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Revision as of 21:06, 1 June 2015
For an overview of feral ghouls in the Fallout series of games, see feral ghoul. |
Ghoul crazies or feral ghouls are creatures in Fallout 2.
Background
The degeneration into a feral state (referred to as ferocious post-necrotic dystrophy) is not fully understood. It is known that it is a result of a degeneration of the brain (which is not affected by the regenerative mutation of the spinal cord) and emerges following the atrophy of higher brain functions, accompanied by an increased level of aggression and appetite. When the loss of capacity for thought is complete, a ghoul is considered feral.[1][2] The factors that may cause a ghoul to enter this state are unclear, but anti-social or isolated ghouls are more susceptible to it.[3] Exposure to intense radiation may also be a factor; feral ghouls have no body heat and emit lethal levels of radiation, indicating that feral ghouls are for all intents and purposes dead, their functions sustained only by their high irradiation. This allows them to survive for centuries, relying only on the energy provided by radiation, at the expense of a horrifying, emaciated appearance. The process is irreversible.[4][5]
Characteristics
Biology
Similar to ghouls, a crazy ghoul's body has been severely ravaged by necrosis, and as such they look like nothing more than shambling corpses. Differentiating them from normal ghouls, though, is the equally ravaged mind of ghoul crazy; they have long since lost their sense of reason or higher thought and as such follow basic animal instinct.
Gameplay attributes
As ghoul crazies have long since lost their ability to reason they have relatively underdeveloped tactics when in combat. They simply shuffle towards their closest enemy, thus fear is unneeded when engaging in combat with isolated individuals. Crazy ghouls often travel in groups, though, and as such can pose a threat when greatly outnumbering their foes. As fighters they are meagre at best.
Variants
Ghoul crazy
Missing data
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Single ghoul crazies are no match for those prepared or experienced, but can pose a major annoyance due to their durability and, more often than not, strength in numbers.
Name (Proto ID) | Statistics | DT/DR | Abilities | ||||||||||||||||||
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Ghoul crazy 00000226 |
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Glow crazy
Missing data
This article is missing some required data. You can help Nukapedia by filling it in.
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Glow crazies are simply glowing ones who have gone mad, just like any other feral ghoul. The main difference is that they have become bioluminescent from all of the radiation they have absorbed over the years.
Name (Proto ID) | Statistics | DT/DR | Abilities | ||||||||||||||||||
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Glow crazy 00000228 |
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Appearances
Ghouls crazies appear in Fallout 2.
- ↑ Fallout 4 loading screens: "While they can easily be mistaken for zombies, Feral Ghouls are actually horribly irradiated humans whose brains have rotted away, causing madness."
- ↑ Tenpenny Tower terminals; Exploration Database, Feral Ghouls
- ↑ Underworld terminals; research terminal, Study Of Ferocious Post-Necrotic Dystrophy
- ↑ The Lone Wanderer: "I need more details... What's the breach all about?"
M.A.R.Go.T.: "Internal visual sensing equipment is detecting numerous unidentified persons in the southeast tunnels area. The individuals have damaged metro equipment and refused dialogue with our security units. In accordance with U.S. Security Statute A567/B, the use of deadly force has been authorized."
The Lone Wanderer: "Can you tell me more about these unidentified persons?"
M.A.R.Go.T.: "My apologies. My sensing equipment in that area must be damaged. My equipment indicates the persons possess no internal body heat and are emitting lethal levels of radiation."
(M.A.R.Go.T.'s dialogue) - ↑ Little Yangtze terminals; Little Yangtze Log Terminal, Elijah's Journal - Day 2