Dogmeat (Fallout 3)

Dogmeat is the dog companion of the Lone Wanderer.

Character
His name is an homage to the Dogmeat from the first Fallout and, according to the developers, he's the descendant of Vault Dweller's original canine companion that died in a horrible accident involving a force field (an in-joke about a frequent fate of the original Dogmeat in the Military Base), even though such a scenario is far fetched at the least. Also, the first appearance of Dogmeat in the original Fallout game can be considered a homage to the character "Dog", Mad Max's canine companion in The Road Warrior (AKA Mad Max 2 Internationally.)

Dogmeat possesses in-game dog AI and is designed to help the player in-game: if enemies are nearby, he will growl. His main combat use, apart from minor damage, is distracting the character's adversary, as he's coded to be a higher priority target than the player's character. Dogmeat can also be used to fetch supplies, such as food, ammo and weapons (he is able to bypass locked containers to get them). He can enter Vault 101 if asked to search for something.

Before the release of Fallout 3, the process of how to recruit Dogmeat had only been shown as a small clip as the player holds something out to the wounded dog. The item is not revealed. Dogmeat was said to be found in a random encounter, which would appear in different places depending on where the player ventures to, but was meant to appear early on to help develop your bond with the dog. This was scrapped and in the released game, Dogmeat is found in a fixed location all the time, the Scrapyard, south of Minefield. He is found attacking and killing several raiders, but approaches the player peacefully and will join him if asked.

If the player reaches the Scrapyard and does not enter it, or somehow manages to pass by and trigger the event without speaking to Dogmeat, it is still possible to encounter him later in a random encounter. He will sometimes come to your aid when you are facing overwhelming odds, such as a larger group of Talon Company Mercs in the wasteland. If during your travels you see the words "Dogmeat is unconscious" appear at the top of the screen, it means he is nearby somewhere and is likely being attacked. Dogmeat cannot die before you have recruited him.

Shooting Dogmeat in the initial encounter without talking to him will make it impossible for the player to recruit him. He will appear outside Vault 101, but cannot be engaged in dialogue.

Abilities
Dogmeat can be instructed to search the party's current area for either ammunition, chems, food or weapons; the player can also have him stay in his current location, heal him with Stimpaks, or send him to Vault 101's entrance for safety. Dogmeat can set off traps and will attack enemies, even if they are strong melee fighters. It's probably a good idea to save before you tell him to go and get things, as he is prone to running off into the wasteland and not returning for hours (or indeed forever).

Dogmeat's health can be checked by aiming at him or targeting him in V.A.T.S. Like other characters, Dogmeat can be wounded by missed V.A.T.S. shots that were aimed at an enemy.

He does have plenty of health, 500 hp, so finding him early in the game may be a good idea for beginners. In addition, like other companions, Dogmeat's health is restored to full when there are no enemies nearby. If needed, Dogmeat can also be talked to and healed with Stimpaks during combat. The player must be very careful of strong melee opponents like Yao Guais or Deathclaws, as they will kill Dogmeat with just a few melee attacks. Dogmeat will sometimes retreat if he is being shot by enemies he cannot reach, but not always, so it is not recommended he be commanded to stay in his current location if an area contains turrets.

Dogmeat may not be a very good companion for a stealthy character. He can detect enemies in adjoining rooms or on floors above and below the player, just as the player can with Perception. When he notices a target, he growls. While the growling does not appear to alert enemies, it does make it harder to hear enemies. He will also initiate combat on his own, even if the player is not yet detected. He can even open doors on his own to attack. This may force the player to choose between letting Dogmeat fend for himself until the player is ready, or to engage in hasty combat, forfeiting the advantages of stealth attacks. There is not an option to prevent Dogmeat from attacking any enemies he sees. However, Dogmeat can be told to wait in one spot, which can allow the player to use stealth without Dogmeat interfering. Keep in mind, however, that if Dogmeat sees an enemy while waiting, he will still attack.

Dogmeat has a faster running speed than most humans and can run them down if they're fleeing. This comes in handy in search-and-destroy sweeps for Raiders.

If the player has Dogmeat then he can still have another follower. Dogmeat appears to have a reserved spot as a companion, so if he dies, the player can recruit two of the other followers at once. If Dogmeat is killed by the player while he has Charon's contract, Charon becomes hostile and attacks. If the user opts for the Puppies! perk then after his death Dogmeat's Puppy spawns at the location of his death and/or in front of Vault 101. Exploitation of this perk is probably the easiest way to get multiple Fallout 3 followers.

