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==Characteristics==
 
==Characteristics==
When used on the specified quest non-player characters, it puts them into a hypnotic stupor, allowing the player to rob and enslave them (by putting a [[slave collar]] on them) and send them to [[Paradise Falls]]. It also appears to work on many other non-player characters (aside from quest related ones), but can simply send them into a berserk frenzy in which they become hostile towards the player and every other non-player character in the area. Occasionally, victims will run several steps before their heads explode.
+
When used on the specified quest non-player characters, it puts them into a hypnotic stupor, allowing the player character to rob and enslave them (by putting a [[slave collar]] on them) and send them to [[Paradise Falls]]. It also appears to work on many other non-player characters (aside from quest related ones), but can simply send them into a berserk frenzy in which they turn hostile to the [[Lone Wanderer]] and every other non-player character in the area. Occasionally, victims will run several steps before their heads explode.
   
It uses [[Mesmetron power cells]] as ammunition. You start out with 50 Mesmetron power cells. [[Grouse]] will also sell you additional power cells, but at the fairly high price of 200 caps for 10 power cells. This gives you the opportunity to make an additional 2500 caps every time you purchase more power cells (provided you successfully capture all 10 slaves). An additional 71 Mesmetron power cells can also be found in the [[Underground Lab]] in the ''[[Point Lookout (add-on)|Point Lookout]]'' [[Fallout 3 add-ons|add-on]].
+
It uses [[Mesmetron power cells]] as ammunition, starting out with 50 power cells. [[Grouse Jurley|Grouse]] will also sell additional power cells, but at the fairly high price of 200 [[Bottle cap (Fallout 3)|caps]] for 10 power cells. This gives the opportunity to make an additional 2500 caps every time one purchases more power cells (provided all 10 slaves were successfully captured). An additional 71 Mesmetron power cells can also be found in the [[St. Aubin medical facility|underground lab]] in the ''[[Point Lookout (add-on)|Point Lookout]]'' [[Fallout 3 add-ons|add-on]].
   
 
===Durability===
 
===Durability===
The Mesmetron can fire a total of 2475 waves, or 495 full cells, from full [[Condition#Equipment condition in Fallout 3 and Fallout: New Vegas|condition]] before breaking.
+
The Mesmetron can fire a total of 2500 waves, or 500 full cells, from full [[Condition#Equipment condition in Fallout 3 and Fallout: New Vegas|condition]] before breaking.
   
 
===Using the Mesmetron===
 
===Using the Mesmetron===
As previously mentioned, using the Mesmetron on a non-player character can have 3 different outcomes. These effects vary and are generally unreliable, so it is advised to save before using this weapon on anyone important. Due to the fact that using the Mesmetron is considered assault, it is advised to "mezz" someone while not detected ([[Stealth Boy (Fallout 3)|Stealth Boy]]s and the [[Chinese stealth armor (Fallout 3)|Chinese stealth armor]] will come in handy here). Be aware that mezzing anyone who is already wearing a [[slave collar]] will cause the collar to malfunction and explode, killing the victim. Hostile non-player characters who were mezzed can also be turned friendly by being freed by the player (high [[Science]] skill required).
+
As previously mentioned, using the Mesmetron on a non-player character can have 3 different outcomes. These effects vary and are generally unreliable, so it is advised to save before using this weapon on anyone important. Due to the fact that using the Mesmetron is considered assault, it is advised to "mezz" someone while undetected ([[Stealth Boy (Fallout 3)|Stealth Boy]]s and the [[Chinese stealth armor (Fallout 3)|Chinese stealth armor]] will come in handy here). Be aware that mezzing anyone who is already wearing a slave collar will cause the collar to malfunction and explode, killing the victim. Hostile non-player characters who were mezzed can also be turned friendly by being freed by the player character (high [[Science]] skill required).
 
