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For an overview of slave collars throughout the Fallout series, see Slave collar.
 
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If a slave's going the wrong direction, we push a button, and boom. His head pops.Grouse Jurley, Fallout 3

The total pacification collar (commonly referred to as a slave collar) is a pre-War prisoner control device developed at Big MT Research and Development Center,[1][2] and adapted by slavers after the War for the purpose of capturing and forcing slaves into submission.

BackgroundEdit

This section is transcluded from Slave collar. To change it, please edit the transcluded page.

Slave collars have a simple, but deadly design. A small explosive charge is encased in five pounds of durable steel; a microphone/speaker and a radio wave receiver and transmitter may also be present though models vary.[3] When remotely triggered, the receiver signals the detonation of the charge, obliterating everything above the neck of the wearer without damaging the surrounding area. The collar's transmitter constantly broadcasts its position and environmental input to the controller, meaning wearers can be constantly monitored and eavesdropped upon.[4][5][6] In addition, the collars are designed to detonate if they are removed without a disarming signal and key[7]; it takes quite the expert in explosive circuits to get one off without such a signal.[8][9][4][10] The collars can even be adjusted to detonate if the outgoing signal of another nearby collar goes silent.[11] Their simple design also allows for easy modification of additional electronics.[12] However, this simplicity can be the downfall of their wearers: the collars do not have selective radio wave jammers, meaning that rogue background electromagnetic waves can interfere with the receiver and set off the collar.[13][14]

After the war, they have found widespread use among the survivors, usually slavers. However, some also use it for simply ensuring cooperation, such as the Brotherhood of Steel[15] and Father Elijah, for forcing others to perform his bidding[16] and without the risk of hostilities. But has achieved limited success employing the collars in such a way.[17][18]

Slave collars are incredibly difficult to find, with the only known pre-war users being concentration camps[19] and at least one prison - Eastern Regional Penitentiary - making their use limited even among slavers.[20]

CharacteristicsEdit

Slave collars are used by the slavers from Paradise Falls. The collars send a frequency to Paradise Falls to keep track of where every collared slave is.

It is possible to remove a collar from an enslaved non-player character, simply by talking to them and selecting the appropriate conversation choice. Success in removing the collar is based on the player's Science skill: one's skill must be at least 25 to attempt to remove the collar, with only a 50% chance of success. The likelihood of success increases in steps (at skill levels 50 and 75) up to a 100% success rate.

Outside of initiating conversation, the player character may be approached in the Wasteland by an escaped slave still wearing a slave collar, who will beg for the collar to be removed.

The collar will also explode if struck by the Mesmetron, so be sure to mez only non-player characters who aren't yet wearing one. As Grouse states, "The Mezzer rays trigger the collar's self-destruct mechanism, so once the collar's on, don't shoot the slave with the Mesmetron, unless you want to pay me for a new collar."

There are two versions of this item; the first is a quest item given to the player by Grouse for use in the quest Strictly Business, along with a Mesmetron. It has a weight of 1 and a value of 0, and cannot be removed from the player's inventory except by enslaving a non-player character.

The second version of this item is a hidden apparel item that is generated on non-player characters enslaved by the player. It can be worn by the player on PCs by typing into the console: player.additem 0002F563 1 to add the collar to the inventory, then player.equipitem 0002F563 to equip it. player.removeitem 0002F563 will remove the collar.

LocationsEdit

The slave collar can only be obtained through accepting the three quests marked above as there are no collars placed in the game world.

Related questsEdit

NotesEdit

Pacifying NPCs: It is possible to turn hostile unnamed non-player characters (e.g. raiders) into friendly characters by first enslaving them and then instantly removing the slave collar. A Science skill of 75 or higher is recommended. Afterward, the player will again have the slave collar in their inventory, which can be used to enslave other non-player characters. This procedure, however, results in a lot of bad Karma for the player. It is an effective means to accumulate bad karma without actually being evil. The removal of the slave collar does not reward positive karma if the player has enslaved the character.

Behind the scenesEdit

Exploding collars are frequently used as plot devices in fiction entertainment. The earliest known use of an exploding collar was in the Starchild Trilogy, a trio of novels published between 1964 and 1969.

