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I wander from place to place, making a living with music and a little bit of tinkering work.

Patrick, the Celt is a handyman and vagabond who travels the wastes in 2161.

Background[]

Wearing studded leather armor and travelling the wastes with an assortment of knick-knacks, Patrick is an experienced strider.[2] He has a particular talent for all things mechanical; he gets by with tinkering,[3] having helped Junktown with their lights and providing Shady Sands with a better design for stoves,[4] though he is not familiar with pre-War Vault-Tec technology.[5] He is also a talented singer, with a sizable knowledge of Celtic and folk songs.[1] Patrick learned them from his family, descended from Americanized Celts, and keeps his heritage alive. He collects clothing, food, stories, songs, and histories during his travels, determined to preserve as much of his heritage as possible.[Non-game 1]

If encountered in the wasteland he is willing to give directions to nearby settlements,[6] information about them (depending on the progression of the game),[7][8][9][10] and an opinion about finding the proper location to salvage a water chip.[11]

Interactions with the player character[]

Interactions overview[]

Interactions
38 Paradigm of Humanity
This character has no special interactions.

Other interactions[]

  • If the Vault Dweller asks Patrick if they know the song "Na Gheala Mbeadh," (a mistranslation of "Mo Ghile Mear" "My Gallant Darling") he will sing it,[1] adding 1 point to the player character's Charisma through dialogue options. This only happens the first time one talks to him, which requires a Speech check. One can try multiple times by cycling through the dialogue. It requires an Intelligence of 7 or higher to unlock the dialogue option.
  • Should the player encounter him in the wasteland he will give them directions to nearby settlements.[6]
  • He can also tell the player character some information about different towns in the wasteland depending on the progression of the game.[7][8][9][10]
  • If the player character finds this encounter at night, there will be a beer bottle on the ground close to the fire. Using the Steal skill on the bottle will allow access to Patrick's inventory.

Inventory[]

Apparel Weapon Other items
Leather armor

Appearances[]

Patrick, the Celt, appears only in Fallout, in the Singer random encounter.

Behind the scenes[]

Seems kinda out of place, doesn't he? He's the descendant of an Americanized Celtic family who has a strong vibe to keep his "ethnic heritage" alive. To do so he maintains lineages of Celtic music, food, clothing -- you name it. Never mind that who knows if England still exists at all... among other things, he's a storyteller and a collector of history. While telling tales of the rest of the world was really outside the scope of the game (and it would've been really boring for the player to wade through pages of history-through-a-Celtic-lens), his expertise meant that he could rub off a little on the character in matters of jokes, tale-telling and singing -- the sorts of things that help with Charisma.Jesse Heinig, Fallout Bible 9

References[]

