A Universal Character Guide (and Tips)

Characters and Allies (Part 3)

Fallout 2 Walkthrough  → Characters and Allies (Part 3)


Laddie  - You can ask the local tanner, Tanner, to lend you this to help you find his son, Johnny, and she'll successfully lead you on a false trail. Either way, after finding the boy, she'll return to her owner.

  • Location: Modoc
  • Health: 20
  • Main skill: Melee


Bad Luck Dog  - While traveling, you might stumble upon a cute little dog sitting in the middle of a field littered with corpses. If it follows you (and it doesn't care about the NPC limit), your luck will be reduced to a minimum. You might be reassured that this will happen to everyone around you, including your enemies. Your weapons, like those of your opponents, will fall, break, and miss frequently.

  • Location: A chance meeting
  • Health: 750
  • AC/DT/DR: 20/5/40

Goris  is a kind, intelligent Deathclaw from Vault 13, obsessed with learning more about the world around him. Off the battlefield, he wears a robe that conceals his true nature, allowing him to visit cities. He would undoubtedly be a superior melee fighter, if not for his inability to wear armor. 

Goris will not join you if your karma is below 0, you have a negative reputation with Vault 13, or you are a berserker or child killer. He will abandon you and return to Vault 13 if your karma drops below 0, or you become a berserker or child killer. He will not return to the party if your reputation with Vault 13 is "hated."

  • Location: Vault 13
  • Health: 125, 134, 145, 155, 166, 175
  • AC/DT/DR: 20/5/40 (1-4), 25/6/40 (5-6)
  • Action Points: 11
  • Wearable weight: 225
  • Main skill: Melee
  • Melee Damage: 23


Miria/Devin  – a night spent in their company will lead to an unexpected marriage (interestingly, both brother and sister are bisexual). They're completely clueless, don't level up, but can join despite exceeding the character limit. They can't be asked to wait for you and then sneak away. The only way to get rid of them without exposing them to monsters is to divorce them at the church in New Reno. 

However, the sister isn't as hopeless as her brother – she can at least pick up a pistol. Although they have their uses – both can be used for carrying cargo. They will attack you if you attack anyone in Modoc.

  • Location: Modoc
  • Health: 35
  • Action Points: 7
  • Wearable weight: 100 / 125
  • Main skill: Melee
  • There is an animation for the weapon: Miria - knife, submachine gun; Devin - throwing, knife, baton, pistol.
  • Melee Damage: 1


Sergeant Granite and Co.  - Four Enclave Guardsmen, led by Sergeant Granite, might be wise to defect to your side just before the final encounter with Frank Horrigan. They're a good addition—one has a Gatling laser, another a turboplasma rifle, and the remaining four have a pulse rifle and a gauss pistol.

  • Location: Enclave
  • Health: 200 each


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

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