An analysis of the Mesmetron's effects:
 
An analysis of the Mesmetron's effects:
   
 
====Mesmerize/Stun (50% probability)====
 
====Mesmerize/Stun (50% probability)====
[[Image:Mezzed.jpg|thumb|A [[Raider (Fallout 3)|raider]] stunned by the Mesmetron]]
+
[[Image:Mezzed.jpg|thumb|A female [[Raider (Fallout 3)|raider]] stunned by the Mesmetron]]
This effect stuns the target for a few seconds, during which time the victim will stand with his/her head swaying from side to side and it is possible to engage them in conversation. Some characters cannot be stunned, in which case the probability of the Frenzy effect is raised to 80%.
+
This effect stuns the target for a few seconds, during which time the victim will stand with their head swaying from side to side and it is possible to engage them in conversation. Some characters cannot be stunned, in which case the probability of the Frenzy effect is raised to 80%.
   
While in conversation, you will first have three options: The first convinces the character to allow you to take his/her things (by either telling them it's a magic trick, that there is a thief on the loose, that you think they stole something from you, or by just telling them to give you their things) and will open up the victim's inventory (even what he or she is wearing/using), allowing you to remove or add any item. The second slips a [[slave collar]] on the character (instantly netting the player negative [[Karma (Fallout 3)|Karma]]). The third simply tells the victim to "walk it off"; this will exit the conversation and make the character resume what they were doing (assuming you haven't made any onlookers hostile).
+
While in conversation, there are three dialogue options: The first convinces the character to allow having their things taken (by either telling them it's a magic trick, that there is a thief on the loose, that you think they stole something from you, or by just telling them to give you their things) and will open up the victim's inventory (even what they are wearing/using), allowing to remove or add any item. The second slips a slave collar on the character (instantly netting negative [[Karma (Fallout 3)|Karma]]). The third simply tells the victim to "walk it off"; this will exit the conversation and make the character resume what they were doing (assuming no onlookers turned hostile).
   
The second set of dialogue options is unlocked by slipping a collar onto the victim: The first is the "cruel" way to tell the victim that he is now a slave ("''...your head will explode!''"), the second option allows access to the slave's inventory, and the third option is a slightly friendlier way to inform the victim of his/her "new occupation" ("''...nothing personal''").
+
The second set of dialogue options is unlocked by slipping a collar onto the victim: The first is the "cruel" way to tell the victim that they are now a slave ("''...your head will explode!''"), the second option allows access to the slave's inventory, and the third option is a slightly friendlier way to inform the victim of their "new occupation" ("''...nothing personal''").
   
If the character is not spoken to before the stun effect wears off, he or she will become hostile to the player.
+
If the character is not spoken to before the stun effect wears off, they will turn hostile towards anyone they can see, that includes the player character.
   
 
====Frenzy (30% probability)====
 
====Frenzy (30% probability)====
This second effect causes the victim to go into a state of frenzy, attacking anyone nearby (most likely the player), and causing all other characters to turn on them. The onlookers may also become hostile to the player if you are seen stunning the victim. This method can also be a reliable way to get rid of victims without attacking them or getting negative Karma. You can die from this, especially if one of your enemies has any high-damaging weapons.
+
This second effect causes the victim to go into a state of frenzy, attacking anyone nearby (most likely the player character), and causing all other characters to turn on them. The onlookers may also turn hostile to the PC if caught stunning the victim. This method can also be a reliable way to get rid of victims without attacking them or getting negative Karma. This is dangerous, however, especially if one of the enemies has any high-damaging weapons.
   
 
====Spontaneous cranial eruption (20% probability)====
 
====Spontaneous cranial eruption (20% probability)====
This final effect of the Mesmetron may not be the most useful, but is definitely the most spectacular. When victims are affected by the Mesmetron in this way, they will become hostile (and either run, stand still, or attack) for just a moment before their heads literally explode. This effect will instantly get the player negative Karma (if the victim was good/neutral) and make any nearby non-player characters who were not hostile to the victim become hostile to the player.
+
This final effect of the Mesmetron may not be the most useful, but is definitely the most spectacular. When victims are affected by the Mesmetron in this way, they will turn hostile (and either run, stand still, or attack) for just a moment before their heads literally explode. This effect will instantly give negative Karma (if the victim was good/neutral) and make any nearby non-player characters who were not hostile to the victim become so to the player character.
   
