Reno )
  • Health: 70, 77, 92, 107, 122
  • Action Points: 7
  • Wearable weight: 125
  • Main skill: Science
  • Other skills: Energy weapons
  • There is an animation for the weapon: throwing, knife, gun
  • Melee Damage: 1

K-9 is a unique creature, a cyber-dog. The evil Dr. Schreber tormented her. Finish him off (fortunately, his office is soundproofed, so the alarm won't be raised), obtain the motivator from Raoul, and you'll gain a loyal ally. K-9 is well armored, can be healed with Stimpaks, deals significant damage in close combat, and often knocks down enemies.

Her only weakness is her vulnerability to EMP grenades. K-9 will abandon you if you become a child killer or your karma drops to -101 or below, after which you will no longer be able to bring her back to your team.

  • Location: The video
  • Health: 127, 129, 131, 133, 137
  • AC/DT/DR: 25/10/30 (1), 0/10/30 (2-5)
  • Action Points: 14
  • Wearable weight: 0
  • Main skill: Melee
  • Melee Damage: 16

The Cyberdog - can be obtained as a reward for completing missions for a doctor who escaped from Navarro and settled in the NCR. Essentially, the Cyberdog is a weaker version of the K-9.

  • Location: NKR
  • Health: 97, 107, 107, 127, 137
  • AC/DT/DR: 10/4/30 (1-4), 15/4/35 (5-6)
  • Action Points: 15
  • Wearable weight: 0
  • Main skill: Melee
  • Melee Damage: 14

Dogmeat - The legendary dog ​​from Fallout 1.

  • Location: Cafe of Broken Hopes
  • Health: 98, 108, 118, 128, 141, 151
  • AC/DT/DR: 10/4/30 (1-4), 15/4/35 (5-6)
  • Action Points: 15
  • Wearable weight: 0
  • Main skill: Melee
  • Melee Damage: 14

Characters and Allies: ( Part 1 ) (Part 2) ( Part 3 )

Sources: fallout.kiev.ua, wasteland.ag.ru.