When Bethesda obtained the Fallout IP, the developer and publisher did their best to bring new features to the series. They also didn't want to let down faithful fans who began playing the series on their PCs in the 90s. Bethesda made significant gameplay changes but tried to keep the "post-apocalyptic" tone of the story.

Some things haven't changed in Fallout. The protagonist will usually have an extensive arsenal of weapons, armor, and companions. Most gamers agree that one of the best parts of the series discovering who will join you on your quest through the wastelands. Companions have been a dominant part of Fallout since the first game and continued to make an impression on fans.

Similar to the main character, companions have a wide range of personalities. Some, like Fallout 4's Nick Valentine, like it when you help others. Others, like Raul Tejada from Fallout: New Vegas are Neutral and have no opinion on what actions you take. Some gamers have fun trying out new play styles, even when they at risk of angering their partner.

In Fallout 3, companions yet again changed. Not everyone was available from the start and had specific requirements to unlock their help. Some of these companions had questionable motives. They made have even been coded not to help you in certain situations, which frustrated gamers, as they could have jumped in at any time.

Our list compiles some of the most questionable acts that were committed by Fallout 3's companions. At least if they annoyed you too much, you could always send them home and continue your adventures alone.

25 Guess We're Stuck Here Forever

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Fawkes is your friendly Super Mutant companion from Vault 87. He's powerful in battle and can take hundreds of hits before defeat. Fawkes poses other problems you may not consider. He's a giant Super Mutant.

If taken inside of abandoned buildings, Fawkes will stand in the doorway, blocking your exit.

He won't move until he's ready. This causes the Lone Wanderer to become trapped until their companion moves out of the way. Luckily in future games, partners will move out of the way if you get too close.

24 He’s Too Eager To Help

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Dogmeat is the most loyal partner a Lone Wanderer could ask for. He doesn't judge your actions. Dogmeat won't leave your services until you tell him to head to Vault 101. The loyal canine can be too eager to help at times.

Dogmeat will always run to the center of the battle. Since he's not marked as essential, he is quickly taken out by enemies. They don't care if he's an adorable dog, he's considered an enemy in their eyes. If you decide to bring Dogmeat with you, make sure you take out the threats before Dogmeat is gravely injured.

23 They'll Never Have Your Glow

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The Fallout series takes place in an irradiated wasteland. The Lone Wander is continuously under threat of becoming sick from radiation. Almost everything, including food and water, is a hazard to your livelihood. The companions don't have to worry about radiation poisoning.

We aren't talking about your partners who are immune to radiation poisonings, such as RL3, Charon, or Fawkes. They can run through puddles of toxic waste without any issues. It seems unfair that the Lone Wanderer is the only one who has to worry about being poisoned.

22 So Why Did She Leave?

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Clover has been forced to work with Eulogy Jones for the past few months. She follows his every command, but you can hire her as a companion for 1,000 caps. Unfortunately, this does not buy her freedom.

Clover is grateful that you've helped her, but she complains about missing Eulogy Jones while by your side.

Clover wonders what he's doing and if he's well. If you become annoyed that she's complaining more than fighting, she can be released from her contract. Don't be surprised when she runs back to Eulogy Jones, who she should have never left in the first place.

21 Where Did They All Come From?

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None of the companions are marked as essential. If they are unable to recover in combat, they are taken from your service permanently. In the base game, players were heartbroken as they were forced to say goodbye to Dogmeat. The Broken Steel DLC changed this for good.

With the "Puppies!" perk, after Dogmeat is destroyed, another will appear one week later near Vault 101. It's unknown how Dogmeat created so many puppies that were exact clones of their father. They will never be the original Dogmeat. All of his children are named "Dogmeat's Puppy."

20 They Make Stealth Impossible

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Fallout 3 has a level cap of 20 unless you install Broken Steel. This DLC only increases the level cap to 30. It's easy to become overpowered in the Capital Wasteland. Others may prefer a sneakier approach.

Most of the humanoid companions understand how crucial it is to sneak around. If Fawkes or RL-3 is your companion, sneaking is impossible. All Super Mutants are unable to sneak in Fallout 3 and Rl-3 may not want to hide. If you plan to take one of these companions on the road, be aware that you can't sneak around with them.

19 Takes Up Room You Could Use

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Star Paladin Cross is one of the Brotherhood of Steel's top soldiers. She helped James and the newborn Lone Wanderer travel across the Capital to reach Vault 101. If you have good karma, she is recruitable for battle.

Paladin Cross is up-to-date with the most advanced weaponry, but doesn't need it all to survive.

She has tag skills in Big and Small Guns plus Energy Weapons. Once you check her inventory, you'll also find a Super Sledgehammer. She carries it around, even though she doesn't have the right skills to use it. It's just a waste of space for more helpful items.

18 Beware Of Cliffs

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Gamers were impressed at the full range of motions their characters could do in Fallout 3. The series was previously in isometric view, which didn't allow characters to do much.

The Lone Wanderer can take down enemies in V.A.T.S., using sights, or jump out of the way to avoid an explosion. Their companions can also fight in battle but lack the range of motion. Companions cannot jump over obstacles. You'll have to be more careful if you intend on jumping down cliffs or from roof to roof. They'll always take the long route.

17 She Waits For No One

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The Lone Wanderer may need to handle personal business. Gamers can request their Companion wait for them until future notice. Most Companions, especially Dogmeat, will wait for at least a week until the Lone Wanderer returns.

