For an overview of ghouls, see ghoul.

 
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Ghouls or necrotic post-humans are decrepit, rotting, zombie-like mutants. They are victims of heavy radiation poisoning which results in their skin decaying and, paradoxically, greatly extends their individual lifetime. They are found throughout post-War America, including the Midwest in 2197.

Background

This section is transcluded from Ghoul. To change it, please edit the transcluded page.

The history of ghouls is a mixture of suffering and plight. The bulk of ghouls emerged as a result of the Great War, although there are cases of some men using controlled exposure to radiation to ghoulify themselves and ride out the upcoming war.[1][2] There was also an experimental radiation drug being tested somewhere in the Commonwealth.[3] Its known side effects are why Hancock sought out the last remaining dosage.[4]

New California

Necropolis, the single largest ghoul city in New California until 2162.

In California, ghouls were the first group of survivors to begin rebuilding civilization – the inhabitants of Vault 12 beneath Bakersfield founded the Necropolis in the summer of 2083.[Non-game 1] Less than a year later, in 2084 Set wrestled control of the settlement from the original overseer and instituted his own reign, characterized by delusions of grandeur.[Non-game 2] The city would eventually decline, starting with the attack by Unity in 2157, who expected to find an unopened Vault in the ruins of the city. After many ghouls were killed in the assault, Set negotiated peace with the super mutants, after explaining that the ghouls are indeed the vault dwellers. The recovery operation failed, but Unity established a stronghold in the town to ensure Set's cooperation and watch for humans.[Non-game 3]

It would finally be destroyed and most of its population killed in a retaliatory expedition by the super mutants, sent to the city after the Vault Dweller raided the Vault and recovered the water chip, eliminating the super mutant garrison in the process.[5] This has led to a great migration and the eventual founding of a number of ghoul and ghoul-friendly[6] settlements, including Broken Hills in 2185,[Non-game 4] the NCR state of Dayglow around 2189,[Non-game 5][7] and Gecko in 2235. Though problems with equality continue, ghouls are increasingly seen as equal members of society, though their numbers steadily dwindle.[Non-game 6] Sometime in 2242 marked the end for both Broken Hills and Gecko as they relied on the selling of and using of uranium that was mined.

In the Mojave Wasteland, they can be found in small amounts throughout the region, but no town is completely dedicated to them. There are usually a few ghouls living among humans in various communities performing jobs in order to survive, such as the guard Beatrix Russell and the comedian Hadrian, both of which are in Freeside. The only known community of ghouls in the region is the Bright Brotherhood, a religious faction located in the REPCONN test site, founded and led by an intelligent glowing one named Jason Bright, who wants to leave Earth and go into space to find a "new world," a promised land foretold by Bright himself. There are also several ghoul rangers occupying Ranger Station Echo, implying some level of acceptance of ghouls serving in the NCR. In contrast, Caesar's Legion does not allow ghouls (along with other mutants) within their ranks, but do allow ghouls to live in their territory, such as Raul Tejada who traveled from Two Sun to the Mojave. To Caesar, ghouls and other mutants are irrelevant to his plans to push westward.[Non-game 7]

One of the most terrifying developments in ghoul history took place in 2277, at the Divide, where the nuclear warheads triggered by the Courier's delivery of an automated nuclear launch device exploded and triggered rapid ghoulification of the Legion and NCR forces engaged in battle there. Worse yet, the terrifying storms of the Divide flayed them alive, causing them to become dead men walking – marked for death, sustained only by the intense radiation that permeates the Divide.[8] As they never appear outside the Divide, due to the necessity of staying near radiation sources to remain alive, the marked men became a legend in the wasteland, like the Sierra Madre, the Burned Man, or the Big Empty.[9]

East Coast

The Slog, one of the most prosperous farms in the Commonwealth and ran entirely by ghouls.

The densely urbanized East had a great concentration of American population and was strongly affected by the nuclear fallout. People who took shelter in areas affected by it experienced radiation poisoning; those who did not die became ghouls. Within a year, the first ghouls began to appear and with them, the first fledgling settlements, like Underworld in Washington, D.C., which existed as late as 2277.[10] Although in areas like Appalachia, ghouls were quickly sought out and exterminated, no matter what relation they may have had with others before they became Ghouls.[11] Another population of ghouls, transformed Chinese operatives stranded on American soil, chose to sequester themselves from the wasteland. The Chinese Remnant remained stuck in the United States for over two centuries.[12]

