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RobCo’s Secret

May 20, 2024
Hello, how are you doing guys? I'm Nate, and as many of you probably know, for the past few months we've been working on a massive three-part Fallout Mysteries iceberg in a dramatic attempt to document and catalog virtually every major mystery. and Theory present in the franchise and wrap it all up with a little bow now, while the third and final episode of that Iceberg is yet to be completed, it should be out in the next week or two today. I'd like to take a quick break and focus on a specific topic that we covered earlier in the series and that I think deserves a lot more time to discuss than the 2 or 3 minutes we originally gave it, being the question of what role ghoulification played in the series. pre-war world.
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Ghouls are, of course, ubiquitous creatures in the Fallout franchise that have really helped define the tone of the games. They are gangrenous, zombie-like mutants who were once human but have been transformed by radiation and maybe something else into one of the most famous characters in the Fallout franchise. elements that define them beyond their unfortunate physical appearance, ghouls have several unique characteristics that set them apart from their smooth-skinned counterparts, including an incredibly longer, perhaps infinite, potential lifespan, immunity to radiation, and a radically reduced food and water. A more dramatic introduction regardless of the question we seek to ask today is that if ghouls are such a force in the Wasteland, if they are so common, everywhere, and simply a product of too much radiation exposure, then they shouldn't this Was this phenomenon also present in the pre-war world?
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I mean, radiation was everywhere in the past, in the Fallout Universe, the United States still deployed its Atomic Arsenal in 1945, people were still studying radioactive things all the time. and that's not to mention the incredible amount of radiation producing elements that people were exposed to on a daily basis, so surely ghoulification was a force in society before the bombs fell well for me, in fact, throughout From the franchise we can meet several ghouls. who actually changed before that fateful day in 2077 and there is a surprisingly incredible amount of history on this topic that requires some, shall we say, very interesting twists that I would like to share with you, so in today's video we are going to investigate I miss him. history of ghoulification before the war, we will start with a little biology of ghouls, studying the exact changes that occur in these creatures and, more specifically, what exactly causes people to become and why it seems that only certain people can become ghouls.
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There we will explore the known cases of people who made goufi before the Great War, examining what each can tell us about the phenomenon and some of the strangest conclusions they were forced to come to before finally presenting some of the most bizarre pieces. Strange things about this puzzle and try. to put it all together and make sense of it, so our scenarios are ready for another round of Fallout detective work, so pour a glass of your best Royale, turn up the Kings, and relax as we dive into the curious case of the pre-War Ghoul story, but first a quick word from today's video sponsor, this video is sponsored by Dungeon Hunter 6, a new mobile MMO action role-playing game where players and their companions fight their way through a Dark Fantasy shared open world while you are encouraged to share and fight for your Valenian experience with others through guild mates and guild war systems.
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You can also embrace the main campaign solo, with no friends, no problem during your journey, players can collect a variety of AI heroes to help them in their fights and over 100 unique defeated bosses. They can even become potential squadmates who can be summoned or even shapeshift with a new boss conquest system, while the Dungeon Hunter franchise has been a staple of mobile gaming for over a decade. Now dh6 also adds a coat of modern paint that provides the smoothest combat. and the most impressive graphics yet, download Dungeon Hunter 6 for free on the App Store or Google Play using my link or scanning my QR code and you will get a special package that includes 10 summon scrolls, an SSR companion and an accessory pack, all good to better understand ghoulification before the war.
I think it's important that we start with an understanding of ghoulification in general, a little ghoul 101 if you will specifically regarding what exactly causes someone to become a ghoul, because, believe it or not, radiation can not be. The only factor and there are some lesser known effects worth analyzing and perhaps the best place where we can begin our macabre life is in the Fallout 3 underworld buried beneath the ruins of the History Museum in Washington DC. The underworld is a sprawling, exclusively populated underground metropolis. by ghouls who have sought refuge in the community from the discrimination and prejudice they encounter elsewhere in the Wasteland and are excited to be close to their kin.
