Nightkin (Fallout: New Vegas)

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For an overview of super mutants in the Fallout series of games, see super mutant. For an overview of nightkin in the Fallout series of games, see nightkin.
Nightkin
FNV nightkin.png
LocationBlack Rock cave
Black Mountain
Jack Rabbit Springs
Jacobstown
Novac
Nopah Cave
REPCONN test site
Ruby Hill Mine
VariantsNightkin
Nightkin jailer
Nightkin master
Nightkin sniper
 
Gametitle-FNV.png
Gametitle-FNV.png

Nightkin are a variant of Mariposa super mutants living in the Mojave Wasteland in 2281.

Background[edit | edit source]

Main article: Nightkin background

Nightkin served as a covert force of the Master's Army in the 2150s and 60s. They acted as spies and the occasional assassin for the cause of the Unity, executing whatever was asked of them by the Master.[1] When the Master was destroyed by the Vault Dweller circa 2162, the nightkin were without guidance and drifted into the greater wasteland.

In 2277, a group led by Marcus settled in Black Mountain and broadcast a message of invitation to the settlement for all mutants to here. However, a mentally unstable nightkin named Tabitha was able to influence the unintelligent and impressionable second generation super mutants into thinking she was a prophet who knew better than Marcus. Marcus could see what was on the horizon and left Black Mountain before chaos erupted.[2]

Marcus led several nightkin into the mountains to the west of Black Mountain and founded Jacobstown. This settlement has remained a safe haven for nightkin where they can get help and rehabilitation from Stealth Boy induced schizophrenia.[3]

An entirely separate group of nightkin have taken over the REPCONN test site, following rumors that the facility holds a shipment of Stealth Boys.[4]

Characteristics[edit | edit source]

Biology[edit | edit source]

The following section is transcluded from Forced Evolutionary Virus and Nightkin. To modify, please edit the source pages.

In humans, phenotypical changes brought upon by the Mariposa strain are substantial, accomplished by recursive growth patterns integrated in FEV. In order for the mutation to succeed, the subject needs to have a low level of radiation-induced damage[5] and should not have been exposed to the mutated FEV in the wasteland.[6][7] Subjects that do not meet these criteria will suffer a massive overhaul of the body's systems, leading to organ failure and an extremely painful death.[5][8]

The average super mutant is 3.2 meters tall and weighs in excess of 350 kilograms. Muscle accounts for over 75% of body mass, while bone and tissue are 10% each. Fat mass is exceedingly low, accounting for between 3-5% of body mass.[9] The increased muscle and body mass lead to a change in posture: FEV super mutants have a characteristic, hunched stance. The skin tone changes substantially and becomes gray with tints of light green, though as the mutant ages, it may become more green or even olive. The skin becomes much thicker and resistant to trauma, including cuts, bruises and damage from fire, acid or even gunfire.[9]

These changes are uniform across mutants, due to the aforementioned growth patterns and pre-programmed DNA loaded into the virus. This also has the effect of removing secondary sexual statistics, in favor of a pre-programmed masculine body shape. Primary sexual characteristics, such as the penis and testicles in males and the uterus and ovaries in females are unaffected.[10] However, super mutants are sterile, as FEV perceives gametes as damaged DNA and corrects them, resulting in sterility.[9][5]

Increased size of neural transmitters and synaptic receivers in the body give super mutants acute reflexes and heightened senses.[9] However, these changes are usually not accompanied by a similar rise in intellect. The FEV strain in Mariposa has a chance of modifying intelligence: while most people retain their pre-dipping intellect,[11] a majority of the remaining group experiences a loss (typically by 30%),[9] while the remaining minority of exceptional individuals may even experience an increase.[11] The loss is the result of damage caused by recursive growth and increase in brain mass, which may be accompanied by disfigurement and damage to existing neural patterns, causing loss of memory.[5]

The most stunning effect is practical immortality. Although theorized to only bring an approximate 10% increase in life expectancy,[9] the FEV strain in Mariposa results in a cell regeneration rate that exceeds cell death rate and prevents DNA degeneration through aging. The Hayflick limit is believed to have been completely overcome. This allows a super mutant to live for centuries, though if care is not given to exercising one's intellect, elder mutants may suffer from onset of dementia and Alzheimer's disease.[12] Death is made even more unlikely by the fact that super mutants are immune to common diseases[13] and radiation.[14]

