Fallout 2/Allies

This is a listing which covers all of the NPC's that you'll be allied with at different parts during the game. A few of the more prominent ones were covered in the context of the walkthrough.

NPC's also will level up randomly (this happens when you level up), and when they do, hit points, action points, and melee damage often increase.

All statistics are base-level statistics. Summaries are provided for the respective character's pros and cons as well as info for getting them. In addition, the NPC's are seperated into three categories: Good NPC's, Bad NPC's, and temporary NPC's.

Good NPCs
- SULIK Hit points:   85 hp  Carry weight:  200 lbs Melee damage: 6 hp  Action points: 9 Skills:       Melee weapons Weapons:      Unarmed/Melee (esp. Super Sledgehammer), SMG's

Sulik is a powerful melee fighter who will be well worth having in the long run. He can be found at Klamath, and can be recruited by paying the Buckner family $350 or by rescuing Smiley.

Sulik is good with a powerful SMG and the Super Sledgehammer. He's quite powerful with the H&K P90c combined with decent armor. Also, he's quite a ballsy fighter.

- VIC Hit points:   70 hp  Carry weight:  150 lbs Melee damage: 1 hp  Action points: 8 Skills:       Repair Weapons:      Rifles, Shotguns

Vic is a decent long-range fighter with good gun skills (initially, not so, but good later on...) He can be found at the Den and can be recruited by buying him from Metzger or by killing him.

Initially, Vic isn't that great of a fighter, but after he levels up, he will be able to use the M72 Gauss Rifle. He's not a bad shot with shotguns and sniper rifles as well.

- CASSIDY Hit points:   80 hp  Carry weight:  175 lbs Melee damage: 1 hp  Action points: 8 Skills:       Small Guns Weapons:      Melee, all Small Guns

Cassidy is a lot like Tycho from Fallout 1 or, if you will, a supercharged Vic. You can talk him into joining your group in the bar in the Vault City courtyard.

Cassidy is a great shot with any small arm. Give him shotguns early on. At the end, give him the Sniper Rifle or the M72 Gauss Rifle (if Vic is in your party as well, give Cassidy the M72) or the PPK12 Gauss Pistol. He's an excellent fighter to have.

Cassidy has heart trouble and can only use stimpacks as drugs. He cannot use Buffouts, Mentats, or any other drug like that. However, in his combat setup screen, you can choose to have him use all types of drugs.

- MARCUS Hit points:   130 hp  Carry weight:  275 lbs Melee damage: 10 Action points: 9 Skills:       Big Guns Weapons:      Unarmed, Big Guns, Big Energy Weapons

Marcus is the super-mutant sheriff of Broken Hills. If you solve every quest in Broken Hills, you can get him into your party.

Marcus starts out with the Minigun, but you should upgrade it to a Plasma Rifle, Turbo Plasma Rifle, or a Pulse Rifle as soon as possible. He will make an excellent shot with the aforementioned weapons.

Marcus cannot wear armor, but his inherent protection is about the same as Metal Armor or so. It will become one of his weak points as you approach the endgame.

- GORIS Hit points:   125 hp  Carry weight:  225 lbs Melee damage: 23 Action points: 11 Skills:       Unarmed Weapons:      Claw

Goris is the deathclaw scholar whom you have seen at Vault 13. Talk to him so that he can join your party.

Goris is an extremely powerful melee fighter. His deathclaw claw deals tremendous amounts of damage. His skin is about as tough as Combat Armor. However, he cannot use other weapons, nor can he use armor.

Goris will leave your party after two weeks (the Enclave kills the deathclaws in Vault 13 two weeks after you have visited the vault). but you can get him back by visiting Vault 13 again and recruiting him.

- SKYNET Hit points:   115 hp  Carry weight:  225 lbs Melee damage: 8 hp  Action points: 10 Skills:       Science (depends on brain) Weapons:      All rifles/shotguns and unarmed (again, depends on                 brain)

Skynet is said by some to be amongst the best NPC's. Indeed, it is very effective. It will join you if you repair it at the Sierra Army Depot.

Skynet is as good as Cassidy when it comes to small arms. It can use all sorts of rifles and shotguns "out of the box" (without leveling up), including the M72 Gauss Rifle. The robot can also heal itself in one shot (not in combat, though) and its metal exterior is about as strong as Metal Armor. In addition, it can perform science skills for you. Note that the armor will become a big detriment at the end.

The above can be said if Skynet is equipped with a cybernetic brain; if you give it an abnormal brain, monkey brain, or a regular brain, it will not be as good in combat, nor will it be as good when it comes to Science. You can end up with a robot that refuses to fight. But in the end, it's worth a lot.

Bad NPCs
- LENNY Hit points:   126 hp  Carry weight:  125 lbs Melee damage: 1 hp  Action points: 7 Skills:       Doctor Weapons:      SMG's only

Lenny is probably the best out of the worst NPC's here. You can get him to join you if you talk to him at Gecko. He's one of the ghouls from Necropolis.

Lenny is a decent shot with sub-machine guns. He also has a lot of hit points. But otherwise, he's only average. And he's not that much of a help in the early game (if you find the G11(e) SMG, then the story can change quite rapidly). You can get him if you want to, but it isn't strongly recommended. He can also wear armor.