As the player approaches the museum entrance, Willow, a sentinel guarding the museum, will stop us. doors that will demand to know our motives but will always grant us permission to enter and will happily answer any questions the Lone Wanderer may have about her and her people. Carol will explain all the basics of ghoulification caused by Rad exposure. They do not need to eat or drink, as some lose their minds and become wild. All basic stuff you probably already know and I'll skip most of it, however it's interesting when I'm asked how the underworld behaves being so close to a nearby Super.
Willow the mutant stronghold will say something funny about how mutants don't really bother her people and seem to see ghouls as their kin, listen to those knuckle draggers, no they don't bother us ghouls, maybe they see us like kids or something. I don't know, once we are inside the community, we may encounter a dozen or more demons who, ironically, will treat the player with contempt and discrimination for being soft-skinned. An interesting change. We can have more conversations about his condition, but there will be little additional information. Offered by their dialogue, the residents of the underworld simply repeat the basics, however, within the local infirmary humorously known as the chop shop and run by the enigmatic Dr.
Barrow, we can gain more valuable information not offered anywhere. another place. Dr. Barrow is considered and most likely to be the world's leading expert on ghoulification. He spent the last century meticulously studying the disease in the hope that he could help him treat his patients better and, interestingly, Barrow even thinks it might be possible to develop a cure. for ghoulification is currently trying to treat several patients who have contracted a mysterious virus which he says is strange because ghouls are actually supposed to be immune to the overwhelming majority of infections, although interesting, the real reason why I mention this guy has to do with a research terminal he has in his office where Dr.
Barrows has been researching several of his most important discoveries and notes, now keep in mind that in the release version of Fallout 3 this terminal has errors and although it is accessible as if you could sit down and open the terminal, none of the inputs are readable - it's not that Bethesda removed them from the game, but the developers seem to have made a mistake in making the input names too long and corrupt their ability to be selected; however, this can be fixed with an unofficial file. patch or we can simply extract the entries from the files directly, regardless of whether an entry titled examination of the post-necrotic human reads as follows: quote in my S Dozen years studying ghoul anatomy.
I discover more and more evidence that supports my theory about the nature of the radiological non-human or ghoul as they are commonly called in short. I theorize that our abnormally long lifespan is due to a mutation within the autonomic nervous system of certain individuals after exposure to specific combinations of ionizing radiation with wavelengths less than 10 pomers. This mutation appears to disrupt the normal process of neurotransmitter deterioration along the spinal cord specifically. All of the affected transmitters are responsible for cardiac and respiratory function in a healthy human. According to my studies, these transmitters continually regenerate after the mutation. and carry enough oxygen to sustain the life of the subject.
While insufficient to retain the elasticity of the skin and prevent necrosis which results in the corpse-like appearance of postmutated humans, it should be noted that radiation exposure generally results in diseases followed by death and the X factor that will lead to mutation. The exposure rather than the typical outcome remains unknown to this researcher in the coming months. I'll put together my findings on this topic in a final quote from the full study, so in this document Dr. Barrow provides us with what is essentially the best and most of the Fallout universe. scientific description yet on the exact biology of demons, noting that their abnormally long lifespan appears to be the product of a mutation in their central nervous system that disrupts the breakdown of neurotransmitters, more importantly for our purposes, although Dr.
Barrows suggests that radiation exposure alone is not enough. The only cause for ghoulification is that not everyone can become a ghoul, that the process can only take place in a select number of individuals who have a certain X Factor or who have been exposed to a certain X Factor and those who do not. they got it. They just normally expire when exposed to too many rats, so the obvious question this terminal leaves us with is what that X Factor could be. Well, there are a couple of theories that have gained some traction in the community and I think they're worth the worth sharing them.
Perhaps the most popular suggestion out there is that this X Factor could be genetic in nature, that certain people are carriers of a certain gene or perhaps a genetic mutation that allows their nervous system to interact with radiation in a way that results in a well known. The exact nature of this component of the IC gene, whether hereditary, dominant or recessive or whether it is simply a completely random mutation, is up for debate throughout the Fallout franchise. There are some examples of family members who have been goufi at the same time, which would imply a hereditary factor. but that's doubtful, plus this gene would have to be a little more common than Dr.
