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==History==
 
==History==
Whether it is murder, rape, or shooting innocents for sport, the Fiends are more than happy to bring their anarchy to the Mojave, which has become a source of growing concern for the [[New California Republic|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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[[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 [[New California Republic|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]].
   
 
===Endings===
 
===Endings===

Revision as of 14:41, 17 June 2011

 
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The Fiends are a faction in the Mojave Wasteland in 2281.

History

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.

Endings

  • If their leaders are destroyed by the Courier, the Fiends scatter throughout the wasteland. Without the organization of Motor-Runner, Cook-Cook, Violet, and Driver Nephi, they were easy prey.
  • If never weakened by NCR, the Fiends stage an attack against Camp McCarran during the second Battle of Hoover Dam. Though NCR repulse the Fiends, they suffer heavy losses in the process.
  • If the NCR retreat, the Fiends stage an attack against Camp McCarran during the second Battle of Hoover Dam. The Fiends overwhelmed many of the troopers before Mr. House's Securitrons could deal with them.
  • If anarchy reigns after the second Battle of Hoover Dam, fiends overrun Camp McCarran and in the months that follow, the Fiends assert dominance over outer New Vegas.
  • If weakened, the Fiends attack McCarran during the second Battle of Hoover Dam. NCR repulse the attack with minimal losses and, in the following days, destroyed the remaining Fiend leaders, breaking their power forever.
  • If the Legion wins at the second Battle of Hoover Dam, Caesar, unimpressed with their performance and their dependence on chems, has the Fiends exterminated.
  • If Mr. House asserts control over Outer Vegas, and the Fiends are weakened, his Securitrons eradicate the remaining Fiends entirely.
  • If anarchy reigns after Hoover Dam and the Fiends are weakened, the Fiends attack Camp McCarran during the second Battle of Hoover Dam and, despite suffering heavy losses, overrun it. They continue to be a nuisance throughout Outer Vegas, but never establish full control over the area.

Organization

The fiends have little organization except for their occupation of Vault 3. Violet, Cook-cook, Driver Nephi and Motor-Runner seem to be the central leaders, Motor-Runner being the main leader since he is the one running Vault 3.

Relations with the outside

The fiends attacks anyone, except for the Great Khans, who supply them with chems.

Technology

The fiends usually have energy weapons like the laser RCW as well as plasma rifles, they also utilize a few melee weapons such as rippers, knives, and pool cues.

Notes

  • Fiends sometimes ambush the player when exiting The Thorn.
  • Fiends are hated by most residents of Westside, as they are a constant danger to the settlement.
  • In Vault 3 there are often fiends that can be found already dead in several residential rooms, apparently having died of either chem overdoses, or fatal infighting between themselves.
  • Fiends sometimes attack the player outside of the Crimson Caravan.

Appearances

Fiends appear in Fallout: New Vegas and the graphic novel All Roads.

Strategy

If you have a good guns skill, a .308 round to the skull works well. Close quarters, shotguns and SMGs can cut through their unipressive armor quickly. Using a energy weapon is also a good strategy as most fiends carry them and have plenty of ammo in their inventory when killed.

Bugs

  • Sometimes Fiends just fall out of the sky, such as in front of Crimson Caravan among other places.[verification overdue]