Sulik is a tribal warrior from the Primitive Tribe and a possible companion located in Klamath in 2241.
Background[]
A tall, muscular tribal, Sulik is a warrior who has heavily decorated his body with tattoos, various forms of primitive piercing, and peppering of "dude" into his speech. Despite outside perceptions, Sulik has a confident, composed demeanor and offers surprising amounts of insight into the affairs of the wasteland. This may be due to his innate intelligence and talents, communing with spirits, or a combination of the two.
Sulik hails from a small primitive tribe on the shores of the Pacific Ocean or the Great Salt Water. He left his tribe and children[1] to search the wasteland for his sister, who was abducted during a routine trading run to another tribe. The sole survivor of the attack explained that the village was attacked by men with "magic torches" whose fire killed people instantly.[2] The search lasted two moons, taking him to the home of biting lizards, Klamath.[3] He wanted to question Vic, a known trader,[4] but when he couldn't find him, he sought solace in drink. Alcohol sent him into a rage, and he wrecked Buckner House. Since he had nothing to pay for the damages, the Buckners agreed for him to work off his debt. By the time the Arroyo Chosen One appeared, Sulik covered most of the debt, with $350 left over.[2]
Body modification[]
Sulik is covered in tattoos and piercings. The largest of these is Grampy-bone, carved out of his grandfather's bones and located in his nose.[5] The entire traditional body modification is connected to the tribal lore of his family and village; through Grampy-bone, Sulik is able to touch and speak to his grandfather's spirit and other important dead spirits of his tribe.[6] They give him advice, cryptic as it may be. Grampy-bone can be dislodged by strong blows to the head.[7]
Later life[]
Sulik returned to the primitive tribe for a few months after breaking paths with the Chosen One, then headed east in search of his sister.[Non-game 1]
Interactions with the player character[]
Interactions overview[]
Interactions | ||
---|---|---|
This character is a permanent companion. | ||
This character has a talking head. | ||
This character can be sold into slavery. |
Can be sold at the Slaver's Guild in the Den for $1200–1600 or Barkus at Vault City for $100. |
Recruiting Sulik[]
- There are two ways to recruit Sulik without paying the $350. Going to rescue Smiley the Trapper is uncomplicated but involves either sneaking past or fighting golden geckos. The quest to rescue Torr requires killing the robot run amok, and requires to rustle the brahmin, which has the prerequisite of starting the quest to guard the brahmin. It is possible to complete both of these latter quests.[8]
- Sulik will even join a low Intelligence character. At first, he will make fun of the Chosen One, talk about a big hole in their head, but can if pestered a bit. The Chosen must have $350 when attempting to recruit Sulik, as there is only one shot at recruiting him through the dialogue combinations. Either way, Sulik makes a poor recruit due to communication problems (e.g. he cannot be ordered to wait or put away his weapon through dialogue).
Companion[]
- At the beginning, Sulik requests that the Chosen One help him find his sister; the trail leads to the slaver Metzger, but she is nowhere to be found there.
- Sulik will disband or refuse to join the Chosen based on the following:
- The town reputation in Klamath is around Hated.
- Disbands if the Chosen becomes a childkiller, berserker, or if their Karma is below -100.
- Attacks if the Chosen decides to join the slavers with him in company.
- Attacks if the Chosen One attacks anyone in Klamath.
- The Chosen One can ask Sulik to "consult the spirits" for advice on their current quests and their current location. Sulik will provide poetic, nebulous phrases, though with a successful Luck roll, he will provide not one of the random bits of wisdom, but a clue to the current location's quests. For example, if a Luck roll is passed at the Den, Sulik will say "Hey! They say another bonespirit's here. Needs help." When in NCR territory, he might say "What you seek is not here. The path to that is." The full list is as follows:
- Arroyo
- "They all say dark clouds gathering."
- "Grampy Bone say they all gone."
- "Spirits see more joining them. Many more."
- Destroyed Arroyo
- "Grampy Bone say they all standing on the Great Water...Doesn't make sense to we and I, either."
- "Spirits don't understand reason they gone. See it, don't understand it."
- "They say there was a strong spirit here. Somehow that's why all were taken."
- Klamath
- "Evil spirits aren't killing cattle."
- "Bad spirit under something...snaps. Not sure what that mean."
- Den
- "Grampy Bone say this place full of bad people."
- "They say people get lost here real easy. In many ways."
- "Hey! They say another bonespirit's here. Needs help."
- Unknown, likely Modoc
- "They all very sad. Say time coming soon where there'll be nothing but bonespirits here."