Barrow lets on, since in the games there are several places where the player can visit entire groups of people who were goufi at the same time. The camp search light was an old NCR. Outpost established on the outskirts of the Mojave with a small garrison of a couple dozen men to help monitor the border and specifically slow the Legionnaire invasion into the region, sadly unbeknownst to most of the men until it was too much. Later, the camp was built on top of it. a nuclear waste disposal site that was breached one day by the legionnaire sabator, causing virtually all of the troops to sink within a couple of days in fallout 4, we know that the entire crew of the yanga, a chinese nuclear submarine, was sank immediately after the Great War with no exceptions, there are dozens more examples of this happening, but you get the idea in the Fallout Universe, there are plenty of cases of groups of unrelated people contracting goufi at the same time and the point is that if Dr.
Barrow's little more. is that Factor of a person and organ system originally its purpose was to counter various new diseases emerging in the old world, but eventually military scientists discovered that it could be modified to create ultra-durable, ultra-cheap Super Soul soldiers, which they hoped to eventually harness for military profit, Unfortunately, government research was never completed and before Feev could be perfected, the Great War erupted in resulting chaos, several Feev laboratories were breached and thousands, perhaps hundreds of thousands of survivors, were exposed to a variant. of it, creating themodern super mutant that we know today. The fev render them sterile, but they can create more of their kind by capturing normal humans and submerging them in F tanks.
Particularly sinister, almost zombie-like behavior. However, many players and even a couple of Fallout developers have suggested that some sort of minor is much more. Limited exposure to the FV virus is the called The Fallout Bible, a collection. of documents, notes, and interviews that I intended to use to create something resembling a consistent cosmology for the Fallout Universe, it should be noted that Avalon's Fallout Bible is not actually Canon and especially hasn't been since the acquisition of the intellectual property by part of asda, but it does provide us with some interesting insights into what the original developers intended for various topics in the first volume of this Bible by describing how the residents of Vault 12 now known as the necropolis were goufi.
Avalon claims that exposure to snow was an essential ingredient and cites a quote when the Westtech research facility was hit, shattering the Feev storage tanks on levels four and five and releasing Feev into the atmosphere through some means, perhaps driven by the explosion, the virus was able to reach the ghouls quickly and the mutation process began even as the radiation was rotting their bodies, it is unknown how the virus was able to survive the explosion without being sterilized, it would depend on what type of warhead it cracked. the Westtech facility as an egg tip quote, plus Chris Taylor Fallout lead designer said the following super quote Mutants are humans with minimal or no radiation damage who have been exposed to F.
Ghouls are humans with damage significant by radiation who have been exposed to trace amounts of F. Additionally, this weak exposure could also explain something we heard at the beginning of the discussion. Remember. when Willow, the underworld, Century explained to us that the hordes of nearby super mutants left them alone for some reason, those knuckle draggers, no, they don't bother us, ghouls, maybe they see us as relatives or something, I don't know, Perhaps it's not just that the Super Mutants recognize the ghouls as fellow mutants, but they specifically recognize them as creatures that have already been infected by Faith.
They have no desire to convert them because they have already been converted. I mean, super mutants will attack giant Myer ants and all kinds. of creatures changed by radiation, it's a little strange that ghouls are given this special privilege of being left alone unless they already share a slight exposure, as you can probably see. I'm a fan of this explanation because it doesn't just include Willow's quote in this. tidy new context, but it may also provide a justification for those massive events in the gulfs that you know, if some sites were attacked in the United States at the outbreak of the Great War, then it would make sense that it would have leaked into the atmosphere and dozens of hundreds of people could have been immediately exposed, which justifies everyone going down, plus it could help explain why ghouls were so rare in the pre-war world despite the abundance of radioactive developments, although this theory It is not without problems and detractors.
