Vault 3 was once an ordinary, happy vault operating perfectly to its intended pre-war standards. The vault was one of the few vaults not connected to any experiments, purely functioning to protect its residents. However, Vault 3 was one of several vaults designed to only operate for 20 years, after which it was intended to have been opened. Residents of the vault, scared of what may exist outside, remained locked up in the vault for 200 years, until an accidental water leak occurred in the vault—forcing the inhabitants to open up the vault and trade with locals. The success of the trading caught the attention of raiders, who easily attacked Vault 3 as they had not set up any security. After the original residents of the vault were either slaughtered or had managed to flee, the raiders took over Vault 3, which essentially became their "capital".
Calling themselves the Fiends, the vault was left wide-open, practically being a feral den for the raiders and their huge pack of dogs. Unfortunately, the capture of the vault gave the raiders a safe haven to operate from, allowing them to also take over the entire south-western part of the New Vegas area. Composed largely of violent, mentally unstable drug addicts, individually they are unexceptional in every way, but their large numbers have made them a dangerous organization for settlements and travellers in west New Vegas. Whether it is murder, rape, or shooting innocents for sport, the Fiends are more than happy to bring anarchy to the areas under their control.
The Fiends have little organization except for their occupation of Vault 3 and a few central leaders: Violet, Cook-Cook, Driver Nephi, and Motor-Runner. With Motor-Runner being the one running Vault 3, he is presumed to be the main leader of the Fiends, while Violet, Cook-Cook and Driver Nephi control smaller crews of their own. Like many other raider groups, the Fiends split into small war-parties, usually between 3-4 members, which allows them to operate in an enormous portion of the outer New Vegas area aside from their main area of west and south-western New Vegas.
Outside, they are usually gathered around campfires, where much of their scavenged items such as first aid and ammunition boxes can be found scattered around. Many raider camps are protected by makeshift walls and littered with graffiti. At times, they utilize traps in order to protect their shelter, evident in the many traps found inside Zapp's Neon Signs.
Relations with the outsideEdit
The Fiends appear to attack anyone except the Great Khans, who are their main suppliers of chems. With a Speech skill of 64, you can tell the Fiend guarding Vault 3's entrance that you are a chem supplier, which you can sell for 20 caps each (22 with a Barter skill of 65), also allowing the Courier to roam the vault without the raiders being hostile towards them. The Fiends are a constant problem for the NCR particularly, as Camp McCarran is located a short distance from Vault 3, making it especially prone to Fiend attacks. The problem became such an issue for the resource-strained NCR that Major Dhatri put bounties on the Fiend leaders' heads, offering these contracts to private mercenaries.
While the Fiends are openly hostile towards almost all groups in the Mojave except the Great Khans, they do seem to co-operate with a few certain wasteland inhabitants. Cook-Cook is known to have bought slaves from Saint James and Dermot, while Caesar's Legion frequently provides the Fiends with information on NCR troop movements, helping them set up ambushes and traps.
The Fiends, being mentally unstable raiders with little organization, make use of what is available in their surroundings. They wear ragged clothes with minimal armor which allows them to move around quickly just like other raiders, however Fiends are distinguished by their unique headpieces made from animal skulls. Cook-Cook and Duke are the only Fiends who do not wear these headpieces.
Fiends have a variety of different weapons, from basic melee weapons such as knives and pool cues, to high-tech range weapons like Laser RCWs and plasma rifles. They are mostly found carrying basic guns like caravan shotguns, varmint rifles, and silenced .22 SMGs. Some Fiends can occasionally be found carrying weapons like chainsaws, Rippers, and flamers. Due to the wide range of different weapons varying from Fiend to Fiend, it is assumed that they are either scavenged, stolen or looted off people the raiders had killed.