- "This place has no future. We and you need to do something."
- Modoc
- "Grampy Bone laughing, even though not funny. The fight's over something lost, not taken."
- "Spirits not happy. Others pretend to be spirits, try to scare them like children."
- "He who's with the spirits isn't...That's what they said."
- "Everyone in the ground not be dead."
- Gecko
- "Grampy Bone say things can be made good, but help needs come from outside."
- "One place help the other, help self. Too bad they can't see it with their eyes open."
- Vault City
- "We need to go where the spirits go, just not be what they are."
- "This one is not the one, but it helps be the one...maybe spirits know more, maybe not. We and I think they like to talk like that."
- Raiders
- "Spirits say these are touched by shadow from city of lights."
- "The head isn't with the body."
- Redding
- "Spirits see two paths, joining others. Bad path goes to bad shadows in bright area. Good path goes to bright place that was born of shadows."
- "Don't send them to the lights."
- "Convince them to be part of something larger."
- Sierra Army Depot
- "No spirit guides these hands."
- "A reed bends, an oak gets blown up."
- "You can make a friend here."
- New Reno
- "Who poisoned the youth?"
- "Right is right."
- "This place is full of poison."
- Broken Hills
- "Those that stand in front backstab."
- "The ground glows with a light not of the spirits."
- San Francisco
- "You must be a bridge between sides."
- "Quiet that which is under the water or the salvation of your tribe will also go under."
- "That which pushes the great steel tree into the sky must go to cradle the tribe."
- "Your people are worth more than the dark gold. Carry them with no less care."
- EPA
- "Those who appear to be spirits but are not carry many secrets."
- "Like an onion, there are many layers, most hidden."
- "The lifting machine may take you to unexpected places."
- Military Base
- "The spirits see the shadow that cast your shadow here from before."
- "There are dangerous ones here."
- "There are other shadows from the one that cast your shadow here."
- Vault 13
- "Taken. All taken."
- "The spirits see the same swallowing cloud heading to your home."
- "All taken to the Great Salt Water."
- NCR
- "What you seek is not here. The path to that is."
- "Walk the quiet way and learn much."
- "A strong seed is planted here. A good seed."
- Vault 15
- "An empty shell rests below those that rest."
- "Talons of death are close."
- "Small death will follow you."
- Navarro
- "The voice is louder than the sound of any gun."
- "Evil hops here."
- "The pathway of evil is laid clear here."
- Abbey
- "There is great knowledge here."
- "A stonger path through the future starts in such small places."
- Generic wisdom is divided into three blocks:
- "Where the quaking rock dwells, follow the path you cannot see."
- "The wind moves to secret places."
- "Look for the vision that does not belong."
- "The higher the place, the longer the face."
- "Still waters don't run at all."
- "A flower opens its petals to the sun. Seek that which is like the flower."
- "That which is a door does not always lead to anywhere. That which is not a door does."
- "Seek a reflection of yourself. The pathway will open before you."
- "The grass is greener across the fence, but you must first find that fence."
- "Lifting rocks will find more than slugs."
- The second:
- "A door is only one path to the other side."
- "There are times to speak and times to listen."
- "The best answer is not always the loudest."
- "Even the smallest mind contains some knowledge."
- "After you kill something, it will not talk to you."
- "If it's broken, then it once worked."
- "Tools come in strange shapes."
- "You don't send a blacksmith to bake bread."
- "No one questions those they see everyday."
- "If you wait long enough, most addictions will cure themselves."
- "Killing good people taints your soul - some people can sense this."
- "Killing bad people is good for your Karma - some people can sense this."
- "An act of kindness is rarely forgotten."
- The third:
- "Green will be lucky for you."
- "A little bit softer now."
- "Look before you fall."
- "A porcupine is not a pillow."
- "Where does a shadow go in the dark?"
- "A little bit louder now."
- "Mushrooms make bad dinner hosts."
- "It is easy to become a spirit."
- "Shout."
- "Whiskers grow, water runs, but rocks just sit."
- "When daylight ends, what begins?"
Combat[]
In combat, Sulik is a talented warrior focusing on close quarters combat, with plenty of adventuring experience, travelling from the shores of the Pacific Ocean (or Great Salt Water) to the home of biting lizards (southern Oregon). Sulik is a powerful companion, capable of keeping up with the player all the way into the endgame: As a humanoid companion, Sulik can wear all armor, including power armor
Sulik prefers to fight with melee weapons, and joins the Chosen with a sledgehammer. While the sledgehammer doesn't do great damage, he will knock enemies down and back with it, tying up attackers and costing them action points. At his maximum level he has 12 Action Points, the highest of all recruitable non-player companions that can use firearms. At this point, if given a super sledge Sulik can attack four times a round if he does not knock the opponent back at first. Alternatives include the Ripper vibroblade and the (mega) power fist, which given him excellent late-game DPS.