The nightkin share all of these characteristics with their brothers. They differ in that they are the perfect fulfillment of the mutation, with the highest level of strength, resiliency, and their intelligence retained or even enhanced by the process. Subsequent alterations to their biology were caused by prolonged use of Stealth Boy technology. The stealth field caused permanent recoloration of their skin pigment, to a gray blue color. More importantly, it has caused neuro-chemical changes to occur in their brains, leading to mental instability and disorders, including schizophrenia, delusions, and even split personalities.[15][16]

Their personality is an interesting element. Their superiority resulted in the development of an arrogant, borderline chauvinist streak in many, not helped by the preferential treatment they received. As nightkin developed their mental disorders, however, their personality slowly changed. They slowly started to lose tolerance for being seen, relying increasingly on their Stealth Boy to remain invisible to the naked eye, fueling a vicious cycle of cumulative mental damage.[17][18]

Gameplay attributes[edit | edit source]

Nightkin are essentially the same to their normal super mutant counterparts, but have an innate 30% damage resistance, but possess no damage threshold. The major difference between nightkin and super mutants is the method in which they conduct combat. While super mutants rely on brute force and overpowering equipment, nightkin rely heavily on Stealth Boys to close distance undetected and strike when close to their enemy.

They are moderately rare among large super mutant populations, serving as elite reserves when normal guards fail. However, they may strike out on their own or in small groups, usually to search for Stealth Boys. A notable exception is Jacobstown where a large majority of the population consists of nightkin and attempts are being made to rehabilitate nightkin from their Stealth Boy induced schizophrenia.

Friendly nightkin will also comment on any followers the players have in tow:

  • "Horns will help the bull. Voices say they knew that would happen." (Great Khans and Caesar's Legion)
  • "Ha ha. Funny robot make blinky sounds." (ED-E)
  • "Head voices say smart man also metal man. Don't like metal men." (Arcade Gannon)
  • "Book girl has hard decision to make." (Veronica Santangelo)
  • "Head voices say quiet man knows more than he says about horns." (Craig Boone)
  • "Head voices say they knew flower girl's father." (Rose of Sharon Cassidy)
  • "Head voices know smelly ghoul. He old and good with guns."(Raul Tejada)
  • "Head voices speak of doggy with squishy brain." (Rex)
  • "Head voices say someone close. Someone like us." (Lily Bowen)

Variants[edit | edit source]

Nightkin[edit | edit source]

FNV nightkin.png
Main article: Nightkin

Blue mutants made from the most untainted humans, these dangerous creatures utilize Stealth Boys to sneak up on their victims. They often prefer melee weapons such as the super sledge or the bumper sword though some can be seen using firearms.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Nightkin
000e7a2a
0007ea2b
0007ea2d
LevelIcon level.png
9
Experience pointsIcon XP.png
90
DetectionIcon eye.png
5
Health pointsIcon heart.png
250
Damage thresholdIcon shield gold.png
0
Damage resistanceIcon shield silver.png
30%
FistIcon fist.png
Aggressive: Will attack enemies on sight.Icon required.pngIcon optional.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (4 DamageIcon damage.png)
Nightkin (Jacobstown)
0013afdc
001445bb
001445bc
LevelIcon level.png
6
Experience pointsIcon XP.png
60
DetectionIcon eye.png
3
Health pointsIcon heart.png
175
Damage thresholdIcon shield gold.png
0
Damage resistanceIcon shield silver.png
30%
FistIcon fist.png
Aggressive: Will attack enemies on sight.Icon required.pngIcon optional.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (4 DamageIcon damage.png)
AbilityIcon ability.png
RadiationIcon radiation.png Radiation resistance 100%

DeadIcon dead.png None

Nightkin jailer[edit | edit source]

Main article: Nightkin jailer
Nightkin jailer.png

This nightkin jailer guards the makeshift jail area of REPCONN test site. The only prisoner is a dead ghoul, a friend of Harland.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Nightkin jailer
000bac89
LevelIcon level.png
1
Experience pointsIcon XP.png
10
DetectionIcon eye.png
5
Health pointsIcon heart.png
50
Damage thresholdIcon shield gold.png
0
Damage resistanceIcon shield silver.png
0%
FistIcon fist.png
Aggressive: Will attack enemies on sight.Icon required.pngIcon optional.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (0 DamageIcon damage.png)

Nightkin master[edit | edit source]