 
==Variants==
 
==Variants==
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==Location==
 
==Location==
The Mesmetron is given to you by [[Grouse]], the [[Paradise Falls]] entrance guard, when you start the quest [[Strictly Business]].
+
The Mesmetron is given to the [[Lone Wanderer]] by [[Grouse Jurley|Grouse]], the [[Paradise Falls]] entrance guard, upon starting the quest [[Strictly Business]].
   
If you don't want to take the quest, you can obtain the Mesmetron by killing Grouse and looting his corpse. You have to kill him to obtain the Mesmetron, as it cannot be pick-pocketed. If you do this, you will not be able to purchase anymore mesmetron power cells from him, you cannot get [[slave collar]]s, and thus you can't enslave non-player characters. You can still use the Mesmetron to frenzy or stun and rob non-player characters, however.
+
If deciding not to take the quest, the Mesmetron can be obtained by killing Grouse and looting his corpse. It cannot be stolen from him, meaning he needs to be dead to get it. If this is done, it's no longer possible to purchase any mesmetron power cells nor [[slave collar]]s from him, thus one can't enslave non-player characters. The Mesmetron can still be exploited to frenzy or stun and rob non-player characters, however.
   
 
==Related quests==
 
==Related quests==
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==Notes==
 
==Notes==
* [[Robobrain]]s have this weapon built in.
+
* [[Robobrain]]s have this weapon built-in.
* Enslavable targets are based on a faction list of 672 members, filled mostly with generic non-player characters. There's a shorter faction list of non-player characters who can always be mezzed, and this initially includes the four objectives of the Strictly Business quest and one generic leveled slave. Non-player characters set to essential may be immune.
+
* Enslavable targets are based on a faction list of 672 members, filled mostly with generic non-player characters. There's a shorter faction list of non-player characters who can always be mezzed, and this initially includes the four objectives of the Strictly Business quest and one generic leveled slave. [[Essential]] non-player characters may be immune.
 
** A (possibly incomplete) list of enslavable non-player characters is located on the ''Strictly Profitable'' page.
 
** A (possibly incomplete) list of enslavable non-player characters is located on the ''Strictly Profitable'' page.
 
** After a non-player character is successfully mezzed they are added to a faction list that can never be mezzed.
 
** After a non-player character is successfully mezzed they are added to a faction list that can never be mezzed.
* To enslave someone you must have a slave collar. You can only have one collar and therefore only one person may be enslaved at a time.
+
* A slave collar is required to enslave someone. Only one collar can be carried and therefore only one person may be enslaved at a time.
 
** It appears that unarmed (or disarmed) non-player characters are more likely to be enslaved by the Mesmetron. Attacking a non-player character's weapon or arms and then switching to the Mesmetron may be an effective technique.
 
** It appears that unarmed (or disarmed) non-player characters are more likely to be enslaved by the Mesmetron. Attacking a non-player character's weapon or arms and then switching to the Mesmetron may be an effective technique.
** Using the Mesmetron in [[V.A.T.S.]] can result in the [[Mysterious Stranger]] appearing if this perk is selected. The Mysterious Stranger will not fire on the target if they were successfully stunned, though V.A.T.S. will remain active for the usual period of time.
+
** Using the Mesmetron in [[V.A.T.S.]] can result in the [[Mysterious Stranger (character)|Mysterious Stranger]] appearing if having the perk. The Mysterious Stranger will not fire on the target if they were successfully stunned, though V.A.T.S. will remain active for the usual period of time.
** You can enslave a non-player character even if all of the slavers in Paradise Falls have been killed.
+
** Non-player characters can be enslaved even if all of the slavers in Paradise Falls are dead.
  +
* Any enslaved raiders will almost never get to Paradise Falls alive even if you fast travel there.
 
