Fallout companions

Permanent companions
Permanent companions require a few requisites to be met for them to join the player's party. For a few NPC's, there is more than one possible way to have them join your party. The possible conditions that must be met for each companion are listed below their names. Their locations are listed next to their names.


 * Dogmeat (Junktown)
 * Player is wearing a Leather Jacket
 * Player gives Dogmeat some Iguana Bits or Iguana-on-a-stick


 * Ian (Shady Sands)
 * Player convinces him to tag along with a Speech check
 * Player gives him 100 Bottle Caps


 * Katja (Boneyard)
 * Player asks her to join them


 * Tycho (Junktown)
 * Player must Save Killian's life

Companion Controls
Once an NPC becomes the player's companion, their dialogue menu changes to a list of tactical and combat-oriented options. Unlike in Fallout 2, there is not an added "Combat Control" menu added to the Pip-boy interface. In Fallout, the controls are rudimentary, at best.

Realistically, yet disappointingly, there are no controls whatsoever for Dogmeat. For the human companions, the options are shown as follows:

You can leave now.
 * This orders the companion to leave the party, and return to their original location in the game world.

Draw your best weapon next time we go into battle.
 * At first, this doesn't do anything, because the companions originally only carry their default weapon. However, the player may so gift them with a better weapon (and ammunition, for guns), then the NPC will make use of that weapon instead. Alternatively, the companion can pick up weapons found on the ground.

I need to change formation.
 * Stay close to me. - NPC stays within a 2 hex vicinity
 * Keep a moderate distance. - NPC stays within a 4 hex vicinity
 * Move out to longer range. - NPC stays within a 4-6 hex vicinity

Temporary companions

 * Tandi