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Ghost people
Deadmoney
LocationSierra Madre
VariantsGhost harvester
Ghost seeker
Ghost trapper
 
Gametitle-FNV DM
Gametitle-FNV DM

I'd sooner ask myself what makes me an undying son of a bitch than spend any thought as to why they crawled to life here.

Dean Domino, on the ghost people's origins

Ghost people are creatures found in the Sierra Madre in 2281.

Background[]

Ghost people are mutated humans changed forever by The Cloud, a combination of corrosive rust-like toxins unique to the Sierra Madre. A green vapor that seems to be a byproduct of The Cloud escapes and is reabsorbed continuously from their hazmat suits by means of aeration on their thighs, elbows and face mask, indicating that their mutation originates from permanent exposure to The Cloud. They are the only ones able to walk in and out of the Cloud unharmed.

The ghost people originate from construction workers that worked on the Sierra Madre Villa before the War. During construction, a strange gas that would evolve into the Cloud began leaking from the pipes and hospitalized a worker with severe lung and tissue damage; further progress was called off until protective gear could be issued.[1] Hazmat suits designed specially in Big MT arrived to protect against the noxious gas. Incidentally, the gas leak itself was also created at Big MT, and the hazmat suits being an "experiment within an experiment."[2] The hazmat suits were bulky, nearly impossible to speak through, and grew stiff with use. Most importantly, the locking mechanisms would quickly corrode when in contact with the Cloud, to the point where the hazmat suit had to be cut open with a cosmic knife, yet the suits still didn't provide proper protection from the poisonous gas cloud.[3][4]

Ghost people are similar to feral ghouls in several aspects. Dismembering them reveals bright, glowing blood, akin to that of a glowing one and they also shriek before attacking. However, they seem to be a different mutated evolution and not simply a feral ghoul or glowing one in appearance, as their ability to use and construct weapons is still intact. Virtual immortality and death only with limb amputation is also a mutation very specific to them.

The moniker "ghost people" can also be ascribed to the ghostly manner in which they inhabit the ruins; their manner, movements, and general presence are seemingly much akin to a malignant haunting to any who have survived and fled attempts to breach the Sierra Madre. Dean Domino questions whether being "alive" applies to the ghost people,[5] and claims there are hordes and hordes of ghost people living under the Sierra Madre's streets, comparing it to a hornet's nest.[6] It is not clear why the ghost people drag their victims off into The Cloud. Whether to consume, torture, or convert them into something like themselves nobody knows, or has survived to tell the tale.[7]

Characteristics[]

Biology[]

Ghost people are mysterious creatures; they do not speak, and they seemingly never sleep. They seemingly exist only to lurk through the villa ruins, forever seeking prey, whether mortal or holographic. If they have a lair at all, it is unclear where: according to Dean Domino, they collect anywhere in the Sierra Madre away from holograms;[8] the underground service routes and ruined buildings of the Sierra Madre Villa are prime habitats for them.[9] Their most common hunting grounds are Salida and Puesta del Sol, especially in areas thick with the Cloud.[10]

The centuries-old stiffening hazmat suits and Cloud-related malady force them to shamble like undead creatures. Despite this, they are in fact quite agile when necessary, often lunging and dashing with surprising speed. The ghost people are incredibly territorial (and equally hostile) and oust any intruder in the Sierra Madre. Their primitive minds still form some semblance of group tactics; they hunt their prey similarly to a pack of wolves. They band together in groups of two to three and hide in the refuges of shadow and Cloud, striking relentlessly when prey wanders too close.

Ghost people enjoy apparent immortality, but possess a unique mutation whereby they only die if one of their limbs is amputated.[11] This suggests a universal mutation in which everything is connected to each other, not just the brain with the other organs, causing direct death if a member is removed. (it is possible that they die due to the explosive decompression that occurs when the hazmat suit is torn in such a way.) Blood and yellow fluid spray at high pressures when they are injured, which Dog explains as them having pockets of pressurized gas inside them.[12]

Gameplay attributes[]

These abominations are always hostile to the player. They are difficult to pin down, as they will constantly lurch and jump around during engagements. They do not utilize firearms, using only primitive weapons made from resources found in the Sierra Madre villa. Often encountered in group of two to three, ghost people use group tactics when confronting prey. Ghost harvesters stay back and throw knife spears until exhausted, then close in with the hulking trapper to overwhelm the prey. All the while, the seeker is setting traps nearby to either route or damage the prey.

Ghost people possess many attributes that prove to be daunting in combat: they do not take any extra damage from head shots, their hazmat suits protect them completely from residual fire damage and cannot be killed permanently by normal means. In order to be killed, they must be either disintegrated, dismembered or devoured by Dog, or they will simply get up and continue attacking, albeit with less health. The revival of the ghost people is most likely due to their exposure to the Cloud. It is indicated by characteristic gurgling, so it is recommended that the player either stand back or quickly destroy one of their limbs before they can return to the battle. In addition, when the limb of a ghost person is crippled it will automatically be amputated thus instantly killing the ghost person. Although, these traits are balanced by the ghost people's total lack of conventional armor.