His high Action Points would also make him a great ranged companion, but he lacks animation frames for most ranged weapons or throwing weapons apart from the spear. Since NPCs cannot use weapons they don't have animations for, this limits him only to big one-handed weapons ( .223 pistol and 14mm for single-shot firearms, and all one-handed SMGs, from the 10mm SMG to the top-tier H&K G11E and H&K P90c.
The one limiting factor is his combat AI: He cannot be set to use ranged weapons exclusively or keep distance, and will typically close distance while using ranged weapons, then switch to melee. Care should be taken when fighting, specifically for this reason.
Statistics[]
- Primary leveling skill: Melee Weapons.
- Leveling skills: Small Guns, Unarmed, Throwing, Outdoorsman.
- Animations: fist, knife, sledgehammer, spear, SMG.
- HP by level: 85, 93, 103, 113, 123, 134, 146
- AP: 10, up to maximum AP of 12 or 13
- Sulik makes a number of comments as he levels up:
- "Grandfather teaches. We learn."
- "We learn more from the spirits, Mahn."
- "We be learnin' now."
- "Da great spirit move in Sulik now."
- "We be one wit da Grandfather Bone now, Mahn."
- "We be the Grandfather now."
+ Primary Statistics | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Stage 5 | Stage 6 |
---|---|---|---|---|---|---|
Strength | 07 | 07 | 07 | 07 | 08 | 08 |
Perception | 07 | 07 | 07 | 07 | 07 | 07 |
Endurance | 08 | 08 | 08 | 08 | 08 | 09 |
Charisma | 08 | 08 | 08 | 08 | 08 | 08 |
Intelligence | 07 | 07 | 07 | 07 | 07 | 07 |
Agility | 07 | 07 | 07 | 07 | 07 | 07 |
Luck | 06 | 06 | 07 | 07 | 07 | 08 |
+ Secondary Statistics | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Stage 5 | Stage 6 |
---|---|---|---|---|---|---|
Hit Points | 93 | 103 | 113 | 123 | 134 | 146 |
Armor Class | 7 | 7 | 7 | 7 | 7 | 7 |
Action Points | 10 | 10 | 11 | 11 | 12 | 13 |
Carry Weight | 200 | 200 | 200 | 200 | 225 | 225 |
Melee Damage | 8 | 9 | 10 | 11 | 13 | 14 |
Damage Resistance | 0% | 0% | 0% | 0% | 0% | 0% |
Poison Resistance | 40% | 40% | 40% | 40% | 40% | 45% |
Radiation Resistance | 16% | 16% | 16% | 16% | 16% | 16% |
Sequence | 18 | 18 | 18 | 19 | 20 | 20 |
Healing Rate | 2 | 2 | 2 | 2 | 2 | 3 |
Critical Chance | 13 | 17 | 22 | 23 | 32 | 43 |
Name | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Stage 5 | Stage 6 |
---|---|---|---|---|---|---|
Barter | 50% | 50% | 50% | 55% | 55% | 55% |
First Aid | 30% | 30% | 30% | 32% | 34% | 35% |
Melee Weapons | 105% | 115% | 130% | 140% | 150% | 160% |
Outdoorsman | 40% | 50% | 60% | 70% | 80% | 90% |
Small Guns | 75% | 80% | 85% | 90% | 105% | 110% |
Sneak | 75% | 75% | 80% | 80% | 85% | 85% |
Speech | 50% | 50% | 55% | 55% | 55% | 55% |
Throwing | 85% | 90% | 95% | 100% | 105% | 110% |
Traps | 23% | 32% | 35% | 40% | 40% | 45% |
Unarmed | 100% | 110% | 120% | 130% | 140% | 150% |
Inventory[]
Apparel | Weapon | Other items |
---|---|---|
Sulik's tribal outfit | Sledgehammer |
Appearances[]
Sulik appears only in Fallout 2. He is also mentioned in the Fallout Bible, as well as the design documents for Van Buren, the canceled Fallout 3 by Black Isle Studios.