Nightkin master.png

Similar to a regular nightkin, these mutants have more health and utilize better equipment. Nightkins do not have a brute variant, so they jump to masters. These master usually carry around heavy weapons like light machine guns and miniguns.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Nightkin master
0007ea2c
0007ea28
LevelIcon level.png
12
Experience pointsIcon XP.png
120
DetectionIcon eye.png
6
Health pointsIcon heart.png
360
Damage thresholdIcon shield gold.png
0
Damage resistanceIcon shield silver.png
30%
FistIcon fist.png
Aggressive: Will attack enemies on sight.Icon required.pngIcon optional.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (6 DamageIcon damage.png)

Nightkin sniper[edit | edit source]

Main article: Nightkin sniper
Nightkin jailer.png

A unique nightkin found standing on a radio tower outside Tabitha's station carrying a hunting rifle. Upon death it will drop the unique missile launcher Annabelle. This nightkin may also use Annabelle against the player which can be quite a challenge and almost fatal to players at a low level.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Nightkin sniper
000e794e
LevelIcon level.png
14
Experience pointsIcon XP.png
140
DetectionIcon eye.png
5
Health pointsIcon heart.png
140 → 180
Damage thresholdIcon shield gold.png
0
Damage resistanceIcon shield silver.png
0%
FistIcon fist.png
Aggressive: Will attack enemies on sight.Icon required.pngIcon optional.pngIcon optional.png
ConfidenceIcon confidence.png
Average: Will avoid/flee from threats stronger than itself.Icon required.pngIcon required.pngIcon optional.pngIcon optional.png
GroupIcon group.png
Helps nobody: Will not help anyone.Icon optional.pngIcon optional.png
AttackIcon attack.png
Melee (0 DamageIcon damage.png)

Locations[edit | edit source]

Super mutants and nightkin are fairly rare in the Mojave Wasteland; they will never be found wandering the wasteland at random, and will only be encountered in a few specific locations.

  • The main super mutant stronghold in the Mojave Wasteland is Black Mountain, where several super mutants and nightkin can be encountered along with Tabitha, the self-proclaimed "supreme commander" of all super mutants everywhere.
  • Jacobstown is an isolated settlement of peaceful super mutants as well as a squad of nightkin, led by Marcus.
  • An encampment of 2 to 4 super mutants can be found northeast of Ranger Station Bravo. These enemies respawn after 3 days.
  • A pair of super mutants along with several centaurs can be found at Jack Rabbit Springs. These enemies sometimes wander north to the Prospector's Den. They respawn after 3 days.
  • Several nightkin can be found occupying the basement of the REPCONN Test Site, led by Davison. They are part of the quest Come Fly With Me.
  • A group of 3 to 4 nightkin can be found inside Black Rock Cave. These nightkin are members of the Black Mountain faction and will be friendly if Crazy, Crazy, Crazy is resolved peacefully.
  • An invisible leveled nightkin can be found behind a rock next to the McBride house in Novac as part of the unmarked quest The Screams of Brahmin.
  • Another invisible nightkin can be found at Brooks Tumbleweed Ranch and will try to sell "wind brahmin" to the player.

Appearances[edit | edit source]

These nightkin appear only in Fallout: New Vegas.

See also[edit | edit source]

References[edit source]

