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    Tritt unserem Discord bei und informiere dich auf unserem Twitter-Kanal über die aktuellsten Themen rund um Fallout!

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    Spielmechanik-Artikel
    FalloutMindless ghoul
    Glowing one
    Mad glowing one
    Fallout 2Ghoul crazies
    Glowing one
    Reactor glowing one
    Fallout 3Feral ghoul
    Feral ghoul reaver
    Feral ghoul roamer
    Glowing one
    Swamp ghoul
    Fallout: New VegasFeral ghoul
    Feral ghoul jumpsuit Verworfener Inhalt
    Feral ghoul reaver
    Feral ghoul roamer
    Feral trooper ghoul
    Glowing one
    Glowing trooper ghoul
    Glowing ghoul jumpsuit Verworfener Inhalt
    Overseer
    Vault dweller
    Vault security guard
    Vault security officer
    Vault technician
    Fallout: BoSGlowing one
    Van BurenEndless walker

    Wilde Ghule (auch bekannt als "Hirnlose Zombies",[1] Ghul Crazies,[2] Wilde Nekrotische Post-Menschen,[3] Zombies oder einfach Wilde) sind Ghule die ihre Fähigkeit zum rationalen Handeln und Denken verloren haben und äußerst aggressiv sind. Dies stellt auch einen der Gründe für die Diskriminierung zivilisierter Ghule durch andere Ödländer dar.


    Hintergrund

    Biologie

    <section begin=Biology /> Die Gehirn-Struktur eines wilden Ghul`s legt die Vermutung nahe, dass die Fähigkeit der Regeneration, über die "normale" Ghule verfügen, sich nicht auf die Gehirnregionen erstreckt, die für die höheren Denkprozesse zuständig sind. Dieses Phänomen wurde vom Ghul-Wissenschaftler Barrows erforscht und ist unter dem Namen "Wilde Post-Nekrotische Dystrophie" bekannt. Trotz ihrem Mangel an höherer Hirnfunktion, die sie als Menschen hatten, sind einige Wilde Ghule, wie z.B. die ghulifizierten Security Officers aus Vault 34, dennoch in der Lage, einfache Sprachfetzen zu grölen. Diese Fähigkeit haben auch die Trogs aus The Pitt. Es kann also davon ausgegangen werden, dass das Sprachzentrum trotz des fortgeschrittenen Verfalls noch relativ in Takt ist.

    Auf Grund des kritischen Zustandes ihrer Gehirne sind die Wilden Ghule äußerst verwahrlost und abgemagert. Es ist bisher unklar, ob dies einen neurobiologischen oder psychologischen Ursprung hat, allerdings konnte festgestellt werden, dass aus der Gesellschaft ausgeschlossene oder in Isolation lebende Ghule eher zur "Verwilderung" neigen.

    Es ist auch denkbar, dass es sich bei der "Wilden Post-Nekrotischen Dystrophie" um einen schleichenden Prozess handelt, der irgendwann alle Ghule betrifft. Dem entgegen steht allerdings die Tatsache, dass viele Ghule, die während des Großen Krieg`s entstanden und somit über 200 Jahre alt sind, keinerlei Anzeichen von "Verwilderung" erkennen lassen. Eine weitere Theorie besagt, dass die Degenerationsrate von verschiedenen sozialen und persönlichen Aspekten der betroffenen Ghule abhängt bzw. diese beeinflussen. Wie normale Ghule sind Wilde Ghule nicht nur extrem resistent gegenüber Radioaktivität, sie werden durch diese auch geheilt. Dies kann bei einem Angriff eines Leuchtenden in der Nähe anderer Ghule beobachtet werden. M.A.R.Go.T. gibt zudem Auskunft darüber dass Wilde Ghule keinerlei eigene Körperwärme abgeben.<section end=Biology />

    Verhalten

    Wilde Ghule bevorzugen oft dunkle, kühle Behausungen wie z.B. Kellerräume oder U-Bahnanlagen. Sie verlassen diese nur zur Jagd. Allerdings ist der Glaube, dass Wilde Ghule das Licht fürchten und meiden, falsch. Isabella Proud`s Forschungen ergaben dass es sich dabei um einen Mythos handelt. Ein Musterbeispiel dafür ist der Warrington-Güterbahnhof. Auch im Mojave-Ödland sind viele Wilde Ghule während des Tages im Freien unterwegs.


    Frequently, ferals of all types 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. They will often sniff, screech, or lash out at other ferals. Upon detecting a non-ghoul, most ferals will make a high-pitched gurgle or screech, and set out to search the area. Upon sighting prey, they will often scream once more, alerting any nearby ghouls, and attack. There is no rank or pecking order to these attacks; all attack at the same time in a rampant onslaught. Because of this in enclosed areas like Vault 34, it is very easy to get overwhelmed. Feral ghouls mainly attack with their hands, slashing and smashing in an insane fury. Some feral ghouls can be seen to use weapons, such as the trooper ghouls in Camp Searchlight, likely indicating that they have only gone feral recently.

    Feral ghouls are not very smart but seem to move in packs and stay near irradiated areas shows that they have some form of intelligence. However, this may, instead of being anything more, be a form of survival instinct.

    Ghul Maske

    Hauptartikel: Ghoul mask

    One interesting note with ferals is that they seem to be fooled by very 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 feral 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.

    However, it is not advised to get to close while wearing the ghoul mask, as stated by Roy Phillips when given the mask, if you get close enough to the ghouls they will "sniff" you out and attack you, even if you have the mask on. Regardless of this advice, the ghouls will not attack unless the player removes the mask or provoke them.

    Variants

    Wilder Ghul

    Datei:Feral Ghoul.png

    Feral ghouls (also known as mindless ghouls or ghoul crazies) 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.

    Streunender Wilder Ghul

    Gameplay-Artikel: Fallout 3, Fallout: New Vegas

    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 (Museum Of History etc.)

    Leuchtende

    Datei:Glowing One.png

    Glowing ones or luminous necrotic post-humans[3] 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 the Core Region, 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 and Fallout: New Vegas are feral with the exception of Jason Bright.

    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 the West Coast's Core Region.

    Plündernder Wilder Ghul

    Datei:Feral Ghoul Reaver.png
    Gameplay-Artikel: Fallout 3, Fallout: New Vegas

    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 off 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 deathclaws') can send the player a good distance back, and can even have a high level player crippled and dead in a short amount of time.

    Sumpfghul

    Datei:Swamp Ghoul.png
    Gameplay-Artikel: Fallout 3

    Swamp ghouls are feral ghouls which exclusively inhabit the swamps of Point Lookout. Swamp ghouls wear a tattered pair of shorts 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 still exhibit the same characteristics of the feral ghoul, but are more grey in their skins general appearance and are also considerably weaker, but also tend to be in greater numbers.

    Endless walkers

    Gameplay-Artikel: 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 scorpion 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.

    Vorkommen

    <section begin="Vorkommen" /> Feral ghouls appear in Fallout (in random encounters, as "mindless ghouls"), Fallout 2 (as "ghoul crazies"), Fallout 3 (where they are actually named "feral ghouls" for the first time), Fallout: New Vegas, Fallout: Brotherhood of Steel and were due to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios (as "endless walker").<section end="Vorkommen" />

    Galerie

    Referenzen

    1. ^ In-game name in Fallout.[1]
    2. ^ In-game name in Fallout 2.[1]
    3. 3,0 3,1 Doctor Barrows terminal entry in Fallout 3.

    ru:Дикий гуль