Often the only warning the player has of their presence is a strangled choking or muttering sound. Paradoxically, ghost people have a Perception of 0, so they should be incredibly easy to sneak past. However, an error in the game engine causes a Perception of 0 to produce an infinite Perception, meaning ghost people will always see you.

Variants[]

Ghost harvester[]

Deadmoney

Ghost harvesters are the most common and smallest variant of ghost people, easily distinguished by their hoods and smaller gas masks. They are equipped with knife spears and throwing knife spears, using the throwing spears until they are exhausted and then charging the player equipped with a knife spear, unless the player closes to melee range first.

They are not the most durable or proficient opponent in close combat, but their throwing knife spears can cause great damage in a short time. Also, they usually jump to the right or left after throwing a spear, which makes them hard to target with a weapon. During one section of Fires in the Sky, ghost harvester corpses will contain ghost harvester remains for Dog to eat.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Ghost harvester
000117fe
LevelIcon level
5
Experience pointsIcon XP
50
DetectionIcon eye
0
Health pointsIcon heart
50
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost harvester
000117ff
LevelIcon level
15
Experience pointsIcon XP
150
DetectionIcon eye
0
Health pointsIcon heart
100
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost harvester
00011800
LevelIcon level
25
Experience pointsIcon XP
250
DetectionIcon eye
0
Health pointsIcon heart
150
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost harvester
00011801
LevelIcon level
35
Experience pointsIcon XP
350
DetectionIcon eye
0
Health pointsIcon heart
250
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost harvester
00011802
LevelIcon level
45
Experience pointsIcon XP
450
DetectionIcon eye
0
Health pointsIcon heart
350
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost harvester
00011803
LevelIcon level
55
Experience pointsIcon XP
550
DetectionIcon eye
0
Health pointsIcon heart
450
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional

Ghost seeker[]

Deadmoney

Ghost seekers are the least common variant of ghost people. They are taller than ghost harvesters but slimmer than ghost trappers and usually wear a hood. They are equipped with knife spears and gas bombs, throwing one or occasionally two gas bombs and then closing to attack with a knife spear.

While they do not withstand as much damage as ghost trappers, ghost seekers are extremely capable in melee combat. It should be noted that low level players should watch out for ghost seekers, as the gas bombs can cripple limbs.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Ghost seeker
00011804
LevelIcon level
5
Experience pointsIcon XP
50
DetectionIcon eye
0
Health pointsIcon heart
50
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
AttackIcon attack
Gas bomb
Ghost seeker
00011805
LevelIcon level
15
Experience pointsIcon XP
150
DetectionIcon eye
0
Health pointsIcon heart
100
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
AttackIcon attack
Gas bomb
Ghost seeker
00011806
LevelIcon level
25
Experience pointsIcon XP
250
DetectionIcon eye
0
Health pointsIcon heart
150
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
AttackIcon attack
Gas bomb
Ghost seeker
00011807
LevelIcon level
35
Experience pointsIcon XP
350
DetectionIcon eye
0
Health pointsIcon heart
250
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
AttackIcon attack
Gas bomb
Ghost seeker
00011808
LevelIcon level
45
Experience pointsIcon XP
450
DetectionIcon eye
0
Health pointsIcon heart
350
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
AttackIcon attack
Gas bomb
Ghost seeker
00011809
LevelIcon level
55
Experience pointsIcon XP
550
DetectionIcon eye
0
Health pointsIcon heart
450
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
AttackIcon attack
Gas bomb

Ghost trapper[]

Ghost trapper

Ghost trappers can be identified by their large size and lack of hoods. They are only equipped with bear trap fists, but are deadly in close quarters fights with them. Ghost trappers are also responsible for the inordinate amount of bear traps and tripwires in the Sierra Madre.

They are capable and tough unarmed fighters, therefore they are best picked off from a distance. However, ghost trappers are often found in groups with knife spear-bearing harvesters or seekers.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Ghost trapper
0001180a
LevelIcon level
5
Experience pointsIcon XP
50
DetectionIcon eye
0
Health pointsIcon heart
75
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost trapper
0001180b
LevelIcon level
15
Experience pointsIcon XP
150
DetectionIcon eye
0
Health pointsIcon heart
150
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost trapper
0001180c
LevelIcon level
25
Experience pointsIcon XP
250
DetectionIcon eye
0
Health pointsIcon heart
225
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost trapper
0001180d
LevelIcon level
35
Experience pointsIcon XP
350
DetectionIcon eye
0
Health pointsIcon heart
375
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost trapper
0001180e
LevelIcon level
45
Experience pointsIcon XP
450
DetectionIcon eye
0
Health pointsIcon heart
525
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional
Ghost trapper
0001180f
LevelIcon level
55
Experience pointsIcon XP
550
DetectionIcon eye
0
Health pointsIcon heart
675
Damage thresholdIcon shield gold
0
Damage resistanceIcon shield silver
0%
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps allies: Will help allies.Icon requiredIcon optional

