狂屍鬼 (aka "mindless ghouls," "ghoul crazies," "feral necrotic post-humans" or "zombies") are ghouls (humans mutated by radiation) that have lost their ability to reason and have become aggressive. This has caused much discrimination toward ghouls that have retained their mental faculties.


The brain structure of a feral ghoul indicates that the regenerative ability of the neurological systems that affords typical necrotic post-humans their longevity does not extend into the higher reasoning functions of the brain itself. This condition is referred to as "ferocious post-necrotic dystrophy", according to the ghoul physician Doctor Barrows.

As the reasoning and high-order thinking portions of the brain deteriorate, the ghoul subject becomes increasingly hostile, giving in to a carnal need to feed as opposed to the capacity for thinking and reasoning that a non-feral ghoul retains. It remains unclear exactly what precipitates this change in biology and psychology, but anecdotal evidence seems to indicate that non-social ghouls, or those in isolation, are more prone to the condition.

It is also quite possible that this is a gradual process, meaning that eventually all ghouls would succumb to this condition. However considering the existence of ghouls that have been born prior to the war, it is quite possible that this theory is bunk, or that the rate of degeneration is dependent on the individual and surrounding factors.


Feral ghouls often cluster together in dark, cool environments, like sub-basement-level or totally underground areas, only occasionally leaving their hunting grounds into open air. However, the myth that ferals fear light is false. Occasionally, the player may encounter one or two ferals out in the open. Isabella Proud's research seems to confirm that ferals do not fear or avoid the light.

Frequently, ferals will wander from place to place, stopping at fallen prey to feed, but will immediately attack any and all non-ghoul creatures they come across. Upon detecting a non-ghoul, most ferals will make a high-pitched gurgle or screech, and set to search the area. Upon sighting prey, they will often scream once more, alerting any nearby ghouls, and attack.

Ghoul Mask编辑

One interesting note with ferals is that they seem to be fooled with rudimentary means. The Ghoul Mask, seemingly nothing more than the hollowed-out head of a ghoul or several pieces of a human head stitched together, still seems to deter ferals from attacking.

When wearing the ghoul mask (or using a stealth boy) the player can observe relaxed ghouls actions, including twitching, bending down, having fits or sniffing the air. If you are wearing the ghoul mask, ferals will often turn their head to the side and stretch their necks when you come near them, as if they are confused.

Note that Roy Phillips(Quest: Tenpenny Tower) tells you that if you get close to the ghouls they will "sniff" you out and attack you, even if you have the mask on. However, the ghouls will not attack you unless you remove the mask or provoke them.


Feral ghoul编辑

Feral ghoul

Feral ghouls (also known as mindless ghouls, ghoul crazies or zombies) are the basic feral ghoul variant, wearing only a pair of tattered shorts and noticeably weaker than standard human opponents, they are easily dispatched with one or two headshots from any decent weapon or a solid hit from a decent melee or unarmed weapon. Despite their shrill noise and remarkable speed, they are only truly a threat when they have the advantage of numbers, or when the player character is at a low level. Some feral ghouls come in different colors as well as different types. The colors are different depending on how the human looked before turning into a feral ghoul.

Feral ghoul roamer编辑

Ghoul Roamer

Some feral ghoul roamers in the Capital Wasteland wear what appears to be the remains of old combat armor, and are somewhat tougher than standard feral ghouls, requiring more damage to be dealt to put them down. It is possible that roamers are ghoulified U.S. soldiers since tattered remains of combat armor are strapped to their bodies. However, in the Mojave Wasteland, ghoul roamers appear no different than the standard feral ghoul. They are not very common but can be found in groups of 2-5 in places containing lots of ghouls, like the Museum of History.

Feral ghoul reaver编辑

Feral ghoul reaver

Feral ghoul reavers appear in the Fallout 3 add-ons Broken Steel and Point Lookout and also can be found in Fallout: New Vegas in the Mojave Wasteland. They are much more combat-worthy than other ghouls and wear what appears to be the remnant of metal armor. They also have the ability to rip radioactive gore out of themselves and hurl it like a grenade. Aside from the damage they can inflict, they also have great endurance and boast one of the highest HPs in the game, being able to survive even attacks from the Fat Man. Their lunge attacks (much like a deathclaw's) can send the player a good distance back, and can even cripple or kill a high level player very quickly.

