Wasteland captives are imprisoned humans captured by super mutants. They are found at super mutant encampments throughout the Capital Wasteland during 2277.

Background[edit | edit source]

The captives are wastelanders held prisoner by super mutants.

During the quest Big Trouble in Big Town, humans from Big Town are captured by super mutants and held in the Germantown police HQ. These humans have been captured to be used as food. While in the building, a super mutant can be overheard conversing with Shorty, a captive who is about to be killed. The human asks why he is to be killed when there are plenty of human remains available surrounding them. The super mutant jailor reveals that they prefer their food to be from a fresh kill.

Uncle Leo, a friendly super mutant, suggests that captives could be used to create more super mutants. This is corroborated by dialogue overheard from other super mutants in other parts of the wasteland, who remark that they need more new recruits, and so they must abduct more humans to transform into super mutants (using FEV, or "green stuff"), which would be consistent with the method of super mutant creation practiced by the Master.

Interactions with the player character[edit | edit source]

Interactions overview[edit | edit source]

This character has no special interactions.

Other interactions[edit | edit source]

  • Releasing captives results in a Karma boost. If one frees a captive, they will express gratitude and offer some food, Rad-X, or ammunition. If one accepts these supplies, they will receive 50 Karma points and the supplies. Telling them to keep it will result in 75 Karma. There is no Karma penalty for leaving the captive to their fate. Karma is not lost for killing a captive. If surrounding enemies are not cleared out before freeing a captive, they could be killed while escaping.
  • If one ignores a captive or chooses to leave them to their fate, a new captive will respawn along with new super mutant guards if revisiting the location. However, if one frees the captive, or if the captive is killed, no new captives will appear in that location.

Locations[edit | edit source]

  • A captive is located north of the Anchorage Memorial, in a tent behind the trucks, guarded by a leveled super mutant and two centaurs. If escorting the captive after freeing them, they will run to the northwest of the map near Fort Constantine and will keep running beyond the northern map limit, remaining at a rock formation.
  • One is halfway between the Jefferson Memorial and Rivet City, on a boardwalk at super mutant bonfire. Three to six super mutants may be present. The mutant at the top holding a minigun stands next to the captive. Once freed, this captive runs up the Jefferson Memorial catwalk past the irradiated metro across the bridge, then past the Citadel, follows the road past Alexandria Arms, and stops next to a bus opposite the raider camp next to the flooded metro. After a while, they will disappear.
  • One is at the Hallowed Moors Cemetery. Up to six super mutants and traps are found surrounding the captive.
  • A captive is at Mason Dixon Salvage surrounded by about eight super mutants.
  • There is a captive between Mason District South and Hubris Comics guarded by six super mutants.
  • A captive located at the eastern highway entering the city, accessible by progressing from Friendship Heights to Farragut West Metro station, enclosed in the city walls. The captive is guarded by a super mutant and centaur.
  • There are two captives at clifftop shacks which is north of Minefield and west of Vault 92. This area is also the site of a 'Type B' random encounter, which may lead to a battle between the spawned encounter and the super mutants, potentially resulting in harm to the captives.
  • There are two captives in the Roosevelt Academy escape tunnels and maintenance section.
  • There is a random encounter in which two super mutants are holding a captive that can be rescued. The encounter may spawn at 'Type A' encounter sites near either Vault 87 or outside the Germantown police HQ.

Inventory[edit | edit source]

Apparel Weapon Other items On death
Merc grunt outfit

Notes[edit | edit source]

  • If one chooses to follow and protect a captive, they will eventually stop and do nothing, offering no other interactions with the player character. Their actual destination is merely a pre-programmed arbitrary location on the world map, sometimes beyond the normal map borders, and there is no benefit or reason to actually escort them.
  • Captives may be heard sobbing quietly.
  • Wasteland captives remain in the game files of Fallout: New Vegas as legacy content.
  • A wasteland captive may appear in the ending slides.

Notable quotes[edit | edit source]

Appearances[edit | edit source]

Wasteland captives appear only in Fallout 3.

Bugs[edit | edit source]

PCIcon pc.png Playstation 3Icon ps3.png Xbox 360Icon xbox360.png A captive may, at times, not have ropes around their wrists while still acting as if they do. [verified]

Gallery[edit | edit source]

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