BugsEdit

  • PCIcon pc Xbox 360Icon xbox360 Even though the slave collar weight is listed at 1, as a quest item they do not actually add weight to your personal carry total. [verified]
  • PCIcon pc Removing a collar via dialogue from any non-player character who has been enslaved by the player (other than Red, Flak, Arkansas, and Susan Lancaster) may cause a crash to desktop. [verified]
  • PCIcon pc Xbox 360Icon xbox360 If you put a slave collar on an Enclave scientist (the ones wearing a glass helmet), their body will become invisible leaving only their hands and head visible. [verified]
  • Xbox 360Icon xbox360 If the player receives the slave collar for the quest and kills Grouse the quest will end, and the slave collar will be 0 WG instead of 1 WG it usually adds. [verified]
  • PCIcon pc If you put a slave collar on any non-player character and directly after entering the Operation: Anchorage addon, the slave will disappear, and you will be unable to get another collar from Grouse. [verified]

See alsoEdit

References

  1. Little Yangtze terminals; Little Yangtze Log Terminal, Log Entry 03
  2. The Courier: "Where did you get the collars?"
    Elijah: "The collars. They're Pre-War tech, I suspect this great land had... compliance issues before the war. It's one of a series of models. The one on your neck? Special, easier to make adjustments. Unreliable in other ways, notably radio interference."
    The Courier: "If they're Pre-War tech, where did you get them?"
    Elijah: "A place far from here, called the Big Empty. Almost didn't make it out. Were two others there... a woman. And a man, a courier. The woman was familiar... the other... I don't know what happened to him."
    (Elijah's dialogue)
  3. Fallout: New Vegas loading screen hint: "Bomb collar technology existed before the war, they come in several models. Their Pre-War use was unknown."
  4. 4.0 4.1 The Lone Wanderer: "How does the collar work?"
    Grouse Jurley: "It's got a radio signal we monitor here at Paradise Falls. If a slave's going the wrong direction, we push a button, and boom. His head pops. Once you get a collar on, you can't take it off in the field. They're wired to blow if anyone tinkers with it. So don't."
    (Grouse Jurley's dialogue)
  5. The Courier: "I convinced him that staying here was more dangerous than moving on."
    Nolan McNamara: "Yes, you exploited his fear of Powder Gangers very effectively. The collar includes a microphone, you see. Part of the test. He'll keep his distance, setting ambushes, never suspecting that these bunkers house something far more dangerous to him than criminals. Well-played."
    (Nolan McNamara's dialogue)
  6. Elijah: "Are you listening? Good. From now on, when I talk, listen - and follow my instructions. Play stupid, play clever, make the mistake of saying "no?" That collar on your neck'll go off and take your head with it."
    The Courier: "Collar? What are you talking about?"
    Elijah: "It's like that Pip-Boy on your wrist, except filled with explosives. A little radio of the Old World, just needed some tuning. Do what I say, and the collar won't go off... refuse, try and run, disobey me? I'll kill you and find someone else. There's no escape from here until I let you go. The sooner you accept your situation, the better."
    The Courier: "As long as you can find me, you mean."
    Elijah: "[FAILED] As long as you're wearing that collar, you're not far from me. A press of a button, and I'll find you - I'll just listen for the explosion."
    (Elijah's dialogue)
  7. Slave collar key
  8. The Lone Wanderer with sufficient enough Explosives skill can disarm slave collars
  9. The Courier: "How about this explosive collar around my neck?"
    Ranger Dobson: "I'll be. Let me take a look at that. All this is, is a slave collar. Seen plenty of these infernal contraptions in my day, and I know just how to spring 'em. Hold still. There, it's off. Now thing is, a slave collar seems a little too basic for the Brotherhood. That's not to say I don't believe you, bu- did you just hear something?"
    (Dobson's dialogue)
  10. The Courier: "RF detonator? Give me a second.<Deactivate the charge and remove his collar>"
    Kenny Weathers: "[SUCCEEDED] Hey, you did it! Nice work!"
    (Kenny Weathers' dialogue)
  11. Elijah: "If only the others would've obeyed orders half as well as this one... should have thought of linking the collars together the first few times."