Tim Kanaine one of the original creators and developers of the Fallout franchise disagrees with Chris Avalon and has argued that ghouls are a creation solely of radiation and in a later version of The Fallout Bible Avalon even ended up changing his mind and accepting the Kane's argument. However, CHR Taylor has remained steadfast. In their fev hypothesis, although Bethesda seems to have moved in a different direction already with Dr. Barrow's terminal by saying that there is a certain X Factor involved, they are explicitly hinting that it is no longer just radiation, so it is ultimately difficult to rule out either way.
We're on this topic, it's worth asking what causes some demons to go feral and others to retain their mental faculties. Interestingly, Barrow's broken research terminal also has an entry on this phenomenon titled Fierce Postnecrotic Dystrophy Study that claims to cite the brain. The structure of a wild necrotic posthuman indicates that the regenerative capacity of neurological systems that provides postnecrotic humans with their longevity does not extend to the higher reasoning functions of the brain itself. This is a condition I refer to as ferocious postnecrotic dystrophy as the reasoning goes. and higher order thinking portions of the brain deteriorate the posthuman subject becomes increasingly hostile giving in to a carnal need to feed as opposed to the ability to think and reason that a typical necrotic posthuman retains, it is unclear what exactly precipitates this change in biology and psychology, but anecdotal evidence seems to indicate that non-social demons or those who are isolated are more likely to develop the condition, so Barrow is stumped by this question and attributes Ferness to a breakdown in chemistry. brain that can be caused by social isolation, loneliness, essentially, we will have more to say.
We'll talk about this idea later in the video, but now that we've learned a little about what's behind ghoulification and some of the mystery associated with it, let's go ahead and turn our attention to some specific examples of ghouls that we know became before The Bombs Fell, as this brings us much closer to the root of our question and offers us an incredible and sometimes surprising amount of information about what the old world knew about the phenomenon. So, without further ado, let's move on to the first Proto ghoul we know of. Let's investigate and actually the first to appear in the franchise is Desmond Lockart, a mysterious survivor of the Great War who the only Wanderer can find during the Point Lookout DLC of Fallout 3.
Desmond Lockart was a former British intelligence agent who in Sometime in the 2070s he discovered that the Great War was imminent and inevitable, so he took a radical step to ensure his survival. This is how the official Fallout 3 game guide describes his character's quote before the bombs fell. Desmond was an international intelligence player at the highest levels. Desmond's motives and obsessions. They have been barely affected by the apocalyptic devastation of the planet Desmond and those whom he would consider his peers had known for some time that the Great War was inevitable. Desmond himself could have been directly involved in the actions that led to the nuclear exchange that the global leaders of Atomic Annihilation faced. and members of the intelligence community made their personal bets to survive in the new world.
No cryogenic stasis. without modern infrastructure the old rival reason the vendettas were not forgotten in the ashes of the nuclear winter those who managed to survive quickly set about doing what the bombs had done, not eliminating any remnants of the old world that could be a threat to their personal agendas and policies. Quote Lockart is one of the main characters of Point Lookout, as the DLC's main quest line focuses on a power rider between him and his archenemy, a fellow Great War survivor named Professor Calvert Calvert and Desmond were evidently in it long before the bombs fell.
I don't, but they haven't let the apocalypse come between their mutual hatred of him. Well, Desmond preferred ghoulification. Calvert's survival mechanism was to preserve his brain in a

secret

underground laboratory where he remained for the last 250 years. Experiments have gifted him with the rather unique ability to communicate telepathically with others and by the time of the player's arrival at Point Lookout, he leads a small group of tribal warriors who worship him as a god. Calver, hilariously, seems to hate and resent these people, but hopes to take advantage of their small army to turn him into an actual God and achieve what he calls psychic dominance over the region.
