During your time in game, you will encounter special characters that are refereed to as Companions. Arguably, companions one of the most useful features in The Outer Worlds, as not only do they provide combat support and skill enhancements, but they also increase your carrying capacity and the opportunity to perform unique special abilities.So, you are probably wondering just how many companions are there to unlock in The Outer Worlds? Well, in total there are six companions that you can find and recruit to your crew - Parvati, Vicar Max, Felix, Ellie, Nyoka, and SAM.
Found in Edgewater, Parvati will likely be the first companion that you meet on your journey. Parvati is quite unique, as unlike the other companions, she does not require you to complete any quests in order to recruit her.
Upon agreeing to help her, you will be prompted with the side quest, Passion Pills. Find her required pills and return them to her. With the pills returned, she will offer to become one of your companions.
Two companions can accompany the Stranger when they leave the spaceship; in addition, companion's skills will add on to the player character's, supplementing one's own abilities with their own strengths, thus opening approaches to situations which may not normally be available. The skills that they enhance can be found in the Details section of the Companion Ledger. Armor and Armor Mods that increase those particular skills will also increase the degree to which they boost the Stranger's skills. The Stranger's Inspiration skill can also increase these boosts, depending on how high it is.
During dialogue events, companions may also interject with their own viewpoints, or even support/undermine the Stranger. Furthermore, companions will occasionally have something of particular interest on their mind, at which time the Stranger will be prompted to talk to them to hear it.
Each companion increases your Carrying Capacity by 10 kg; thus, having two companions increases your Carrying Capacity by 20 kg. The Tier 2 Perk Pack of Pack Mules increases your Carrying Capacity by 40 kg; ergo, having one companion increases your total Carrying Capacity by 50 kg (original 10 kg + 40 kg from the perk), whereas having two companions increases it by 100 kg (2x10kg + 2x40kg).
2. Weapon: This decides which weapon the companion is going to use. The options are Melee, Mixed, and Ranged. Mixed allows the companion to decide which weapon they use based on what is going on in the current fight.
3. Mode: This decides the companions behavior in combat. The aggressive option forces the companion to find and fight an enemy as soon as combat is engaged. The defensive option forces the companion to only attack your targets in combat. The passive option makes it so that the companion will not act in combat unless you tell them to.
Every companion is prone to going unconscious in battle or by the player's actions. However, depending on the difficulty the player chooses to play the game on, companions can have permadeath and be completely eliminated from the game. Having a high enough Inspiration skill allows you to heal your companions with the Emergency Medicinal Inhaler.
Each companion has three skills they are proficient in, a special ability and three unique perks for you to unlock. They also have their own set of stats, such as Max Health and Melee Damage, that is derived from your current stats.
Companions can also assist you in combat, providing much needed backup in difficult fights. You'll be able to change the weapons and armour for some of your companions, helping them survive for longer.
Finally, each companion has their own separate storyline that you can become involved with by completing their companion quests. These quests will help you learn more about your companions, while also gaining some level XP.
Once you're out on a mission with your companions, you can talk to them or leave them to have conversation amongst themselves. They may interject when you're talking to another NPC, offering up an opinion or some advice.
There are also a number of commands that you can give your companions to further assist you in battle. You can find the icons, along with their button mapping, in the bottom left-hand corner of the screen.
The circular button with a character icon in its midst will command your companions to attack another NPC. To do this point your cursor at your targeted NPC, then sit back and watch as your companions do your dirty work.
The upwards pointing arrow will allow to instruct your companions to stand in a specific place. To do this simply point your cursor in the direction of where you want them to stand and then press the command. Your companions will then go stand in this area.
To do this find them in The Unreliable and start a conversation with them. One of the first dialogue option you'll be given will be to tell them to leave. The companion will protest, just in case you pressed the right button, but if you want them to leave, continue with the conversation.
Each companion has their own moral compass, with some being more comfortable with unethical decision making than others, and there is a chance that one of your decisions will force them to leave the ship.
Usually if a companion runs out of health, they will be downed and unable to assist you until you return to The Unreliable. In Supernova, however, if a companion runs out of health, they will be permanently dead.