In other areas, like the Commonwealth, ghouls cohabited with humans. The most noticeable example was Diamond City. Ghouls were a part of the city's population from its foundation in the 2130s to the 2282 election. Diamond City was gripped by a wave of racism, thanks to a candidate by the name of McDonough. He ran for the city's mayor on the Mankind for McDonough platform and won the election thanks to the votes of the Upper Stands citizens. After his election, ghoul citizens were evicted. Entire families were thrown out of the city by their human neighbors, straight into the surrounding ruins to perish without a cap to their name.[13] Those that survived scattered across the region. A refugee called Wiseman founded the Slog, the foremost tarberry farm in the Commonwealth.[14]

Appalachia

After the war, a pre-War mall known as Valley Galleria became a haven for ghouls in Appalachia, referred to by survivors as "the Changed."[15] Led by Lucy Harwick, the ghouls sheltering in the Galleria welcomed others like them to travel there and be accepted with "open arms, and more importantly, open hearts."[16] However, because of bigotry associated with feral ghouls, Duncan McKann would murder Lucy Harwick and several others in a single-minded pursuit for revenge.[11]

By 2103, after the mass migrations and settlement of Crater and Foundation, sentient ghouls would make a return with humans. Ghouls would work among groups of humans, such as Eugenie of the Blue Ridge Caravan Company, and Mordecai McCoy would find steady work entering radioactive areas to scavenge goods and a general handyman around The Wayward. Despite the common and vital roles that ghouls would fill, ghouls would still suffer persecution for their appearance and incorrect association with feral ghouls. The Settlers of Foundation would hold the policy of shooting ghouls on sight at the gates because of feral ghoul problems.[17] The Raiders of Crater are slight more tolerant of ghouls among their ranks, but some share an innate bigotry for ghouls, such as Lev who would attempt to make Lucky Lou commit suicide by guilting him that he would become feral someday.[18][19]

Elsewhere

Mini-FOT Logo.pngThe following is based on Fallout Tactics and is not canon.

There are ghouls in the The Belt, including a nuclear weapon-worshiping cult in Kansas City. Both Quincy and Springfield also have some ghoul occupants. In Texas, many residents of Los became ghouls, none of which admitted into the Secret Vault. Later, in the same city, the Church of the Lost was created by former vault dwellers that had become ghouls.

Mini-FOT Logo.pngEnd of information based on Fallout Tactics.

Characteristics

Biology/Specifications

Exposure to radiation for an extended period of time sometimes causes humans with an unknown genetic characteristic to transform into ghouls. Exposure to radiation typically results in sickness followed by death for the average human being; however, the genetic factor that will lead to mutation into a ghoul upon exposure, instead of the typical deadly outcome, remains unknown. Ghouls are immune to radiation.

Gameplay attributes

There are numerous ghouls in the Midwest, most notably a nuclear weapon-worshiping cult in Kansas City. Both Quincy and Springfield also have at least some ghoul occupants.

Ghouls in Fallout Tactics are usually found in random encounters and are mostly hostile. Due to their physical weakness, they only are able to use a number of light weapons such as axe handles, broken bottles, hunting rifles, shotguns, and grenades. They get a bonus to Poison Resistance.