* For each non-player character you successfully enslave:
 
* For each non-player character you successfully enslave:
** [[Grouse]] will pay you 250 [[Bottle cap (Fallout 3)|caps]] per slave.
+
** Grouse pays 250 [[Bottle cap (Fallout 3)|bottle caps]] per slave.
** Enslaving anyone results in a loss of 100 Karma, regardless of how evil they are. As Three Dog exclaims, ''"the selling of live human beings is completely fucked up!"''.
+
** Enslaving anyone deducts 100 Karma, regardless of how evil they are. As Three Dog exclaims, ''"the selling of live human beings is completely fucked up!"''.
** A good way to offset the Karma loss (if you wish to be good or neutral), is to donate 100 caps to either [[Cromwell|Confessor Cromwell]] or [[Clifford|Father Clifford]].
+
** A good way to offset the Karma loss (if wishing to be good or neutral), is to donate 100 caps to either [[Cromwell|Confessor Cromwell]] or [[Clifford|Father Clifford]].
** The game will keep track of how many characters that you have "mezzed". You can access this information with your Pip-Boy.
+
** The game will keep track of how many characters were "mezzed". This information can be accessed on the Pip-Boy.
 
* Generic non-player characters (such as raiders) who are enslaved and successfully sent to Paradise Falls will not respawn.
 
* Generic non-player characters (such as raiders) who are enslaved and successfully sent to Paradise Falls will not respawn.
** Think about whether or not you want to interact with the character again before you enslave them.
+
** One must consider if they want to interact with the character again before enslaving them.
 
** Significant use of the Mesmetron in a specific area can therefore permanently clear that area of human enemies.
 
** Significant use of the Mesmetron in a specific area can therefore permanently clear that area of human enemies.
** Additionally, enslaving a generic, hostile non-player character and then subsequently removing the slave collar will cause the non-player character to become friendly to the Lone Wanderer and companions (other alliances/hostilities, e.g. [[Brotherhood of Steel]] vs. [[Enclave]], are not affected). This change persists even if the non-player character is killed and later respawns. Affected non-player characters '''will''' attack their usual allies (e.g. other Enclave members) if those allies attack the player.
+
** Additionally, enslaving a generic, hostile non-player character and then subsequently removing the slave collar will cause the non-player character to turn friendly to the Lone Wanderer and companions (other alliances/hostilities, e.g. [[Brotherhood of Steel]] vs. [[Enclave]], are not affected). This change persists even if the non-player character is killed and later respawns. Affected non-player characters '''will''' attack their usual allies (e.g. other Enclave members) if those allies attack the player character.
* From time to time a mesmerized and collared target won't make it to Paradise Falls. This causes the collar to be lost and as no slave was turned in, the collar must be re-purchased from the slavers. To ensure success fast travel to Paradise Falls if you are able to. (see [[#Bugs|bugs]] for more)
+
* From time to time a mesmerized and collared target won't make it to Paradise Falls. This causes the collar to be lost and as no slave was turned in, the collar must be re-purchased from the slavers. To ensure success, fast-travel to Paradise Falls if possible. (see [[#Bugs|bugs]] for more)
* Followers may briefly attempt to attack a non-hostile non-player character once the non-player character is stunned; this is because the non-player character will temporarily become hostile to the Lone Wanderer before the stun effect kicks in.
+
* Followers may briefly attempt to attack a non-hostile non-player character once that NPC is stunned; this is because the non-player character will temporarily turn hostile to the Lone Wanderer before the stun effect kicks in.
* "Mezzing" anyone in the Citadel Laboratory will automatically frenzy them (after the quest "The American Dream"). Witnesses will not turn hostile to the player.
+
* "Mezzing" anyone in the Citadel Laboratory will automatically frenzy them (after the quest "The American Dream"). Witnesses will not turn hostile to the PC.
* If the Mesmetron is used on an unfreed [[Wasteland captive|captive]] and they are then freed, you will then be unable to interact with them again, except to mezz or kill them.
+
* If the Mesmetron is used on an unfreed [[Wasteland captive|captive]] and they are then freed, it is then impossible to interact with them again, except to mezz or kill them.
 
* It is to be noticed that in third person the Mesmetron has no trigger.
 