Even at point blank range and with the Sniper, Gunslinger and Commando perks, the V.A.T.S. chance for hitting a Reaver's head will never go above 74% in Fallout 3.

In Fallout: New Vegas, reavers are simply a tougher and more aggressive variant of feral ghouls, having somewhat higher Hit Points than a glowing one. They have also lost their ability to throw radioactive gore, and their damage is not nearly as high as it was in Fallout 3, they can be dispatched as if they were any other feral ghoul.

Glowing one编辑

Glowing one

Glowing ones or luminous necrotic post-humans[1] are ghouls who absorbed so much radiation that they glow in the dark, being living conduits of radiation. In daylight they simply appear to be incredibly pale feral ghouls, but in darkness they glow with a vivid yellow-green hue, their opaque skeletons clearly visible as in an X-ray. Approaching a fallen glowing one can cause minor exposure to radiation, so they can still be dangerous to normal humans even after their death.

They are often considered outsiders even by other (non-feral) ghouls, they are also one of the rarest of the feral ghouls. While there are many glowing ones that kept their normal human intellectual abilities in New California, it seems that nearly all of them in the Capital Wasteland and the Mojave Wasteland have become feral.

The Capital Wasteland and some Mojave Wasteland glowing ones can also emit an incandescent wave of radiation at will from their bodies, which they use to heal themselves and any surrounding ghouls while damaging their enemies. Even though being considered outcasts, other feral ghouls seem to follow them, as they are attracted to the lethal doses of radiation the glowing ones emit from their bodies.

All glowing ones in Fallout 3, Fallout: New Vegas, and Fallout 4 are feral with the exception of Jason Bright and Oswald the Outrageous


In Los, the glowing ghouls are among the members of the Church of the Lost, a ghoul cult dedicated to protection of the Secret Vault. Interestingly, they are less affected by radiation than their comrades from the Capital Wasteland and New California.


Swamp ghoul编辑

Swamp ghoul
游戏文章: Point Lookout

Swamp ghouls are feral ghouls which exclusively inhabit the swamps of Point Lookout. Swamp ghouls wear a tattered pair of shorts similar to those commonly worn by tribals, hinting that they were once tribals who didn't eat their punga fruit. They are found in massive numbers in and around Turtledove Detention Camp. They exhibit characteristics similar to those of normal feral ghouls, but their skin's general appearance is more of a gray color and they are also considerably weaker. However, the swamp ghouls tend to appear in greater numbers than their Capital Wasteland counterparts.

Legendary feral ghoul编辑

游戏文章: Fallout 4

Legendary feral ghouls are a new type of enemy in Fallout 4. At least one appears in the city of Lexington.[2]

Endless walkers编辑

VB DD14 creat Endless Walker
游戏文章: Van Buren

The Endless Walk is the punishment in which a ghoul from the Reservation is stripped of every worldly possession, including clothing, and sent marching into the wasteland. No ghoul has ever come back from the Endless Walk (note that after being exiled from the Reservation, Otto Stead was saved by Governor Dodge at Hoover Dam). Another source of endless walkers in the Boulder area is the crater, the remains of what was once NORAD.

Not all endless walkers end up radscorpion food, at least not at first. On those rare occasions when one survives more than one year in the wasteland, they turn into wandering, voracious creatures on an endless quest for flesh. Due to their prolonged, open exposure to the desert sun, high radiation, and other hardships of the wasteland, these unfortunate ghouls, who were banished naked from the Reservation, look like walking, sun bleached chunks of beef jerky. Their constant exposure to the hot sun and high levels of radiation has caused their skin to toughen into natural, hardened leather, but at the same time, their ability to reason has been completely lost.



  • According to Three Dog and Diamond City security, ghouls prefer dark areas, often underground or under the cover of the night sky.
  • The Randall Clark terminal entries in Honest Hearts mention that he encounters creatures matching the description of feral ghouls in August 2108, just under 31 years since the Great War. This is the earliest date given for the existence of feral ghouls.



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  2. Lengthy Look at QuakeCon: Page 3, paragraph 1

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