  1. The Courier: "You were a soldier?"
    Lily Bowen: "A spy. Sometimes an assassin. I killed a lot of folks for the Master. Yes, Leo, you helped, too."
    (Lily Bowen's dialogue)
  2. The Courier: "How did Tabitha end up in control?"
    Neil: "For years, Black Mountain was a peaceful community. Its leader, Marcus, broadcast an invitation to Mutants throughout the wasteland. That's how I found Black Mountain. So did others, most of them second generation Mutants. Marcus welcomed everyone - that was his mistake. The community ended up being mostly second gen - not very bright, but easy to influence. Fine, until the Nightkin came along, led by Tabitha... In a week she had most of the second-gens thinking she was some kind of prophet - and that she should be broadcasting her "truth," not Marcus. Marcus saw what was coming and decided to leave before things got out of hand. He smashed the radio and left to found Jacobstown."
    (Neil's dialogue)
  3. The Courier: "What's wrong with the Nightkin?"
    Marcus: "Nightkin suffer schizophrenia from the Stealth Boys they're always using. One of the reasons I settled Jacobstown was so they could be cured. While they're in town, the Nightkin aren't allowed to have Stealth Boys so their craziness doesn't get worse. Trouble is the Nightkin don't like being visible, either. They don't take being exposed too well."
    (Marcus' dialogue)
  4. The Courier: "Maybe I can help."
    Davison: "Good. Antler brought us here for a reason... Why was that, Antler? Right! A piece of paper. Shipment invoice. Hundreds of Stealth Boys, sent here a long time ago... But Stealth Boys must be in the one room one we don't search yet - the one we can't search."
    (Davison's dialogue)
  5. 5.0 5.1 5.2 5.3 The Vault Dweller: "{120}{}{How does the Virus work?}"
    ZAX 1.2: "{157}{}{My research into the Forced Evolution Virus, or FEV, indicates that it is a shifting-absorptive virus. It copies DNA patterns much like RNA, storing these patterns in exons.}"
    "{158}{}{These exons, combined with the FEV, are re-injected into the host cells in typical viral infectious fashion. This causes the host cells to 'regenerate' their DNA.}"
    The Vault Dweller: "{159}{}{How do you catch FEV?}"
    ZAX 1.2: "{162}{}{FEV is not 'caught', per se. It is not air-transmittable. Typically, infection is through injection, or direct physical contact with an FEV sample.}"
    The Vault Dweller: "{164}{}{Why isn't FEV affected by radiation?}"
    ZAX 1.2: "{166}{}{The FEV is a megavirus, with a protein sheath reinforced by ionized hydrogen. It is therefore capable of absorbing neutrons without becoming radioactive.}"
    The Vault Dweller: "{168}{}{If the FEV re-infects the host with its assimilated viral patterns, how does it make a 'better specimen'?}"
    ZAX 1.2: "{169}{}{The FEV is pre-programmed with introns of corrected DNA appropriate to the proper type of species. It therefore attempts to correct the DNA of the individual.}"
    "{170}{}{However, as the FEV is partially reliant upon the DNA of the individual, and also includes portions of its own recursive code, the effects can be unpredictable.}"
    "{171}{}{When inoculated into an individual with significant genetic damage, such as through radiation, it will cause the body's systems to suffer massive overhauling, leading to organ failure and death.}"
    "{172}{}{In a genetically viable individual, it re-writes portions of DNA, causing accelerated mutation, usually leading to recursive growth due to the FEV's own patterns.}"
    "{173}{}{This recursive growth leads to an increase in muscle and brain mass, but is often accompanied by disfigurement and damage to existing neural patterns, causing loss of memory.}"
    The Vault Dweller: "{174}{}{What potential long-term side effects exist?}"
    ZAX 1.2: "{178}{}{As the FEV causes constant regenerative update to DNA, it would effectively render the subject largely immortal, as cell death would be offset by augmented growth.}"
    "{179}{}{Additionally, as the gametes of the reproductive system consist of 'half-cells' using split DNA, they could be perceived as 'damage' by FEV, which would 'repair' them, rendering the subject sterile.}"
    "{180}{}{However, as my laboratory facilities are damaged beyond repair, this is conjectural. I cannot offer physical proof. You will have to, in human terms, 'take my word for it.'}"
    The Vault Dweller: "{181}{}{Could FEV mutation be corrected with a counter-virus?}"
    ZAX 1.2: "{184}{}{No. FEV does not retain unaltered original copies of the subject's DNA. Only a virus which re-infected the subject with original DNA could reverse the effects. Additionally, there is no known way to remove the FEV itself.}"
    (ZAX.MSG)
  6. The Vault Dweller:"{188}{}{Why am I a prime human ?}"
    Lieutenant: "{194}{LIEUT30}{The FEV was mutated by the war radiation. Those living in this desolate wasteland have been exposed to this mutant FEV, essentially inoculating them from the full effects.}"
    The Vault Dweller: "{195}{}{So?}"
    Lieutenant: "{197}{LIEUT31}{So, you're from a Vault and have limited exposure to this mutated virus. The original FEV in the Vats should work quite well on you.}"
    (LT.MSG)