In Dogmeat's dialogue, there are "Scold" and "Praise" options. These however, do nothing at all and appear to be there purely for flavor.

Statistics

 * Health: 500 (if you get the Puppies! perk, Dogmeat's Puppies will have 1000 Health)
 * SPECIAL: 7ST, 8PE, 7EN, 6CH, 2IN, 8AG, 3LK


 * Skills
 * Combat Skill: 60


 * Dog stats
 * Attack Damage: 5
 * Attack Reach: 48
 * Turning Speed: 90
 * Foot Weight: 1.0
 * Base Scale: 1.0
 * Fatigue: 50
 * Speed Mult %: 100

Bugs

 * In rare cases on the PS3/Xbox 360, it is possible that when you encounter Dogmeat at the scrapyard he will not move or follow any of your commands after all of the Raiders have been killed. Telling Dogmeat to stay, then fast traveling to a location and back to the scrapyard will fix this glitch . (Unconfirmed)


 * Although it may not be a glitch, Dogmeat has trouble with stairs, and will make large, unnecessary leaps to get up and down staircases. If watching closely he may appear to float for a moment. (Confirmed XBox 360)


 * If the player leaves Dogmeat in his/her home during a quest Dogmeat might bug out of the house and might be encountered randomly during your current quest, or the message "Dogmeat is waiting outside of Vault 101" will appear. If the latter occurs the player will later have to retrieve him. (Confirmed)


 * He also has a tendency to just disappear. This can happen while trying to enter (or leave) places. Dogmeat can also disappear if he accidentally gets stuck in a pile of debris. If you wait outside for a long time, Dogmeat may appear right in front of you when you stop waiting. You can also try fast traveling. (unconfirmed)


 * Sometimes when sending Dogmeat to find ammo or chems, he wouldn't come back for many days, and when he does randomly re-appear he has no items for you. (Confirmed)


 * It is possible, albeit rare, for a player to enter the scrapyard, see Dogmeat fighting the raiders, and all the raiders suddenly drop down dead. Occasionally, when this happens, all of the raider's limbs explode as well. (confirmed PS3)


 * Dogmeat can occasionally be found at Jury Street Metro Station, but this has only so far been confirmed on the PS3 version of the game. (unconfirmed)


 * When the player travels through a portal (door or otherwise) Dogmeat can appear lying sideways, panting. He is also search able. In this state he is non responsive, and if the player travels through more portals, dogmeat will appear dead, without the DOGMEAT HAS DIED warning. He can also be killed via the Shady Sands Shuffle. (Confirmed Xbox 360)


 * Sometimes Dogmeat will be rendered invincible and cannot be killed. Or at least nearly invincible and the option to say "Lets go Dogmeat" will be replaced with, "Goodbye Dogmeat" and the bug will still carry over with the "Puppies!" perk. (confirmed on PS3/Xbox 360/PC)


 * There is a bug in which Dogmeat will just disappear if left at home too long or if the theme is changed with Dogmeat inside of you house no solution has been found so far except for reloading the game. (unconfirmed)


 * In a rare case, Dogmeat sometimes is not at the scrapyard, but a the Washington Monument fighting Super Mutants, dying most of the time. If you managed to save him and ask him to follow you, he seems to jump back to the scrapyard, Vault 101, or somewhere in the middle of the wasteland. Use the wait command for him to arrive. (unconfirmed)


 * It is possible that when you encounter Dogmeat at the Scrapyard, if he kills all but one Raider and you finish that Raider off, he will continue to Growl at the Raider, and you will be unable to interact with him. (unconfirmed)


 * When asking Dogmeat to get ammo at the Citadels armory he will run up to the wall where there is ammo and rock up and down continuously (rather comically) talk to him to stop this glitch (confirmed xbox 360)
 * When killing dogmeat in megaton, Jericho will sometimes turn hostile for no apparent reason. [Confirmed Xbox 360]


 * When asking to Dogmeat to get items that aren't common throught the wasteland such as Stimpacks, he can disappear never to return again. When checking at the locations where Dogmeat usually appears such as Vault 101 and the scrapyard he isn't at either.
 * When in Marigold Metro, when you find the Body of William Brandice he will wait and on some occasions will float, and even sit, about a foot off the ground, though this may be able to happen else where.

Hoax

 * There is a viral hoax that Dogmeat can use weapons, or in particular Wazer Wifle. See Wazer Wifle hoax.

Followers List
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