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關於other characters that appear in the Fallout universe named Karl,參見Karl。 |
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Karl is a mentally disturbed drunkard lounging around Mom's Diner in 2241.
Background[]
Asking Karl about "his story" will make him sober up and tell a frightening tale. His farm was razed by ghosts, his crops failed, and he fled to the Den.
Interactions with the player character[]
Interactions overview[]
互动 | ||
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此角色是一位永久的同伴。 | |
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此角色是一位临时的同伴。 | |
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此角色有一个面部特写。 | |
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此角色开启任务。 |
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此角色参与任务。 | |
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此角色是一个医生。 | |
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该角色是一名商人。 | 卖: - |
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此角色可以修改武器。 |
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Quests[]
Go to the Den and tell Karl it's alright to come back home: Once the Chosen One discovers the Ghost Farm he is sent by Jo to find Karl and make sure that the Slags didn't draw him up by his innards. Report back to Jo once you find him so Modoc and the Slags can make peace. Hurry though, because it might be too late to report back to Modoc before they kill the Slags.
Effects of player's actions[]
It is possible to upset Karl, whereupon he refuses to talk to you about "his story". You will need to give him a beer (needs to be in your inventory), but he will pass out subsequently. When he wakes up after a few hours, Karl will be more talkative.
Inventory[]
服装 | 武器 | 其他 物品 |
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Torn old outfit | - | - |
Notes[]
- You can "revive" Karl from his deep sleep through the Doctor skill.
Appearances[]
Karl appears only in Fallout 2.
Behind the scenes[]
![]() | 以下内容基於辐射2删减内容. |
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Karl is listed under the Party.txt, it can be assumed he had to be escorted.
![]() | 關於辐射2删减内容的内容到此作結。 |
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Bugs[]
The dialogue option to ask Karl about his story requires an Intelligence of 10, which was explained to be a typo in scripting.
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