Notes[]

  • If their heads are not destroyed, their corpses will continue to breathe, even if all other limbs are removed, possibly suggesting that they are zombie-like mutants, eternal, and near impossible to kill.
  • A green gas effect similar to the "breath" from their masks is set to happen on the two vent ports on the legs of their suits, however, the effects for this are turned off on all Ghost People creature models.
  • The complete hazmat suit worn by ghost people can be discovered and used by the player in the Fallout: New Vegas add-on Old World Blues; is located in the hazmat testing ground in Big MT.
  • Knocking them unconscious and/or killing them counts towards the Abominable challenge. Therefore, if the player first knocks the ghost person unconscious, and then dismembers them, it will actually give credit for two points toward the challenge.

Appearances[]

Ghost people appear only in the Fallout: New Vegas add-on Dead Money.

Behind the scenes[]

  • The ghost people's design may be a reference to the famous British science-fiction show "Doctor Who", specifically the episode "The Empty Child", wherein people are turned into gas-masked zombie-like creatures. Whether the similarities are deliberate or not, they are acknowledged – with the Wild Wasteland trait, one may find a piece of graffiti on the Sierra Madre walls saying "I am not your mummy", a phrase The Doctor yells often in the episode.

Gallery[]

References

  1. Villa clinic terminals; Terminal, Gas Leak: "Admitted 3 workers from Puesta del Sol Switching Station. Exposed to some unidentified airborne toxin from the ventilation system. Caused severe lung and tissue damage, inhalation isn't the problem, it's absorbed through the skin."
  2. Z-42 Innovative Toxins plant terminals; Terminal, Requisition Order: Chemical Suits: "Got word today there was a chemical leak at the Sierra Madre, Sinclair was on the phone to ask for more help from the Think Tank Execs, so they're sending him the prototype chemical suits to protect the Villa workers. Looks like they're following up an experiment with another experiment?..."
  3. Puesta del Sol switching station terminals; Terminal, Suit Damage: "...So we cut his suit open with one of those surplus steak knives (things could cut through a T-bone like it was hot butter). Rest of us tried to pry the locks on our suits, finally had to use the knives on ours, too..."
  4. Puesta del Sol switching station terminals; Terminal, Maintenance Report: "...The kicker was despite the sealant, it still got inside the suit, turns out the gas eroded the metal of the suit's locks. So not only did one of the boys get exposed, everyone who went down there got locked in their suits..."
  5. The Courier: "Is anyone else alive around here?"
    Dean Domino ""Alive's" a tricky word. The locals, the Ghost People? Not sure it applies to them. They're a little... uncivilized. They don't talk much. As in, at all."
    (Dean Domino's dialogue)
  6. The Courier: "Is there anything else about them I should know?"
    Dean Domino: "Whatever we do - don't rile them up. Normally, there's only a few, maybe a pack. There's more out there, a lot more. If they find out someone's trespassing, it'd be shaking a hornet's nest. Don't want to think how many of them could fill these streets."
    (Dean Domino's dialogue)
  7. A skeleton and embalming fluid near the Villa bell tower support this theory, although it could simply be embalming fluid from before the War.
  8. Dean Domino: "Was that him floating above the Fountain, the boss man? The one who put these bowties on our necks? Sure does like to make a presentation... wish he'd keep it down, or else the Ghost People are going to swarm the gates, Vera Hologram or no."
    (Dean Domino's dialogue)
  9. The Courier: "If I clear out all the Ghost People in the area, will you change your mind?"
    Dean Domino: "No, you want to know why? Because there's more beneath the streets, in the buildings, and oh - everywhere else. They hear anything out of the ordinary, especially "music" screaming through the speakers when I close the connection? They'll be here, fast."
    (Dean Domino's dialogue)
  10. The Courier: "What can you tell me about the Villa and the town?"
    Dean Domino: "Residential area, clinic, police station - should keep away from the police station, it's a Ghost People hangout. Salida del Sol, Puesta del Sol are East Town, West Town. "Sunrise" and "Sunset." Or were when the streets and sky weren't covered with toxic gas. Ghost People don't come into the Villa much. West Town and East Town, though... they're thick with the Cloud and Ghost People. Like hunting grounds."
    (Dean Domino's dialogue)
  11. The Courier: "How tough are they?"
    Dean Domino: "You shoot them, they get back up. You stab them, they get back up. That's why I have explosives all over this place - unless you blow them up, chop them up, disintegrate 'em, the Ghost People don't go down. Not enough bullets in the town to spend on them. So unless you're a real good shot, save one for yourself right before they catch you."
    (Dean Domino's dialogue)
  12. The Courier: "Do you know how the Ghost People taste?"
    Dog: "Taste like plastic and copper. Gas inside, in pockets, hssss when teeth sinks into them."
    (Dog and God's dialogue)
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