* It is to be noticed that in third person the Mesmetron has no trigger.
 
* The Mesmetron's light is visible when the stealth field of a [[Stealth Boy (Fallout 3)|Stealth Boy]] or the [[Chinese stealth armor (Fallout 3)|Chinese stealth armor]] is in use. It will not be on, however, if it is equipped (not unholstered) after the stealth field kicks in. (The light is always on during 1st person. In 3rd person, it can vary depending on how you equip it.)
 
* The Mesmetron's light is visible when the stealth field of a [[Stealth Boy (Fallout 3)|Stealth Boy]] or the [[Chinese stealth armor (Fallout 3)|Chinese stealth armor]] is in use. It will not be on, however, if it is equipped (not unholstered) after the stealth field kicks in. (The light is always on during 1st person. In 3rd person, it can vary depending on how you equip it.)
   
 
==Bugs==
 
==Bugs==
* {{Platforms|PC}} Freshly enslaved non-player characters will often be reported by [[Grouse]] to have died once the Lone Wanderer arrives at Paradise Falls. This is caused by a condition in the Mesmetron effect script which automatically moves the slave to Paradise Falls—indirectly marking them as dead in the process—once the non-player character is no longer being actively rendered. Aside from leaving the non-player character's immediate vicinity, numerous actions have a '''random''' chance to cause an non-player character to stop being rendered, including accessing the Pip-Boy, facing away from the non-player character for a certain period, or even accessing the game menu. {{Verify|verified}}
+
* {{Platforms|PC}} Freshly enslaved non-player characters will often be reported by Grouse to have died once the Lone Wanderer arrives at Paradise Falls. This is caused by a condition in the Mesmetron effect script which automatically moves the slave to Paradise Falls—indirectly marking them as dead in the process—once the non-player character is no longer being actively rendered. Aside from leaving the non-player character's immediate vicinity, numerous actions have a '''random''' chance to cause an non-player character to stop being rendered, including accessing the Pip-Boy, facing away from the non-player character for a certain period, or even accessing the game menu. {{Verify|verified}}
 
** {{icon|PC}} A third-party bugfix has been released which addresses this issue: [http://fallout3nexus.com/downloads/file.php?id=15795 Mesmetron and Enslavement Fixes at ''Fallout 3 Nexus'']
 
** {{icon|PC}} A third-party bugfix has been released which addresses this issue: [http://fallout3nexus.com/downloads/file.php?id=15795 Mesmetron and Enslavement Fixes at ''Fallout 3 Nexus'']
 
* {{Platforms|PC|ps3|xbox360}} "Mezzing" characters who are seated, leaning on a wall or lying down may cause them to spin rapidly in place before their heads explode. {{Verify|verified}}
 
* {{Platforms|PC|ps3|xbox360}} "Mezzing" characters who are seated, leaning on a wall or lying down may cause them to spin rapidly in place before their heads explode. {{Verify|verified}}
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[[ru:Гипнотрон]]
 
[[ru:Гипнотрон]]
  +
[[de:Mesmetron]]

Revision as of 13:38, 6 February 2015

 
Gametitle-FO3
Gametitle-FO3

The Mesmetron is a unique weapon in Fallout 3.

Background

The Mesmetron is an experimental pre-War "non-lethal pacification" weapon that was being tested in the months immediately preceding the Great War. It operates by sending a signal pulse into a human target's brain that scrambles higher-level mental functions, leaving the target extremely susceptible to suggestion. Still in its testing phase, the weapon was found to have the potential to trigger two undesirable side-effects: extremely increased aggression, or spontaneous cranial eruption.

Characteristics

When used on the specified quest non-player characters, it puts them into a hypnotic stupor, allowing the player character to rob and enslave them (by putting a slave collar on them) and send them to Paradise Falls. It also appears to work on many other non-player characters (aside from quest related ones), but can simply send them into a berserk frenzy in which they turn hostile to the Lone Wanderer and every other non-player character in the area. Occasionally, victims will run several steps before their heads explode.