Variants

Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Noncombat)
Experience Points
10
Hit Points
26
Healing rate
2
Armor Class
4
Sequence
16
Action Points
8
Melee Damage
1
Critical chance
7%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 40%
Ability
Radiation Resistance Radiation Resist. 52%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Melee)
Experience Points
10
Hit Points
29
Healing rate
2
Armor Class
6
Sequence
14
Action Points
8
Melee Damage
2
Critical chance
5%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 40%
Ability
Radiation Resistance Radiation Resist. 52%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Ranged)
Experience Points
10
Hit Points
29
Healing rate
2
Armor Class
6
Sequence
18
Action Points
8
Melee Damage
2
Critical chance
5%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 40%
Ability
Radiation Resistance Radiation Resist. 52%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Grenadier)
Experience Points
10
Hit Points
29
Healing rate
2
Armor Class
6
Sequence
16
Action Points
8
Melee Damage
2
Critical chance
6%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 40%
Ability
Radiation Resistance Radiation Resist. 52%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Infantry)
Experience Points
10
Hit Points
29
Healing rate
2
Armor Class
6
Sequence
14
Action Points
8
Melee Damage
2
Critical chance
6%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 40%
Ability
Radiation Resistance Radiation Resist. 52%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Light)
Experience Points
10
Hit Points
30
Healing rate
2
Armor Class
6
Sequence
14
Action Points
8
Melee Damage
3
Critical chance
6%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 40%
Ability
Radiation Resistance Radiation Resist. 52%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Medium)
Experience Points
10
Hit Points
34
Healing rate
2
Armor Class
6
Sequence
10
Action Points
8
Melee Damage
2
Critical chance
5%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 50%
Ability
Radiation Resistance Radiation Resist. 56%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Sniper)
Experience Points
10
Hit Points
30
Healing rate
2
Armor Class
6
Sequence
18
Action Points
8
Melee Damage
2
Critical chance
6%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 45%
Ability
Radiation Resistance Radiation Resist. 54%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Trapper)
Experience Points
10
Hit Points
28
Healing rate
1
Armor Class
4
Sequence
16
Action Points
7
Melee Damage
1
Critical chance
7%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 45%
Ability
Radiation Resistance Radiation Resist. 54%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Medic)
Experience Points
10
Hit Points
22
Healing rate
1
Armor Class
5
Sequence
14
Action Points
7
Melee Damage
1
Critical chance
7%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 30%
Ability
Radiation Resistance Radiation Resist. 48%
Name (Proto ID)StatisticsDT/DRAbilitiesItems
Ghoul (Acolyte)
Experience Points
10
Hit Points
30
Healing rate
2
Armor Class
6
Sequence
18
Action Points
8
Melee Damage
1
Critical chance
6%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Gas
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: Energy
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Ability
Poison Resistance Poison Resist. 45%
Ability
Radiation Resistance Radiation Resist. 54%

Appearances

Ghouls appear in Fallout Tactics.