  1. 1.0 1.1 1.2 The Vault Dweller: "{121}{}{What kind of music do you sing?}"
    Patrick: "{131}{}{Oh, mostly old folk songs and some Celtic music. It's a change of pace.}"
    The Vault Dweller: "{132}{}{Would you happen to know "Na Gheala Mbeadh", as I think it's called?}"
    Patrick: "{144}{}{Why, certainly. Would you like to hear it?}"
    The Vault Dweller: "{145}{}{Sure.}"
    Fallout message: "{147}{}{[Patrick sings songs and the two of you reminisce for several hours. You feel invigorated.]}"
    (PATRICK.MSG)
  2. Patrick the Celt's character description: "{100}{}{You see a man in studded leather armor with an odd assortment of knick-knacks.}"
    "{101}{}{You see Patrick, the Celt.}"
    (PATRICK.MSG)
  3. The Vault Dweller: "{109}{}{Oh? You're not from one of the communities out here?}"
    Patrick: "{119}{}{I wander from place to place, making a living with music and a little bit of tinkering work.}"
    (PATRICK.MSG)
  4. The Vault Dweller: "{120}{}{What kind of work do you do?}"
    Patrick: "{129}{}{Mostly a little electrical and mechanical tinkering. I helped Junktown with their lights and showed the people in Shady Sands a better design for their stoves.}"
    (PATRICK.MSG)
  5. Patrick: "{102}{}{Greetings, traveler. What brings you out this far?}"
    The Vault Dweller: "{105}{}{I need to find a water purification control chip.}"
    Patrick: "{116}{}{Hmm. Haven't seen one of those before. What seems to be the trouble?}"
    The Vault Dweller: "{117}{}{This chip controls water purification for my Vault. It's blown out, though.}"
    Patrick: "{128}{}{I don't think I could help you with that. I never had much of a chance to study pre-war Vault technology.}"
    (PATRICK.MSG)
  6. 6.0 6.1 The Vault Dweller: "{110}{}{Can you direct me to a nearby settlement?}"
    Patrick: "{123}{}{Using the coastline as a referent, you've got Shady Sands about a week inland, and Junktown a few days south of there. Hub's just another couple days south of Junktown. Avoid Necropolis to the east of those, though. Not worth the trouble.}"
    (PATRICK.MSG)
  7. 7.0 7.1 The Vault Dweller: "{124}{}{What do you know about Shady Sands?}"
    Patrick: "{134}{}{Shady Sands is a small, self-sufficient community led by Aradesh, a kind man and strong leader. They are peaceful and hard-working. They are probably the best chance for a new civilization here.}"
    Patrick: "{135}{}{Shady Sands is a small farming community. They were led by a good man named Aradesh, but I've heard he's gone. It's a pity. Without him I don't know if they'll survive.}"
    Patrick: "{141}{}{It was overrun by an army of mutants last I heard. I'd stay away from there, if I were you.}"
    (PATRICK.MSG) Note: Line 134 is the default answer, line 135 is if Aradesh is dead for whatever reason, and line 141 is for after the Unity invasion of the settlement.
  8. 8.0 8.1 The Vault Dweller: "{125}{}{What do you know about Junktown?}"
    Patrick: "{136}{}{Junktown? A small trading city. Strange place until you get used to it. They are run by mayor Killian Darkwater, a hard but fair man.}"
    Patrick: "{137}{}{Junktown? A small trading city. Strange place until you get used to it. They are run by Gizmo, a gambling mogul and crime-lord.}"
    Patrick: "{138}{}{Junktown? A small trading city. Not too remarkable.}"
    Patrick: "{141}{}{It was overrun by an army of mutants last I heard. I'd stay away from there, if I were you.}"
    (PATRICK.MSG) Note: Line 136 is the default answer, line 137 is if Gizmo runs the settlement, and line 141 is for after the Unity invasion of the settlement.
  9. 9.0 9.1 The Vault Dweller: "{126}{}{What do you know about the Hub?}"
    Patrick: "{139}{}{The Hub is a major trading center. It's said that you can find anything there, and I'd say that's not too far wrong.}"
    Patrick: "{141}{}{It was overrun by an army of mutants last I heard. I'd stay away from there, if I were you.}"
    (PATRICK.MSG) Note: Line 139 is the default answer and line 141 is for after the Unity invasion of the settlement.
  10. 10.0 10.1 The Vault Dweller: "{127}{}{What do you know about Necropolis?}"
    Patrick: "{140}{}{Necropolis is the city of the dead. It's inhabited by ghouls, the descendants of humans who sought shelter in a Vault there. Story goes that the Vault failed somehow, so now the only inhabitants are carrion-eating monsters.}"
    Patrick: "{141}{}{It was overrun by an army of mutants last I heard. I'd stay away from there, if I were you.}"
    (PATRICK.MSG) Note: Line 140 is the default answer and line 141 is for after the Unity invasion of the settlement.
  11. The Vault Dweller: "{142}{}{Do you suppose that Vault might have parts that I could salvage?}"
    Patrick: "{143}{}{Possibly, but I for one wouldn't risk the ghouls. Latest word is they've some sort of powerful new leader.}"
    (PATRICK.MSG)

Non-game

  1. Fallout Bible 9: "Seems kinda out of place, doesn't he? He's the descendant of an Americanized Celtic family who has a strong vibe to keep his "ethnic heritage" alive. To do so he maintains lineages of Celtic music, food, clothing -- you name it. Never mind that who knows if England still exists at all... among other things, he's a storyteller and a collector of history. While telling tales of the rest of the world was really outside the scope of the game (and it would've been really boring for the player to wade through pages of history-through-a-Celtic-lens), his expertise meant that he could rub off a little on the character in matters of jokes, tale-telling and singing -- the sorts of things that help with Charisma."
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