The Fiends are a raider gang made up entirely of chem fiends, hence their name,[2][3] in the outer New Vegas area in 2281.
Background[]
The origins of the Fiends is unknown, though they have been led by a man by the name of Motor-Runner for many years. They control the southwestern ruins of Vegas, placing Vault 3 well within their sights when the vault opened. Despite managing a relatively peaceful trading relationship with the outside world for a few weeks, the vault inhabitants were too trusting and without means to defend themselves.[4][5] When the Fiends arrived to raid the vault, the inhabitants simply let them in, wherein the Fiends slaughtered them all.[6] Seeing the potential of the vault and having trouble keeping his people out of Westside, Motor-Runner decided to make it their new home.[7] Having firmly rooted themselves in this safe haven, the Fiends have since steadily grown stronger, and they now claim a large part of the southwestern New Vegas conurbation as their territory.[Non-game 1]
Although they are widely hated by the NCR due to their unpredictability and chem addiction/insanity, to the point of having a bounty put on their leaders' heads, the NCR cannot do much about them, due to the restriction of issued orders to hold the line around the area, along with the vault providing a fallback point to the Fiends.[8]
Organization[]
The Fiends have little organization. Many of the more stable of the raiders are allowed to reside in Vault 3, but those considered to crazy even by Fiend standards are kicked out to aimlessly roam the northern Mojave looking for their next chem score or an innocent wastelander to jump.[9] Violet, Cook-Cook, Driver Nephi, and Motor-Runner were the main leaders,[10] with Motor-Runner being the head that resides in and runs operations within Vault 3.
Like many other raider groups, the Fiends split into small war-parties, usually between three and four members, which allows them to operate in an enormous portion of the outer New Vegas, aside from their main area of the western and south-western city.
Outside, they are usually gathered around campfires where much of their scavenged items, such as first aid and ammo 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, as seen inside Zapp's Neon Signs.
Outside relations[]
The Fiends attack anyone aside from the Great Khans, who welcome the trouble they cause for the NCR and supply them with chems.[11][12] This goes so far as Motor-Runner discouraging attacks on Westside, so as not to upset the Khans who do frequent business there.[13]
The Fiends are loosely affiliated with Caesar's Legion, who welcome the constant trouble the raiders create for the NCR, and their Frumentarii regularly feed them with information of the NCR troop movement to maximize the damage the Fiends does to them,[14] even going as far as to not attack any caravans marked by the Legion.[15] Caesar himself, however, holds no love for the Fiends, as he especially considers their chem-abuse culture an affront to the Legion's principles. Seeing them as inferior fighters, he also plans to betray and eradicate the gang as soon as he is in control of New Vegas, rather than integrating them into the Legion.[16]
The NCR, meanwhile, looks upon the Fiends with growing concern, as their activity remains a constant background threat to their military's local headquarters at Camp McCarran.[17] It has become a big enough problem that Major Dhatri is putting bounties on the head of the Fiends' leaders.[18] They are hated by most residents of Westside, as they are a constant danger to the settlement, going as far as to simply walk into peoples homes and kidnap them.[19]
On the Strip, the Omertas also have some trouble with Fiends,[20] as their secret gun shipments are occasionally compromised by Fiend activity.[21]
While the Fiends are openly hostile towards almost all groups in the Mojave Wasteland except the Great Khans, they do seem to co-operate with a few certain wasteland inhabitants. Cook-Cook, for example, is known to have bought slaves from Saint James and Dermot.[22]
Technology[]
Fiends have a variety of different weapons, from basic melee weapons such as knives and pool cues, to an unusually large number of 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 they had killed. They dress in various raider armors and wear distinct helmets adorned with war-painted ruminant skulls. The Fiends have also used the neon signs from Zapp's Neon Signs to erect a perimeter fence around their territory.[23]
Interactions with the player character[]
With a Speech check of 65, one can convince the main guard of Vault 3 that they are a Great Khan selling chems, which can be sold for 20 caps each or 22 caps with a Barter of 65.
Endings[]
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 remains 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. |
Motor-Runner remains 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. |
Motor-Runner remains alive, complete the endgame quest No Gods, No Masters for an Independent New 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. |
Kill 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. |
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 Motor-Runner, 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. |
Kill Motor-Runner, complete the endgame quest No Gods, No Masters for an Independent New Vegas. |
Members[]
- Motor-Runner
- Daniel
- Duke
- Cook-Cook
- Driver Nephi
- Violet
- Vault 3 Fiend boss
- Vault 3 Fiend guard
- Violetta (attack dog)
- BoneGnash (attack dog)
- GhashBone (attack dog)
Notes[]
- 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's 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.
- If the Courier completes all the tests at the X-13 research facility in Big MT, the facility will eventually expand and sent up a new research facility, researching on the Fiends that break into the building.[1]
Appearances[]
Fiends appear in Fallout: New Vegas, and are mentioned in its add-on Old World Blues. They are also mentioned in the graphic novel All Roads.
Bugs[]
- 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] Upon dealing with Motor-Runner and the Fiends in a friendly way during
- Eureka! for the NCR, one can still get the ending as if all Fiend leaders remain alive.
- Completing the endgame quest No Gods, No Masters instead will result in no Fiend ending at all.
Upon killing Cook-Cook, Violet and Driver Nephi (leaving Motor-Runner alive), and complete the endgame quest
Gallery[]
See also[]
References[]
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Non-game
- ↑ Fallout: New Vegas Official Game Guide Collector's Edition p.44: "Raider: Fiends": "Vault 3 was once an ordinary, happy vault. Unfortunately, it—and the entire southwestern part of the New Vegas conurbation—has been taken over by a large force of Raiders calling themselves the Fiends. They are unexceptional in every way, but there are a slew of them. The vault itself is wide-open, practically being a feral den for the Fiends and their huge packs of dogs. Whether it is murder, rape, or shooting innocents for sport, the Fiends are more than happy to bring their anarchy to this area, which has become a source of growing concern for the NCR. The Fiends are erratic and dangerous; their mental stability isn't helped by the fact that they are almost constantly high on chems, most of which are provided by the Great Khans."
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