Gallery

References

  1. Fallout 3 Official Game Guide Game of the Year Edition p.69: "Desmond the Ghoul
    Before the bombs dropped, Desmond was a player in international intelligence at the highest levels. Desmond's motives and obsessions have been scarcely affected by the apocalyptic devastation of the planet. Desmond and those he would consider his peers knew for some time that the Great War was inevitable. Desmond himself could have been directly involved in the actions leading up to the nuclear exchange.
    Facing the nuclear holocaust, global leaders and members of the intelligence community made their personal bids for survival in the new world. F.E.V., cryogenic stasis, AI consciousness, even—in Desmond's case—controlled exposure to normally lethal doses of radiation were among the wildly risky and experimental techniques pursued in the name of survival in a world without modern infrastructure. Old rivalries and vendettas were not forgotten in the ashes of nuclear winter. Those who managed to survive quickly set about doing what the bombs had not—wiping out any remnants of the Old World that may be a threat to personal and political agendas. Now, even so long after they should all have died naturally, these scattered figures seek power and jealously guard their secrets. Desmond's mission has long since ceased to be political or ideological. He knew—as experience has proven tenfold—that as long as any of his colleagues lived, he would be hunted. His purpose is simple: kill or be killed."
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
  2. Cold Case
  3. The Sole Survivor: "What's your story, Hancock?"
    Hancock: "My favorite subject. I came into this town about... a decade ago? Had a smooth set of skin back then. While I was busy making myself a pillar of this community, I would go on these... like ... wild tears... I was young... Any chems I could find, the more exotic, the better. Finally found this experimental radiation drug. Only one of its kind left, and only one hit. Oh man, the high was so worth it. Yeah, I'm living with the side effects, but hey, what's not to love about immortality?"
    The Sole Survivor: "You're immortal?"
    Hancock: "Well... not exactly. Ghouls just age really, really slow. Something about the rads, maybe? Who knows..."
    (Hancock's dialogue)
  4. The Sole Survivor: "Running from yourself? What do you mean?"
    Hancock: "Well, I mean, I didn't always look this good. The drug that did this to me, that made me a Ghoul, I knew what it was going to do. I just couldn't stand looking at the bastard I saw in the mirror anymore. The coward who'd let all those Ghouls from Diamond City die. Who was too scared to protect his fellow drifters from Vic and his boys. If I took it, I'd never have to look at him again. I could put that all behind me. I'd be free. Didn't seem like a choice at all. Turns out it was just me running from somethin' else in my life."
    (Hancock's dialogue)
  5. Vault Dweller's memoirs
  6. Refinery supervisor: "{102}{}{You see a ghoul. Its skin looks like it’s ready to slough off the creature. It also looks like it’s readily accepted by the other townsfolk.}"
    (HcRSUPER.msg)
  7. Fallout: New Vegas Official Game Guide Collector's Edition p.41: "New California Republic
    The New California Republic was born from the remnants of the survivors of Vault 15 and the small walled community they founded, Shady Sands. Under the leadership of Aradesh, and with the assistance of the Vault Dweller (who saved Tandi, Aradesh's daughter and a future president of the NCR), the community prospered. Trade routes with other settlements allowed cultural exchange, and a movement to form a national entity gradually took root and won popular acceptance. In 2186, the town of Shady Sands changed its name to "New California Republic" and formed a trial council government to draft a constitution. Four more settlements joined the council, and in 2189 the NCR was voted into existence as a sprawling federation of five states: Shady Sands, Los Angeles, Maxson, Hub, and Dayglow.
    By post-apocalyptic standards, the NCR is a paragon of economic success and good ethical character: political enfranchisement, rule of law, a reasonable degree of physical security, and a standard of living better than mere subsistence are daily realities for it's 700,000+ citizens. Currently, the NCR in a state of transition, with rapid economic growth and a sea change in political leadership endangering its grand humanitarian ideals. Nowhere is this more evident than in the Mojave, where the occupation of Hoover Dam has improved access to electricity and water, but at the cost of straining its budget and embroiling its armed forces in a morally corrosive imperialist project.
    The NCR government's aim is to annex New Vegas as the republic's sixth state. While it already controls Hoover Dam, its treaty with Mr. House and the three families compels it to allot one-fifth of the dam's electrical and water production to local use free of charge. Adding injury to insult, the NCR is locked into protecting New Vegas from invasion by Caesar's legion even as it receives not one cap in tax revenue from the Strip's highly lucrative resort operations. NCR citizens in the Mojave have largely come here for economic reasons, whether as paid citizen soldiers or as prospectors and fortune-seekers."
    (Fallout: New Vegas Official Game Guide faction profiles)
  8. The Courier: "I've never seen corpses mutilated like that."
    Ulysses: "Even as the fires here burned them from within... the winds of the Divide tore their skin, exposed them... screaming... to the sky. And just as the Divide tears at them, so they tear at each other, for sport - like some tribal scarification. Falling back to their history, maybe. No matter what they suffer... the radiation, fire of the Divide, sustains them. Makes them stronger."
    (Ulysses' dialogue)
  9. Dead Money loading screens: "The Sierra Madre is a legend, like the Big Empty, the Burned Man, and the rumors of survivors from the Divide."
  10. The Lone Wanderer: "So, how did you end up as a Ghoul?"
    Carol: "I don't know how it happens. Doctor Barrows says it was radiation. All I know is that people kept showing up here in the museum. After things calmed down above ground, we tried to live down here as best we could. After a while, things got strange. My skin started to get dry and flake off. Everyone's did. It took a while, months, maybe a year. But sooner or later, everyone ended up like this. Some of them went crazy. Some of us just accepted it. After a while, other Ghouls would find their way in here and Underworld just sort of grew. No one bothered us down here, and we were happy enough to leave them alone. And once my Greta showed up, it was a good enough life for me."
    (Carol's dialogue)
  11. 11.0 11.1 Lucy's holotape
  12. See page for references.
  13. The Sole Survivor: "Thanks. You're not so bad yourself."