A Cleveland detective (McFadden), on a downtown beat which he had been patrolling for many years, observed two strangers (petitioner and another man, Chilton) on a street corner. He saw them proceed alternately back and forth along an identical route, pausing to stare in the same store window, which they did for a total of about 24 times. Each completion of the route was followed by a conference between the two on a corner, at one of which they were joined by a third man (Katz) who left swiftly. Suspecting the two men of "casing a job, a stick-up," the officer followed them and saw them rejoin the third man a couple of blocks away in front of a store. The officer approached the three, identified himself as a policeman, and asked their names. The men "mumbled something," whereupon McFadden spun petitioner around, patted down his outside clothing, and found in his overcoat pocket, but was unable to remove, a pistol. The officer ordered the three into the store. He removed petitioner's overcoat, took out a revolver, and ordered the three to face the wall with their hands raised. He patted down the outer clothing of Chilton and Katz and seized a revolver from Chilton's outside overcoat pocket. He did not put his hands under the outer garments of Katz (since he discovered nothing in his pat-down which might have been a weapon), or under petitioner's or Chilton's outer garments until he felt the guns. The three were taken to the police station. Petitioner and Chilton were charged with carrying
concealed weapons. The defense moved to suppress the weapons. Though the trial court rejected the prosecution theory that the guns had been seized during a search incident to a lawful arrest, the court denied the motion to suppress and admitted the weapons into evidence on the ground that the officer had cause to believe that petitioner and Chilton were acting suspiciously, that their interrogation was warranted, and that the officer, for his own protection, had the right to pat down their outer clothing having reasonable cause to believe that they might be armed. The court distinguished between an investigatory "stop" and an arrest, and between a "frisk" of the outer clothing for weapons and a full-blown search for evidence of crime. Petitioner and Chilton were found guilty, an intermediate appellate court affirmed, and the State Supreme Court dismissed the appeal on the ground that "no substantial constitutional question" was involved.
away from the two men. "I get more purpose to watch them when I seen their movements," he testified. He saw one of the men leave the other one and walk southwest on Huron Road, past some stores. The man paused for a moment and looked in a store window, then walked on a short distance, turned around and walked back toward the corner, pausing once again to look in the same store window. He rejoined his companion at the corner, and the two conferred briefly. Then the second man went through the same series of motions, strolling down Huron Road, looking in the same window, walking on a short distance, turning back, peering in the store window again, and returning to confer with the first man at the corner. The two men repeated this ritual alternately between five and six times apiece -- in all, roughly a dozen trips. At one point, while the two were standing together on the corner, a third man approached them and engaged them briefly in conversation. This man then left the two others and walked west on Euclid Avenue. Chilton and Terry resumed their measured pacing, peering, and conferring. After this had gone on for 10 to 12 minutes, the two men walked off together, heading west on Euclid Avenue, following the path taken earlier by the third man.
himself as a police officer and asked for their names. At this point, his knowledge was confined to what he had observed. He was not acquainted with any of the three men by name or by sight, and he had received no information concerning them from any other source. When the men "mumbled something" in response to his inquiries, Officer McFadden grabbed petitioner Terry, spun him around so that they were facing the other two, with Terry between McFadden and the others, and patted down the outside of his clothing. In the left breast pocket of Terry's overcoat, Officer McFadden felt a pistol. He reached inside the overcoat pocket, but was unable to remove the gun. At this point, keeping Terry between himself and the others, the officer ordered all three men to enter Zucker's store. As they went in, he removed Terry's overcoat completely, removed a .38 caliber revolver from the pocket and ordered all three men to face the wall with their hands raised. Officer McFadden proceeded to pat down the outer clothing of Chilton and the third man, Katz. He discovered another revolver in the outer pocket of Chilton's overcoat, but no weapons were found on Katz. The officer testified that he only patted the men down to see whether they had weapons, and that he did not put his hands beneath the outer garments of either Terry or Chilton until he felt their guns. So far as appears from the record, he never placed his hands beneath Katz' outer garments. Officer McFadden seized Chilton's gun, asked the proprietor of the store to call a police wagon, and took all three men to the station, where Chilton and Terry were formally charged with carrying concealed weapons. 2b1af7f3a8