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Gametitle-FO3
Gametitle-FO3
If a slave's going the wrong direction, we push a button, and boom. His head pops.Grouse, Fallout 3

The prisoner collar[1] or total pacification collar[2] was a pre-War control device used to enforce discipline through a variety of measures, from non-lethal electric shots to lethal decapitation with explosives. Greatly reducing the need for oversight and personnel expenses,[3] the multiple models of collars became commonly known as slave collars, as they allowed slavery to proliferate across the remnants of the United States.

Background

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

Available in several models before the Great War,[4] slave collars follow a simple, but deadly design: A small explosive charge encased in five pounds of durable steel. A microphone/speaker and a radio wave receiver and transmitter may also be present though models vary.[5] 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.[6][7][8]

In addition, the collars are designed to detonate when tampered with. Some models were sensitive enough simply trying to pry them open would cause them to detonate,[9] and all require at least a disarming signal and key to safely take off;[10] it takes quite the expert in explosive circuits to get one off without such a signal.[11][12][6][13] The collars can even be adjusted to detonate if the outgoing signal of another nearby collar goes silent.[14] Their simple design also allows for easy modification of additional electronics and even completely repurposing the collars function.[15][16] 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.[17][18]

Characteristics

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 character'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 character'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 character 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.

Locations

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

Related quests

Notes

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 character will again have the slave collar in their inventory, which can be used to enslave other non-player characters. This procedure results in bad Karma. It is an effective means to accumulate bad Karma without actually being evil. The removal of the slave collar does not reward positive Karma.

Behind the scenes

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.

Bugs

  • PCPC Xbox 360Xbox 360 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]
  • PCPC 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]
  • PCPC Xbox 360Xbox 360 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 360Xbox 360 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]
  • PCPC If you put a slave collar on any non-player character and directly after entering the Operation: Anchorage add-on, the slave will disappear, and you will be unable to get another collar from Grouse. [verified]

See also

References

  1. Eastern Regional Penitentiary terminal entries, Guard terminal, Prisoner collars
  2. Little Yangtze terminals; Little Yangtze log terminal, log entry 03
  3. Eastern Regional Penitentiary terminal entries, Warden Brennan's terminal, Transcript: D-Block Recording
  4. 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)
  5. Fallout: New Vegas loading screens: "Bomb collar technology existed before the war, they come in several models. Their Pre-War use was unknown."
  6. 6.0 6.1 The Lone Wanderer: "How does the collar work?"
    Grouse: "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's dialogue)
  7. 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)
  8. 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)
  9. Eastern Regional Penitentiary terminal entries, Security system terminal, Inmate incident
  10. Slave collar key
  11. The Lone Wanderer with sufficient enough Explosives skill can disarm slave collars
  12. 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)
  13. 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)
  14. 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)
  15. Elijah: "Good thing I installed radios in the collars, Pip-Boy's letting me pick them up."
    (Elijah's dialogue)
  16. Weasel's slave collar was modified to allow her to talk
  17. 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)
  18. Slave collar instructions
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