Partners (Part 1)
Jericho
Jericho lives in Megaton.He was once a raider, but now he's retired and settled in the city. As a memento of his old days, Jericho still has his assault rifle and a rather flimsy leather jacket. Clearly, life as a raider has left its mark on him, so Jericho won't join you if you're good or neutral. He prefers evil and money. Hiring Jericho costs 1,000 caps, and this amount cannot be reduced.Jericho is considered one of the best mercenaries, especially for evil Vault dwellers. His starting health is 235, which isn't bad. His final health of 310 isn't impressive, but with proper armor, Jericho can survive for a relatively long time. His primary skills are purely combat-oriented. Jericho is proficient with light guns, knife fighting, and is also quite adept with heavy guns. Even at the initial level, his primary skills are around 50. You'll immediately feel the impact they provide in any fight.
Jericho is armed with a standard Chinese assault rifle, a board studded with nails, and a leather jacket. Obviously, in his starting configuration, you shouldn't let him get into the thick of the fight, as his minimal armor and lackluster physique will quickly knock him down.
What to wear and how to use Jericho? In the early and mid-game, he excels as a ranged fighter. Large groups of lightly armored raiders, yao guai, scorpions, and feral undead are prime targets for assault rifles. At this stage, Jericho can get by with a standard jacket. If you can find some, you can also gift him combat armor.
Toward the end of the game, when his companion's skills are approaching 100, you can use him for close-quarters combat. The former raider handles the Shish Kebab with ease and can wear power armor. I don't recommend big guns, as they all require constant ammunition refills. If the player can manage their ammo sparingly, the AI companion won't be of much use.
Jericho can use stimulants in combat, so be sure to equip him with enough. Also, talk to him often. For example, he might tip you off that Moriarty hides the day's earnings in a locker by his bed and wears the key around his neck.
Charon
Charon is a ghoul who dwells in the Dungeon. Brainwashed since childhood, he is blindly loyal to his master. Charon is notable for his indifference to the protagonist's karma. If you receive his contract, he will follow you. However, while his contract is in the hands of Azrukhal, the master of the Ninth Circle, you will not be able to recruit Charon. Azrukhal is quite the huckster, so he will readily sell Charon's contract for 2,000 caps (or 1,000 if your "barter" is higher than 50). You can kill Greta and remove the contract from her body. Whatever your choice, Charon will serve you faithfully.Charon is considered one of the best companions in the game. This is due to his astonishing accuracy. He peppers enemies with pellets even at medium range, where even an assault rifle is less effective. His unique shotgun, with its reduced magazine (only 5 rounds), is much more accurate than any other combat shotgun, so I don't recommend swapping it out, at least early in the game. Ammo will be a problem as it is, and keeping a follower supplied is an unaffordable luxury.
Charon has comparable health to Jericho. By level 20, he has 315 hit points. This isn't much, but Charon also knows how to wear power armor and is comfortable using stimpacks.
Charon's primary skills are explosives, light weapons, and unarmed combat. The first two skills are well-developed, while unarmed combat is initially in its infancy (only 11 points). Don't give Charon power fists—he loves shooting, so leave him with the shotgun. You can also equip him with grenades, as his high skill stat allows him to use them effectively.
What to equip and how to use Charon? I recommend equipping him with the best armor right away. Combat or power—it doesn't matter. You can even use iron, but don't forget to repair it. Charon is a very effective fighter at all stages of the game. He requires no investment and is always loyal to the player. Charon can handle almost any fight. The real danger comes from heavily armed Enclave units and deathclaw groups. However, these enemies are dangerous to everyone without exception. By the way, don't try to steal in Charon's presence. He will attack you if he notices you stealing in the Dungeon. However, he doesn't mind killing. If you open fire on the inhabitants, he will also start killing the undead.
High Paladin Cross
Cross resides in the Citadel , which can only be accessed after significant progress in the main storyline. Cross once protected the protagonist's father, so she's determined to help the cause and you personally at all costs. Unfortunately, Cross won't help evil characters. She only follows those with high karma. If your reputation falls below her requirements, she'll return to the Citadel.Paladin Cross is the thickest-skinned of all possible followers. At level 20, she has 520 health. Add in armor effects, and Cross is practically invulnerable. This would be all well and good, but she can only be recruited at a specific point in the storyline, meaning only once you gain access to the Citadel.
Cross is exceptionally powerful when armed with energy weapons. In fact, she's the only energy weapon specialist among all the friends and companions (except Fox). Give her plasma, and she'll turn enemies into slush. Cross is also adept with both large and light weapons, so you can choose any weapon for her. Incidentally, she's armed with a laser pistol and a super hammer by default. The pistol has infinite ammo, but it deals very little damage, so immediately swap out her useless weapon for something more powerful.
What to wear and how to use Cross? First, tell her to stay back and shoot, not fight. Cross loves to charge into enemy lines with a hammer at the ready. This is a shame, as she's not very skilled with melee weapons. Moreover, she won't be as proficient with a hammer or knife as she is with a plasma rifle.
Don't worry about Cross's personal defense. She'll only upgrade to something better, which means the T-51b and Tesla. Obviously, these armors aren't all that different from each other, so upgrading from indestructible armor doesn't make sense.
In combat, Cross proves herself to be exceptionally adept. She fearlessly charges into the thick of battle and is unafraid of large groups of opponents. High Paladin Cross would be a better companion if she didn't appear so late.
Clover
Clover is the personal bodyguard of Undertaker Jones, who runs the slave trading settlement of Paradise Falls . Clover is such a personal bodyguard that she doesn't even speak without Jones's command. This isn't surprising, as Clover is a slave. She wears a special necklace that explodes the slave's head if they try to escape.She is completely loyal to whoever holds her "leash," so she will always try to please the protagonist. This is probably why she doesn't care what your karma has become during your travels. You only need to be evil to ransom her. Since a slave is an object, Clover doesn't care about anything else. Jones will sell Clover for 1,000 caps. If you have a high Speech or Barter skill, he'll cut the price by half.
Clover is the most agile follower in the game. Her Dexterity is 11, but it doesn't seem to affect anything at all. Even her Light Weapons skill is very low (a mere 32). Clover is a fairly average fighter. Her style is most similar to Jericho's. Towards the end of the game, it's hard to imagine a better role for her than a melee fighter.
What should I wear and how should I use Clover? The first thing I need to do is give Clover a better weapon. Her Chinese Officer's Sword is too weak. The standard sawed-off shotgun, despite having infinite ammo, isn't much better either. Clover wears a pre-war dress instead of armor, so protection is also something to consider. Power armor is definitely the best option, since she can use it. It doesn't matter if it's Enclave armor, Tesla armor, or Outcast armor—she can use any of them. Weapons are a bit more complicated. While Clover is comfortable with shotguns and assault rifles early on, you'll need to give her a sniper rifle later, otherwise she simply won't be able to kill anyone.
Don't forget about melee weapons, which are Clover's top priority. Shish Kebab, along with power armor and a dozen stimpacks, are the key to victory.
Keep a close eye on Clover once the fight is over. She happily collects and uses captured weapons. Take her ammo, and let her carry the rest to the store. Weapon pickup is a dangerous situation. There are several places in the game where you can pick up a "Fat Man." Clover isn't very good with heavy weapons, but if she has ammo, she'll try to fire. Often, she ends up getting hit by her own feet instead of enemies, which ends badly for everyone.
Partners: (part 1) (part 2)
Source: www.gamer.ru
See also:
Walkthrough: Rivet City
Tranquility Lane (Vault 112)
Fallout 3: Jefferson Memorial