It uses Mesmetron power cells as ammunition, starting out with 50 power cells. Grouse will also sell additional power cells, but at the fairly high price of 200 caps for 10 power cells. This gives the opportunity to make an additional 2500 caps every time one purchases more power cells (provided all 10 slaves were successfully captured). An additional 71 Mesmetron power cells can also be found in the underground lab in the Point Lookout add-on.

Durability

The Mesmetron can fire a total of 2500 waves, or 500 full cells, from full condition before breaking.

Using the Mesmetron

As previously mentioned, using the Mesmetron on a non-player character can have 3 different outcomes. These effects vary and are generally unreliable, so it is advised to save before using this weapon on anyone important. Due to the fact that using the Mesmetron is considered assault, it is advised to "mezz" someone while undetected (Stealth Boys and the Chinese stealth armor will come in handy here). Be aware that mezzing anyone who is already wearing a slave collar will cause the collar to malfunction and explode, killing the victim. Hostile non-player characters who were mezzed can also be turned friendly by being freed by the player character (high Science skill required). An analysis of the Mesmetron's effects:

Mesmerize/Stun (50% probability)

Mezzed

A female raider stunned by the Mesmetron

This effect stuns the target for a few seconds, during which time the victim will stand with their head swaying from side to side and it is possible to engage them in conversation. Some characters cannot be stunned, in which case the probability of the Frenzy effect is raised to 80%.

While in conversation, there are three dialogue options: The first convinces the character to allow having their things taken (by either telling them it's a magic trick, that there is a thief on the loose, that you think they stole something from you, or by just telling them to give you their things) and will open up the victim's inventory (even what they are wearing/using), allowing to remove or add any item. The second slips a slave collar on the character (instantly netting negative Karma). The third simply tells the victim to "walk it off"; this will exit the conversation and make the character resume what they were doing (assuming no onlookers turned hostile).

The second set of dialogue options is unlocked by slipping a collar onto the victim: The first is the "cruel" way to tell the victim that they are now a slave ("...your head will explode!"), the second option allows access to the slave's inventory, and the third option is a slightly friendlier way to inform the victim of their "new occupation" ("...nothing personal").

If the character is not spoken to before the stun effect wears off, they will turn hostile towards anyone they can see, that includes the player character.

Frenzy (30% probability)

This second effect causes the victim to go into a state of frenzy, attacking anyone nearby (most likely the player character), and causing all other characters to turn on them. The onlookers may also turn hostile to the PC if caught stunning the victim. This method can also be a reliable way to get rid of victims without attacking them or getting negative Karma. This is dangerous, however, especially if one of the enemies has any high-damaging weapons.

Spontaneous cranial eruption (20% probability)

This final effect of the Mesmetron may not be the most useful, but is definitely the most spectacular. When victims are affected by the Mesmetron in this way, they will turn hostile (and either run, stand still, or attack) for just a moment before their heads literally explode. This effect will instantly give negative Karma (if the victim was good/neutral) and make any nearby non-player characters who were not hostile to the victim become so to the player character.

Variants

Comparison

Legend 
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondBonus effectsAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratio
Mesmetron 1
1Chance to mesmerize(50%),
frenzy(30%), or head explode (20%)
1.03x106500.0525002500250
Microwave emitter Point Lookout (add-on)60
62.1Ignores DR1.03x21003020.25375850062.5

Location

The Mesmetron is given to the Lone Wanderer by Grouse, the Paradise Falls entrance guard, upon starting the quest Strictly Business.

If deciding not to take the quest, the Mesmetron can be obtained by killing Grouse and looting his corpse. It cannot be stolen from him, meaning he needs to be dead to get it. If this is done, it's no longer possible to purchase any mesmetron power cells nor slave collars from him, thus one can't enslave non-player characters. The Mesmetron can still be exploited to frenzy or stun and rob non-player characters, however.