Clover will only wait around for 24 hours. She either doesn't have the patience the other companions have, or doesn't think that you're worth waiting for. If you decide to hire Clover's services, keep in mind that Clover needs to be at your side at all times, or else she will return to her former boss, Eulogy Jones.

16 They Become VIP Guests

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The Capital Wasteland is a diverse place, but some locations discriminate against specific creatures. The Lone Wanderer has the option to take mutants, robots, and a friendly dog as a companion.

As long as a companion is walking by the Lone Wanderer, they can walk into any location with no question.

Tenpenny Tower has had a long-lasting feud against Roy Phillips and his band of Ghouls who live in the sewers below. The Brotherhood of Steel believes that humans are better than any other creature in the country. They might not like your companion, but they won't complain too much about him.

15 Prepare To Wait

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Followers will do what their name implies: they will follow the Lone Wanderer all over the Capital Wasteland until your agreement is broken. Companions don't complain about the barren Earth, but they don't like walking over ledges or small cliffs. They will always take the long road around hazards instead of walking over them. The Lone Wanderer will be forced to wait until their Companion re-joins them. Luckily, many of these pitfalls can be avoided by using fast travel, but that's if you have previously visited your upcoming destination beforehand.

14 They Can Be Too Aggressive

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The Lone Wanderer can always count on companions to aid them in battle. Sometimes Companions can be a little too happy to help. Once a target is marked as hostile, they will attack everything in sight until the threat is neutralized. They work hard to take out all enemies.

If the Lone Wanderer accidentally hits their companion four times in a fight, your now-former partners will strike back until they've taken you down as well. They will only stop their attack until they've been put down or are eliminated in a fight.

13 Don’t Stand In His Path

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After installing the Broken Steel DLC, Fawkes becomes one of the most powerful companions in the game. He can take down hordes of Feral Ghouls and Raiders in seconds. This may sound great at first but has the potential to put you in danger. The blasts from his laser weapon or sledgehammer can wind up smashing into vehicles set to explode on impact.

Fawkes becomes more concerned with winning the battle than the casualties he leaves behind.

If the Lone Wanderer is taken out, it means you have to restart from your last save point.

12 This Dog Has Skills

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The Fallout series has brilliant dogs. The Lone Wanderer must build up their Lockpicking skills over time to eventually open Hard ranked locks. Gamers can save themselves some trouble by sending Dogmeat to retrieve items that may be trapped in chests and safes. Dogmeat can bypass these locks without any problem. It's unclear why the dogs in Fallout can take things from a locked box or how the lock it again after retrieving the treats. We just have to believe that Fallout has some of the most talented dogs in gaming.

11 Did He Like Us All Along?

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The Lone Wanderer and Butch were never considered childhood friends. Butch tries to take the Wanderer's sweet roll when they're ten-years-old and doesn't want you to join the Tunnel Snakes. Things change once Butch grows older and leaves Vault 101.

If the Lone Wanderer is female, Butch will flirt. When discussing tactics, he replies "If you wanna get closer to me, that's all you gotta say, girl." This has led many to believe that Butch has always teased the Lone Wanderer, not because he's a bully, but because he's always had feelings for her.

10 Karma Becomes Less Important

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Jericho is a tough-as-nails recruitable companion. He was once a Raider, but now takes on small jobs for bottlecaps in Megaton. Jericho will offer to work with you for 1,000 caps and if you have bad karma. He doesn't like helping others and takes joy in others' misfortune.

If the Lone Wanderer decides to change their villainous ways, Jericho doesn't mind.

He won't quit his job if you suddenly become the savior of the Capital Wasteland. Even better, if you dismiss him and have good Karma, he can be rehired free of charge.

9 They Don’t Get The Message

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Companions can be extremely helpful in battle if they have a clear strategy. When a fight occurs inside of a crowded space, they may not understand all of the signals around them. When a car is about to explode, you will see an icon on the screen indicating danger. That's your sign to run far away. Companions can't see this notification. They will stand beside exploding vehicles without a care in the world. Unfortunately, this usually leads to their ultimate demise.

8 Too Bad He’s Not This Resistant In Battle

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Before installing the Broken Steel DLC, Dogmeat can be taken out in battle fairly quickly. Without the "Puppies!" perk, this means losing the adorable canine for good.

Dogmeat is stronger than you think in certain situations. If you command that Dogmeat waits inside of Megaton, then detonate the bomb in the center of town, he won't be harmed. Once you return to the city, all that remains of the settlement is a giant crater with Dogmeat waiting outside of the rubble. If only he were that strong in battle.

7 He’ll Do Almost Anything

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James needs the modified G.E.C.K. in Vault 87 to complete Project Purity. This G.E.C.K. can not only be used as a terraforming device, but it has the equipment to purify large masses of water. The only problem is this suitcase is locked inside of a highly irradiated room in Vault 87. If you help Fawkes, a Super Mutant, he can retrieve it in return for his freedom.

Charon, who is also immune to radiation, will refuse.

Charon claims that he prefers to fight and isn't anyone's "errand boy."

6 His Fate Is Revealed In The Ending

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Not everyone likes dogs or can take care of them. Some players never traveled far enough inside of the Scrapyard to find Dogmeat battling a group of Raiders. Others never obtained the "Puppies!" perk to earn an unlimited amount of Dogmeat followers.

Somehow Dogmeat survives until the end with no explanation. After completing the game, Dogmeat will appear within the ending slides beside the Lone Wanderer. If you lost Dogmeat along the journey, take comfort in the fact that he survives until the very end.