Narrated by Motor-Runner
|#||Slide||Voice-over narration||In-game condition|
|1||Their leaders destroyed by the Courier, the Fiends scattered throughout the wasteland. Without the organization of Motor-Runner, Cook-Cook, Violet, and Driver Nephi, they were easy prey.||Kill all the Fiend leaders: Motor-Runner, Cook-Cook, Violet, and Driver Nephi. This ending overrides all others for the Fiends if this condition is met.|
|2||Never weakened by NCR, the Fiends staged an attack against Camp McCarran during the Second Battle of Hoover Dam. Though NCR repulsed the Fiends, they suffered heavy losses in the process.||Motor-Runner remain alive, complete the endgame quest Eureka! for the NCR.|
|3||The Fiends staged an attack against Camp McCarran during the Second Battle of Hoover Dam. During the NCR's retreat, the Fiends overwhelmed many of the troopers before Mr. House's Securitrons could deal with them.||At least two Fiend leaders remain alive, complete the endgame quest All or Nothing for Mr. House.|
|4||The Fiends overran Camp McCarran during the Second Battle of Hoover Dam. In the anarchic months that followed, the Fiends asserted dominance over Outer Vegas.||All Fiend leaders remain alive, complete the endgame quest No Gods, No Masters for an Independent Vegas.|
|5||Though weakened, the Fiends attacked McCarran during the Second Battle of Hoover Dam. NCR repulsed the attack with minimal losses and, in the following days, destroyed the remaining Fiend leaders, breaking their power forever.||Some Fiend leaders remain alive, excluding Motor-Runner, complete the endgame quest Eureka! for the NCR.|
|6||The Fiends attacked Camp McCarran during the Second Battle of Hoover Dam and suffered heavy losses. Caesar, unimpressed with their performance and their dependence on chems, had them exterminated.||Some or all Fiend leaders remain alive, complete the endgame quest Veni, Vidi, Vici for Caesar's Legion.|
|7||The Fiends attacked Camp McCarran during the Second Battle of Hoover Dam, but the NCR repulsed the attack with minimal losses. When Mr. House asserted control over Outer Vegas, his Securitrons eradicated the remaining Fiends entirely.||Kill exactly three Fiend leaders, complete the endgame quest All or Nothing for Mr. House.|
|8||The Fiends attacked Camp McCarran during the Second Battle of Hoover Dam and, despite suffering heavy losses, overran it. They continued to be a nuisance throughout Outer Vegas, but never established full control over the area.||Some Fiend leaders remain alive, excluding Motor-Runner, complete the endgame quest No Gods, No Masters for an Independent Vegas.|
- Fiends sometimes spawn near The Thorn and start attacking people at Westside south entrance. They may also sometimes enter The Thorn, but will be killed instantly by the guards.
- Fiends are hated by almost all residents of Westside, as they are a constant danger to the settlement.
- Fiends always have red eyes, a side effect from their constant chem consumption.
- There are many Fiends in Vault 3 that can be found already dead in several residential rooms, apparently having died of either chem overdoses or fatal infighting between themselves.
- Fiends may sometimes spawn and attack the player character outside of the Crimson Caravan camp.
- Upon fast-traveling to Camp McCarran, two Fiends may be attacking the entrance.
- Upon fast-traveling to Freeside East Gate, some Fiends may be spawned nearby.
- Fiends can sometimes be fighting in The Thorn.
- A group of four to six Fiends will always respawn around Fiend territory. A group of three fiends respawn at a fixed location between Brewer's beer bootlegging and Sunset Sarsaparilla Headquarters.
- The Fiends may constantly be found in a firefight against patrolling NCR troopers around the area surrounding the New Vegas Strip.
- Killing Fiends grants positive Karma.
- Although wearing Great Khan armor will make Fiends at Vault 3 friendly, other Fiends anywhere in the wasteland will still attack the player character, including those just outside of the vault. Like Diane mentions, they are outside for a reason.
- PC When you have dealt with Motor-Runner and the Fiends in a friendly way during Aba Daba Honeymoon or by passing a Speech Check at the entrance to Vault 3 the Fiends might become permanently friendly. Entering SetPCEnemyOfFaction 000ef323 1 in the console will make them hostile again. [verified]
- PC When you kill Cook-Cook, Violet and Driver Nephi (leaving Motor-Runner alive), and complete the endgame quest Eureka! for the NCR, you still get the ending as if all Fiend leaders remain alive.
- Completing the endgame quest No Gods, No Masters instead will get you no Fiend ending at all.