  7. Fallout Bible 0: "6. According to Chris A., the ghouls in V12 were exposed to radiation and FEV. I know Harold said the Vault door opened early or something, so the radiation bit makes sense. My question is, how were the ghouls of Vault 12 exposed to FEV? Harold was a special case, since he went to the Vats with... er... someone, whose shall remain nameless... and got dipped. How do you account for the others? - Richard Grey"
    "When the West Tek research facility was hit, it shattered the FEV storage tanks on levels four and five and released the FEV into the atmosphere. Through some means, perhaps propelled by the explosion, the virus was able to reach the ghouls quickly and the mutation process began even as the radiation was rotting away their bodies. How the virus was able to survive the blast without being sterilized is unknown... it would depend on what type of warhead cracked the West Tek facility like an egg.
    Actually, Harold never said he got dipped (although it's possible). He was exposed, however - being in close proximity to FEV is enough to cause mutations, as the Enclave slaves mining Mariposa discovered. I imagine the shield between the vats and the control room in Mariposa was meant to keep the virus contained."
    Note: The West Tek Research Facility is an underground bunker, which although was directly hit by a nuclear weapon did not release the Forced Evolutionary Virus. The FEV was moved to the Mariposa Military Base (a bunker under a mountain) before the Great War.
  8. Fallout Bible 8: "Peter Hopkins asks:
    I was reading version 5 of the Bible, and found a bit of a conflict with current knowledge... In one of your anwers, it was said that it was random whether the FEV increased intelligence or not. However, as far as I know, FEV increases the growth and integrity of ALL cells consistently, by doubling the amount of genetic material in the cells. In this case, an increase in brain size (assuming a healthy brain to begin with) and intelligence should be regular. Another theory could be that, as the mutant's brain grows, the mass of the mutant's body increases exponentionally and the brain would not be big enough to control the whole body and sustain the throught process of a human body. Also, it is possible that while intelligence does increase initially, the brain does not gain the resistance to radiation that the body does, and the mutant develops brain damage and shows reduced intelligence. Are any of the above true? PS There is a very good report documenting the effects of FEV and how it was developed on the No Mutants Allowed message board (www.nma-fallout.com). PPS I don't know about any so called 'purists', but i am hugely interested in the fallout world and would love to FOT background in the Bible.
    About FEV:
    That might be why some of the super mutants (such as the Lieutenant) are smart (or remain smart) - but generally, for some reason (I don't know off the top of my head, nor do I know if it's spelled out anywhere), they're about 30% dumber than a normal human being, if Vree's research disk in the Brotherhood of Steel is accurate. I wouldn't be surprised if the dipping process caused brain damage in dipped subjects - it's a hell of a shock to the system.
    Furthermore, everyone's favorite introspective machine intelligence, Zax, has the following to say about it:
    When inoculated into an individual with significant genetic damage, such as through radiation, it [FEV] will cause the body's systems to suffer massive overhauling, leading to organ failure and death. In a genetically viable individual, it re-writes portions of DNA, causing accelerated mutation, usually leading to recursive growth due to the FEV's own patterns. This recursive growth leads to an increase in muscle and brain mass, but is often accompanied by disfigurement and damage to existing neural patterns, causing loss of memory.
    Other possible factors that might be causing the super mutants' stupidness:
    - Most mutants have some degree of radiation poisoning, which may cause problems and brain damage, as mentioned above.
    - The process is unsafe - the mortality rate on "dippees" is pretty high. This is likely due to radiation poisoning.
    - Memory functions are "sometimes" impaired by the dipping, and intelligence loss may occur as well. Harold's memory wasn't in the best of shape after exposure.
    From the Pre-War experiment tapes, it looks like some mammals did display consistent increased intelligence (raccoons), while others didn't (the dogs) or even suffered brain damage (the chimps and the seizures). However, in an old Scott Campbell doc, there was a note that later subjects injected with the FEV (especially the chimps) hid their enhanced intelligence from their captors (or in the case of the raccoons, made a break for it).
    Furthermore, the FEV tests at West-Tek were done through injection, not dipping, so it's possible the dipping process itself that causes the brain damage. Possibly with the increased brain mass in the skull, the brain is "squeezed," and all that tasty juice runs out the ears.
    Still, on the other hand, a lot of the animals Grey talks about in his experiment tapes that were running around the Military Base were getting smarter from the FEV, and he himself became supra-intelligent.
    So there's a long-winded series of random answers. Moving on!"
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Vree's autopsy report