- K-9 Hit points:   127 hp  Carry weight:  n/a Melee damage: 16 hp  Action points: 14 Skills:       Unarmed Weapons:      Teeth

K-9 is the best out of the three canine NPC's. He's the strongest and deals the most damage. He can be found in Navarro.

K-9 isn't recommended because his melee attack, although powerful, might be weak by the time most players reach Navarro. His armor also is about as tough as metal armor, and that serves as a major detractor at the end.

- DOGMEAT Hit points:   98 hp  Carry weight:  n/a Melee damage: 14 hp  Action points: 15 Skills:       Unarmed Weapons:      Teeth

Yep, the only NPC that made it back from the Fallout world to the Fallout 2 world. He's not that great, and it takes a special encounter (Cafe of Broken Dreams) to get him. To get him, remove your armor and walk up to him.

Dogmeat is a lot like K-9. He has one more action point but ultimately does less damage and is more prone to getting killed. You shouldn't get him, except for nostalgia purposes.

- CYBER-DOG Hit ponts:    97 hp  Carry weight:  n/a Melee damage: 10 hp  Action points: 9 Skills:       Unarmed Weapons:      Teeth

Similar to appearance to K-9, the Cyber Dog is a flaccid underling compared to its big brother. You can get it at NCR if you inject mutagenic serum into a super mutant.

The Cyber Dog literally pales in comparison to its other canine comrades. It's slightly tougher than Dogmeat (has armor) but has a low amount of action points (for a dog) and deals little damage. This one is definately not worth having.

- MYRON Hit points:   70 hp  Carry weight:  n/a Melee damage: 1 hp  Action points: 8 Skills:       Science Weapons:      Needler Pistol, PPK12 Gauss Rifle

Myron is Mordino's chief scientist. He created the drug Jet. Simply talk to him and ask him to join you if you want him in your party. He can be quite annoying if you have a male character, or can be quite hilarious if you have a female character.

Myron is pretty good at Science (but then again, so is Skynet, and he's infinetely better in combat). Unfortunately, he is inept when it comes to combat. He can only use two weapons and has a higher chance of hitting your allies than hitting the enemy. Again, pass this guy on.

- MIRIA / DAVIN Hit points:   35 hp  Carry weight:  100 lbs (Miria) / 125 lbs (Davin) Melee damage: 1 hp  Action points: 7 Skills:       Unarmed Weapons:      Knives, SMG's (Miria) / Knives, Pistols (Davin)

Miria and Davin, brother and sister, the children of Grisham. You can get married to them, but that will (yes, will) make you a widower. You can make money by selling them to Vault City, but that will make you a widower as well. You can divorce your spouse at New Reno. That will change your karmic title to divorced (bit better than widower), though your spouse will be dead after he/she runs away.

If you have a male character, you can marry only Miria. You can marry either Miria or Davin with a female.

Their statistics are horrible. With only 35 hit points, they are the weakest NPC's in the game. They're somewhat better than Myron when it comes to combat, but then again, not by much. Do yourself a big favor by passing these NPC's up.

Temporary NPCs
(noninclusive of caravan guards) - KLAMATH DOG Hit points: 14 Armor:     Fur Weapon:    Teeth

This dog will travel with you in Klamath if you give it some jerky.

- SMILEY Hit points: 50 Armor:     Leather Armor Weapon:    Knife (?)

Smiley is the trapper whom you rescue at the Toxic Caves. He'll follow you around after you find him. When you leave the Toxic Caves, he will stop following you and head directly to Klamath.

- LADDIE Hit points: 20 Armor:     Fur Weapon:    Teeth

If you offer to find Balthas' missing son, Jonny, his dog, Laddie, will follow you around until you find him. The dog is in Modoc.

- BESSIE Hit points: 35 Armor:     Skin Weapon:    Teeth (??)

Bessie is the injured cow in Modoc. If you heal her, she'll follow you around in Modoc.

- XARN Hit points: 250 Armor:     Tough skin Weapon:    Claw

Xarn is the powerful deathclaw who is incarcerated in Navarro. If you offer to free him, and then attack the Enclave guards, Xarn will assist you in their defeat. But then again, it isn't wise to launch a military campaign in Navarro.

- ENCLAVE CRACK TROOPERS (4 troopers) Hit points: 200 (each) Armor:     Advanced Power Armor Mark II (each) Weapon:    Pulse Rifle (1), Gauss Pistol (2), Turbo Plasma Rifle (3), Gatling Laser (4)

The crack troopers are by far the most powerful human NPC's. They're part of an elite Enclave squadron that protects Frank Horrigan (the  leader of the troop, however, shows enmity towards Horrigan). After you blow up the nuclear reactor control computers and go to the first level, you can talk the squadron leader, Sergeant Granite, into killing Horrigan. He'll accept.

- ENCLAVE ROBOTIC GUNS (7 guns) Hit points: 75 (each) Armor:     Metal exterior Weapon:    Minigun, .233 FMJ magazine as opposed to 5mm AP/JHP

These guns are the most effective fighting force against Horrigan. They can be activated by using the presidential passkey and choosing the counter-insurgency option. The option can only be activated if the nuclear reactor control computers are disabled.

The guns are fixed to the ground, but deal about 20-50 hp to Horrigan per gun. In addition, if the guns score critical hits, the damage dealt is extremely high.