Related quests

Notes

  • Robobrains have this weapon built-in.
  • Enslavable targets are based on a faction list of 672 members, filled mostly with generic non-player characters. There's a shorter faction list of non-player characters who can always be mezzed, and this initially includes the four objectives of the Strictly Business quest and one generic leveled slave. Essential non-player characters may be immune.
    • A (possibly incomplete) list of enslavable non-player characters is located on the Strictly Profitable page.
    • After a non-player character is successfully mezzed they are added to a faction list that can never be mezzed.
  • A slave collar is required to enslave someone. Only one collar can be carried and therefore only one person may be enslaved at a time.
    • It appears that unarmed (or disarmed) non-player characters are more likely to be enslaved by the Mesmetron. Attacking a non-player character's weapon or arms and then switching to the Mesmetron may be an effective technique.
    • Using the Mesmetron in V.A.T.S. can result in the Mysterious Stranger appearing if having the perk. The Mysterious Stranger will not fire on the target if they were successfully stunned, though V.A.T.S. will remain active for the usual period of time.
    • Non-player characters can be enslaved even if all of the slavers in Paradise Falls are dead.
  • Any enslaved raiders will almost never get to Paradise Falls alive even if you fast travel there.
  • For each non-player character you successfully enslave:
    • Grouse pays 250 bottle caps per slave.
    • Enslaving anyone deducts 100 Karma, regardless of how evil they are. As Three Dog exclaims, "the selling of live human beings is completely fucked up!".
    • A good way to offset the Karma loss (if wishing to be good or neutral), is to donate 100 caps to either Confessor Cromwell or Father Clifford.
    • The game will keep track of how many characters were "mezzed". This information can be accessed on the Pip-Boy.
  • Generic non-player characters (such as raiders) who are enslaved and successfully sent to Paradise Falls will not respawn.
    • One must consider if they want to interact with the character again before enslaving them.
    • Significant use of the Mesmetron in a specific area can therefore permanently clear that area of human enemies.
    • Additionally, enslaving a generic, hostile non-player character and then subsequently removing the slave collar will cause the non-player character to turn friendly to the Lone Wanderer and companions (other alliances/hostilities, e.g. Brotherhood of Steel vs. Enclave, are not affected). This change persists even if the non-player character is killed and later respawns. Affected non-player characters will attack their usual allies (e.g. other Enclave members) if those allies attack the player character.
  • From time to time a mesmerized and collared target won't make it to Paradise Falls. This causes the collar to be lost and as no slave was turned in, the collar must be re-purchased from the slavers. To ensure success, fast-travel to Paradise Falls if possible. (see bugs for more)
  • Followers may briefly attempt to attack a non-hostile non-player character once that NPC is stunned; this is because the non-player character will temporarily turn hostile to the Lone Wanderer before the stun effect kicks in.
  • "Mezzing" anyone in the Citadel Laboratory will automatically frenzy them (after the quest "The American Dream"). Witnesses will not turn hostile to the PC.
  • If the Mesmetron is used on an unfreed captive and they are then freed, it is then impossible to interact with them again, except to mezz or kill them.
  • It is to be noticed that in third person the Mesmetron has no trigger.
  • The Mesmetron's light is visible when the stealth field of a Stealth Boy or the Chinese stealth armor is in use. It will not be on, however, if it is equipped (not unholstered) after the stealth field kicks in. (The light is always on during 1st person. In 3rd person, it can vary depending on how you equip it.)

Bugs

  • PCPC Freshly enslaved non-player characters will often be reported by Grouse to have died once the Lone Wanderer arrives at Paradise Falls. This is caused by a condition in the Mesmetron effect script which automatically moves the slave to Paradise Falls—indirectly marking them as dead in the process—once the non-player character is no longer being actively rendered. Aside from leaving the non-player character's immediate vicinity, numerous actions have a random chance to cause an non-player character to stop being rendered, including accessing the Pip-Boy, facing away from the non-player character for a certain period, or even accessing the game menu. [verified]
  • PCPC "Mezzing" characters who are seated, leaning on a wall or lying down may cause them to spin rapidly in place before their heads explode. [verified]

See also

  • Slave collar - Used to enslave non-player characters once they are mezzed.

Sounds

SingleShotVB ReloadVB
JamVB

Gallery