  10. The Vault Dweller: "{132}{}{You can't possibly take on the entire world.}"
    Master: "{134}{Mast10}{I'm not after the world, yet. When I turn your fellow vault-dwellers into mutants, my forces will be too strong for any to stand against! But don't worry, you won't care. Care! Care!}"
    (MASTER.MSG)
  11. 11.0 11.1 Fallout Bible 5:
    "5. In F1 the Lieutenant said that the FEV raises intelligence. There are, however, very many dumb mutants. What can you say about it? And what do you think of my theory, which i've been using in my Fallout PnP campaign?
    Sorry, Pawel, for two things: I wasn't able to personally respond to your email because I kept getting bounced, and two, I wasn't able to comment on your FEV theory (as a reminder, I can't read fan-created material, so just send questions, comments, or facts if you can).
    As for the FEV enhancing intelligence, the original Pre-War FEV at West Tek did, and more consistently than the Fallout-era virus.
    The current Fallout-era FEV does enhance intelligence - in some people. Just not many. The Lieutenant was one of the lucky ones who didn't become a knuckle-dragging, butt-scratching moron after being dipped (and it may not have raised his intelligence, he may have been that smart before his dipping, but no records of his past exist to verify this).
    The FEV that was released out in the wasteland was mutated by radiation, so its effects changed. As for the FEV at Mariposa, the Lieutenant says the super mutants are smarter than humans ("We are highly intelligent and immune to disease"), which is only half-right, and he also says that the virus can also interfere with a person's memory, causing them to forget things. Obviously, the Lieutenant keeps forgetting that most of his super mutant forces can barely form complete sentences.
    Basically, the FEV in the vats only has a small chance of raising a being's intelligence (or even keeping it intact). The Master was one of the lucky ones. More often than not, it causes brain damage. It's also possible that the crude dipping procedure in Mariposa also caused imperfect mutations as well, reducing the chance of heightened intelligence.
    But to answer your question: the FEV at West Tek before the war caused increased intelligence in its subjects, but the FEV at Mariposa after the war rarely enhanced the intelligence of humans who were dipped. The reason for this is unknown.
    Chris Taylor says:
    Chris Taylor: Actually, a dip in FEV has a chance of modifying Intelligence, but it doesn't always increase it. Some people do gain increased intelligence, a larger majority lose intelligence and most people remain the same. It also depends if people have enough radiation damage to be turned into ghouls or super mutants."
  12. Broken Hills mutants (Mutant miner, Old mutant), and those appearing elsewhere, are long lived, but some show signs of impaired cognitive function.
  13. The Vault Dweller: "{141}{}{How are you more advanced?}"
    Lieutenant: "{149}{LIEUT14}{Intuitively obvious to the most casual observer. We are highly intelligent and immune to disease. The strong survive! It is our goal to improve the human race.}"
    (LT.MSG)
  14. The Master: "{168}{Mast27}{Your humor will not save you now. Do you accept my offer, or not? Not! Accept!}"
    The Vault Dweller: "{169}{}{Not.}"
    The Master: "{171}{Mast28}{Radiation has no effect on us. The FEV virus makes us immune. Your argument is weak, and so are you.}"
    (MASTER.MSG)
  15. The Courier: "What are you working on?"
    Henry: "The Nightkin have varying degrees of mental instability due their addiction to Stealth Boy use. I've been trying to come up with a cure. I'm currently investigating the local Nightstalker population since they seem to have developed a natural stealth field. I've also gotten my hands on a working Stealth Boy Mark II prototype, but that experiment is riskier. I'd rather not pursue that research just yet."
    (Henry's dialogue)
  16. The Courier: "What makes you think that the Nightstalker mutation isn't natural?"
    Henry: "I've compared the brain chemistry of a Nightkin to one of the local Nightstalkers we killed. They both exhibit similar neurochemical changes. Now, I'm not claiming that Nightstalkers are running around wearing Stealth Boys, mind you. I just don't think it's all a coincidence."
    (Henry's dialogue)
  17. The Courier: "What's wrong with the Nightkin?"
    Marcus: "Nightkin suffer schizophrenia from the Stealth Boys they're always using. One of the reasons I settled Jacobstown was so they could be cured. While they're in town, the Nightkin aren't allowed to have Stealth Boys so their craziness doesn't get worse. Trouble is the Nightkin don't like being visible, either. They don't take being exposed too well."
    (Marcus' dialogue)
  18. The Courier: "Why are the Nightkin here in Jacobstown?"
    Keene: "The Stealth Boys we use have cumulative, adverse effects on our minds. Jacobstown was supposed to be a sanctuary, a place to find a cure. Instead, we wait and wait. I'm sick of waiting."
    The Courier: "Why are the Nightkin here in Jacobstown?"
    Keene: "The Stealth Boys we use have cumulative, adverse effects on our minds. But, thanks to you, it seems a cure is on the way at last."
    (Keene's dialogue)
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