Behind the scenes[]
- Sulik was designed by Fallout 2 lead designer Matt Norton.[Non-game 2] Mark O'Green wrote Sulik's dialog,[Non-game 3] and the script file notes that it was created May 1, 1998, and was later rewritten for Mark O'Green dialogue on August 30, 1998.[9]
- According to the Fallout Bible, the planned ending for Sulik was that he returned to the Primitive Tribe for a few moons (months) after breaking paths with the Chosen One, then headed east in search of his sister. It is left open for future games and fan opinion to close out Sulik's story and decide whether the story of Kurisu, told in Van Buren, is part of it.
Bugs[]
Like other companions with 6 stages, Sulik can never reach stage 6 due to an engine bug.
Gallery[]
References[]
- ↑ 1.0 1.1 Combat floats: "{40093}{}{We not be needin' more kids anyhow.}"
- ↑ 2.0 2.1 The Chosen One: "{767}{}{What are you doing here?}"
Sulik: "{779}{slk48a}{Slavers got our sis. Thought Vic be having information. Couldn't peep him, got p.o.'d, drank like a fish. Spirits of Anger and Chaos pop out and now we have to pay some coin to make it right.}"
The Chosen One: "{786}{}{You're looking for your sister?}"
Sulik: "{280}{slk21}{Sis went trading at another village and never came back. We and I go look for her.}"
The Chosen One: "{281}{}{What did you find?}"
Sulik: "{910}{slk69}{One survivor. Dude was in bad shape. Said evil warriors came with magic torches. Fire would lick tribe warriors and they'd go to the spirit.}"
The Chosen One: "{911}{}{What about your sis?}"
Sulik: "{912}{slk69a}{The evil warriors tied up the rest and took off. Sis with 'em. Fren, we be finding her or dying trying.}"
(KCSULIK.MSG) - ↑ Chosen One: "{797}{}{I have some questions for you.}"
Sulik: "{761}{slk44a}{We and I know many things. Travel from Great Salt Water to home of biting lizards.}" - ↑ The Chosen One: "{766}{}{Why did you travel so much?}"
Sulik: "{776}{slk47}{Trader named Vic supposed to be here. He be saying he know about slavers. We show up, didn't peep him, get pretty hot.}"
(KCSULIK.MSG) - ↑ Chosen One: "{769}{}{Would you like to come with me? We might be able to find your sister in the course of my travels.}"
Sulik: "{791}{slk52b}{We're there. Grampy Bone say we might find sis with you.}"
Chosen One: "{793}{}{I hope so. In any case it will be nice to travel with you, and, uh, your Grandfather's bone.}" - ↑ Chosen One: "{152}{}{Who's Grampy Bone?}"
Sulik: "{190}{slk6f}{Him strong spirit. Much honor carrying him.}"
Chosen One: "{191}{}{Wait. You mean that bone in your nose?}"
Sulik: "{200}{slk6g}{Keep him close. Easier to touch his spirit. That's why he talk the most.}"
Chosen One: "{201}{}{Hey, I can only hear you talking so far.}" - ↑ Combat floats: "{40007}{}{Grampy-bone fall out, must find de Grampy!}"
- ↑ TNUF2G: Klamath by Per Jorner
- ↑ KCSULIK.SSL
Non-game
- ↑ Fallout Bible 5: "9b. Hey thanks for answering. You probobly can't find the other questions because I was at my bro's when i sent em. I asked about what happened to some of the fallout 2 npcs after the game. We know myron gets stabbed by a jet addict ironically in the den. And Marcus goes off to go do some heroics of his own. But what about cassidy, sulik and the EC squadren to name a few."
"Cassidy and Sulik: Can't say, no documentation exists. To be honest, I'll probably leave their fates open, since I don't want to pigeonhole two of the most favorite NPC allies from Fallout 2. I kind of hope that Cassidy eventually got his heart meds, though. At last word, Sulik returned to the primitive tribe for a few moons (months) after breaking paths with the Chosen One, then headed east in search of his sister. Cassidy went on to search for Texas, breaking south through NCR and past Dayglow."
"The punks on the tanker also survived, and they had a great view of the Poseidon oil rig exploding. They eventually into an uneasy trading relationship with the Shi after the destruction of the Hubologists, and the two groups went on to make San Francisco a major fishing and trading center." - ↑ Fallout Bible 4: "Designed by Fallout 2 lead designer Matt Norton, Sulik is also an amazing six-stage NPC ally."
- ↑ Fallout Bible 6: "Game logic reasons, however, dictate that because Hakunin's text was written by Mark O' Green, that he speaks the way he does because Mark has a talent and passion for inventing cool ways of speaking for NPCs (Set's lingo, for example, Bonenose's whole Jamaican dealio), and he does it because it's fun. Let's give it up for Mark O' Green, people."
|
|