    (Elijah's dialogue)
  12. Elijah: "Good thing I installed radios in the collars, Pip-Boy's letting me pick them up."
    (Elijah's dialogue)
  13. The Courier: "Radios and speakers?"
    Elijah: "Yes, music was intended to be broadcast all over the Villa... over time, however, the radio signal has decayed and emits a different frequency. Speakers and radios interfere with the bomb collar frequency, and can trigger the detonators... prematurely. It is an unfortunate side effect, one I did not anticipate. I was unable to calibrate the collars to block the signals - so you'll have to make do."
    The Courier: "Radios and speakers can set off my collar?"
    Elijah: "Yes. But not immediately. You'll hear a beep from your collar's detonator - when you do, step back, scan the area, and find the signal source. There are damaged speakers, and shielded ones... the damaged ones you can destroy at range - don't get close, you can't switch them off like a radio. The damaged speakers are sparking, ha... hard to miss. The casings are resistant to vandalism - punching or hitting them will not destroy them."
    (Elijah's dialogue)
  14. Slave collar instructions
  15. The Courier: "I can take care of the Ranger."
    Nolan McNamara: "Very well. I'll be interested to see how thoroughly and efficiently you carry out your mission. Paladin Ramos will escort you back to the bunker's entrance and set you loose. Notice that I said "loose," not "free." You are not free to carry the secret of this bunker's location beyond Hidden Valley - until I'm convinced that you're capable and dependable. To underscore this point, you'll be fitted with an explosive collar. Wander off, and it will detonate. Focus on your mission, and you'll be fine."
    (Nolan McNamara's dialogue)
  16. Veronica Santangelo: "I don't like the sound of this. Hope that collar isn't what I think it is. What did you do, Elijah?"
    (Veronica Santangelo's dialogue) Note: VDialogueVeronicaGiftShopReact
  17. The Courier: "How many of these victims did you bring here?"
    Elijah: "Too many. This place is dangerous... and its quarantine measures, its hazards... have claimed many. Failures upon failures. Do you think I wanted to place collars on you to ensure compliance? No... if robots could have done this, I would've sent them. The Sierra Madre is a complicated lock. Cracking it open requires human hands."
    (Elijah's dialogue)
  18. The Courier: "I'm looking for an antique rangefinder somebody might've sold you."
    Sarah Weintraub: "Wow, I wish I had more of them. All this interest. It'd be my biggest seller. I sold it to a man not too long ago. Real twitchy, nervous sort of guy. Kinda seemed like he was wiggin' out about something. Had a funny collar on. I wanted to ask him about it but I figured maybe I'd regret asking. People are weird around here."
    The Courier: "What kind of collar?"
    Sarah Weintraub: "Well it was metal, and kind of thick. At first I thought he'd come from Gomorrah, but they're more into leather there. Didn't look comfortable. He kept reaching up like he was gonna itch it, but he always stopped himself."
    The Courier: "Did you happen to find out where he was from?"
    Sarah Weintraub: "No, but I know where he was going. He asked me if I knew of any place where he could hide out for a while. Wanted somewhere with concrete walls. Something about airwaves. I forget. But I guess he spent all his money on the rangefinder, because he said it had to be somewhere free to stay."
    The Courier: "What'd you tell him?"
    Sarah Weintraub: "I said I didn't know about anything like that around here. But if he wanted to live for free, a lot of people do that in Freeside. I know there's a concrete building there across from Mick and Ralph's. No ceiling, but I think it still counts. Went up there one time to try and... you know... meet my neighbors in the biz. But you know, I don't think they took me very seriously."
    The Courier: "What did he look like?"
    Sarah Weintraub: "Oh he was pretty average, I'd say. Average height, average age. Dark hair. Beard of some kind."
    (Sarah Weintraub's dialogue)
  19. Little Yangtze
  20. The Lone Wanderer: "Sure, I'll buy another one. Here's 100 caps."
    Grouse Jurley: "You ain't got enough caps, asshole. This ain't a soup kitchen, and those collars ain't easy to come by. Come back when you got some money."
    Grouse Jurley's dialogue)
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