    Hancock: "I never get many complaints. It's just real rare these days, find someone who's not just willing to take things the way they're handed to them. Too many good folks not willing to get their hands dirty and too many assholes taking advantage of it. Look at what happened to Diamond City. Before McDonough took over, it was a half-decent place to live. A little stricter than I usually go for, but not terrible. I thought he and I had a pretty happy childhood. But then he decides he's gonna try and get elected with his anti-Ghoul crusade - "Mankind for McDonough." Before ya know it, you got families with kids lining up to drag folks they called "neighbor" out of their homes and throw 'em to the ruins."
    The Sole Survivor: "How could they do something like that?"
    Hancock: "There'd always been a pretty big gulf between the folks living in the stands and folks down on the field. McDonough ran on it because he thought enough of those Upper Stands assholes would vote for him. Guess he was right."
    The Sole Survivor: "It could have gone worse. At least they left with their lives."
    Hancock: "And how long do you think those folks lasted in the ruins? The city condemned those Ghouls to die. Cowards just got someone else to pull the trigger. I remember storming into his office above the stands after the inauguration speech. He was just standing there, staring out the window, watching as the city turned on the Ghouls. He didn't even look at me, just said: "I did it, John. It's finally mine." Should have killed him right there, but I don't think it would have changed anything. Instead I pleaded with him, begged him to call it off. He said he couldn't. He had nothing against the Ghouls. He was just carrying out the will of the people. And he couldn't betray the voters. And then he smiled. That hideous, fucking mile-long smile. He never smiled like that when we were kids. I didn't even recognize him."
    (Hancock's dialogue)
  14. Wiseman: "Welcome to the Slog! We're the only Tarberry bog in the Commonwealth. So what do you think of the place?"
    The Sole Survivor: "The Slog? How'd you come up with that name?"
    Wiseman: "We didn't. It was the caravan traders who started that. I started this place a few years back but couldn't think of a name for it. Then, one day, one of the traders pulls up after it's been raining for hours, and says he's never had to slog through so much mud in his life. I asked him if it was worth it, and he said for the best tarberries in the Commonwealth, it was definitely worth it. Working' here's like a slog through the mud. It's tough going and you'll get dirty doing it, but at the end of the day, it's worth it. You've probably noticed it's only ghouls around here. I used to live in Diamond City, until that rat bastard mayor threw me and all the other ghouls out. I decided that we ghouls should have a place where we could feel welcome, and that's mainly why I started up this farm."
    Wiseman's dialogue)
  15. Lucy Harwick's note
  16. Lucy's journal
  17. Once Penelope Hornwright is recruited for the Settlers portion of Wastelanders, she comments on having to wear a full mask disguise in order to enter Foundation. Retrieve dialogue when dialogue file is available.
  18. Lou's log: Engine room
  19. Vault Dweller: "It's bad enough he wants to die without you trying to kill him."
    Lev: "Who do you think put idea of going feral into Lou's head? Much easier to get away with it if he kills himself."
    (Lev's dialogue)
Non-game
  1. Fallout Bible 0: "2083 Summer The city of Necropolis founded by the ghoul survivors of Vault 12 (and the US citizens that fled to Bakersfield when the bombs fell)."
  2. Fallout Bible 0: "2084 Spring Set takes control of Necropolis, wresting control from the original Overseer. The Vault 12 Overseer, not willing to take a dirtnap, is driven north and history loses sight of him."
  3. Fallout Bible 0: "2157 The Master learns the location of the Bakersfield Vault, Vault 12, and sends a detachment of super mutants there to seize the vault. Many ghouls are snapped like twigs in the attack, and Set finally parleys with the super mutants, telling them that the ghouls are the Vault survivors the super mutants are looking for. The super mutants, angered at failing to find an intact Vault, set up a small garrison at the watershed to watch the inhabitants and insure Set's... cooperation in the war to come."
  4. Fallout Bible 0: "2185 Fall Marcus and Jacob, along with the trail of ghouls, humans, and super mutants, found the community of Broken Hills."
  5. Fallout Bible 5: "14. One thing - what's happened to Junktown? Was it just too little to be it's own state? Or maybe it has managed to survive as an independent enclave inside NCR, a hive of scum and villainy, so to speak. And what kind of folks would live in Glow? After all, that place must still, well, glow, at least somewhat. Ghouls?
    Junktown became part of NCR as part of the state of Shady, and it was one of the first provisional states, considering it was one of the first (and most trustworthy) of the Shady Sands trading partners during its early formation. Its alliance with Shady Sands did cause some alarm from the caravans in the Hub, but it didn't hurt the Hub communities any... and the Hub eventually became part of NCR as well.
    As for the Glow (or the state of Dayglow), most of the state is actually north and west of the glow, but they are still able to see the Glow from their borders. A number of ghouls are rumored to live there now, as part of the Great Migration from Necropolis - once the ghouls learned of West Tek, they were eager to see if they could scavenge technology from the abandoned center. Some ghouls formed partnerships with scavenging companies from New Adytum and the Hub and have built quite a profitable corporation from their salvage efforts. At least one super mutant, a refugee from the Cathedral, was also rumored to be working with the ghouls and humans in Dayglow."
  6. Fallout Bible 0:
    "2235 While there had already been a small number of ghouls in Gecko at this time, more come to the area, and the town of Gecko is formed. The new influx of ghouls bring scavenged technology and know-how, and the power plant in Gecko becomes operational later that year. Vault City looks upon their new neighbors with growing concern."
    "2238 Harold arrives in Gecko, and (with a lot of shaking of his head) he does his best to help the ghouls with the running of the Nuclear Power Plant."
  7. Question: "No ghouls or supermutants in ceasars legion....explain"
    Joshua Sawyer: "It's hard to brainwash people who have been alive for a hundred+ years. More importantly, non-feral ghouls and SMs are also a tiny fragment of the population. Caesar doesn't really consider them to be that relevant in the overall struggle for the Mojave."
    Josh Sawyer Formspring answers
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