However, Desmond Lockart is the only thing standing in his way. The Lone Wanderer will ultimately have to decide between helping the power-crazed brain in a jar achieve his Divine dreams or helping Mr. Lockheart stop him by installing a Psychic Jammer and putting the brain out of its misery, while Desmond's motivations for opposing the Mad Professor are purely personal and selfish and is actually one of the rudest and most disrespectful characters in the game, he is considered Karma's good choice and like any heroic NPC, he drops an ear when killed if you have the hitman benefit, making him something of an anti-hero to Calvert's villain, unfortunately, no matter which side the player chooses, Desmond will share very little. about his past, when asked directly about it he simply tells us that it's none of our business and to get the hell out of there, the only reason we know he's a pre-war ghoul is because the official game guide explains it in detail and never really opens up about it.
Although there are some vague hints that something special about him, for some reason, Desmond has been able to preserve his hair despite ghoulification, but apart from Mr Lockheart, Fallout 3 doesn't really give us any more pre-war ghouls to look at. , although fortunately Fallout 4 a lot does, let's take a look at the various pre-war demons found in Boston, Massachusetts, first let's talk about Wayne Gorski, he is unique among many of the demons on this list, as he had no idea that he was becoming one nor is it. Whether it's completely obvious or not that his transformation occurred before the war.
Gorsky's cabin can be found near a radio tower in a desolate terrain in Fallout 4 on the northwest side of the map. On inspection, the isolated structure appears to be of little importance, but the nearby Root Celler that we can access tells a more intriguing story. Inside the Celler cabin we can find the small Workshop of a madman alongside a wild demon named Wayne Gorski, as well as Gorsky's terminal which contains a series of entries documenting the history of man, evidently in the period before the Great War. War, Mr. Gorski was a survivor and doomsday prepper of sorts who harbored unbounded suspicion of the activities of the federal government.
Apparently, in the spring of 2077, construction began on a new radio tower near Wayne's cabin, which he believed was being used as some sort of government mind. control or manipulation device, as he explains in his terminal, Gorsky's only rational response would be to build the nuclear bomb and explode it himself. In fact, throughout his workshop we can find a variety of contraband-like materials, as well as an actual mini nuke simply placed in a bank. It's not clear why he didn't just use the mini nuke or where he got it from, but I digress. , it seems that Wayne didn't take the necessary precautions before playing with that radioactive material and inadvertently became a goufi in the end.
The Chinese would beat him to it and his efforts would become redundant due to the Sino-American War. Anyway, it's unclear when exactly Wayne turned and went feral. His terminal entries suspect him to be sometime around the summer of 2077, but we can't be sure that he could have been down here for a few years or only transformed after Massachusetts was attacked. One more thing, if we go back to Dr. Barrow's terminal entries into the underworld, one has to wonder if Gorsky's isolation by being alone in this bunker for at least two centuries is part of the reason he went feral in Instead of retaining his brain chemistry like Lockart or other ghouls, maybe Bethesda was making that point on purpose, but I digress, let's move on to the next pre-war Boston night ghoul, the next Proto ghoul we'll be taking a look at .
This is probably the most recognizable on this list. Meet Eddie Winter Once upon a time before bombs rained down on the city from above. Eddie Winter was Boston's most famous crime boss, the Sinister Irishman, a gang responsible for a series of murders, kidnappings and several chemical deals. He was such a prolific figure that we can read about him in many of the newspaper articles published before the Great War. Nick Valentine, our synthetic detective friend, tells us that he inherited his Consciousness and his memories from a police officer of the same name who had evidently moved from Chicago to Boston specifically as part of a plan to catch Eddie Winter on a mission named after Winters End code.
The original human, Nick Valentine, was apparently interested in Eddie's Trail, having arrested several of his associates and proving immune to the gang's bribery attempts. In an effort to get revenge, Winter killed Valentine's young wife, causing himwhich earned him a place as one of the most hated characters in the Fallout franchise in the Fallout 4 synth. Valentine will reveal all of this to the player after you have maxed out his affinity rating despite being As an Android, he feels an incredibly close connection to the man on whom he based his personality and his experience has brought him tremendous trauma.
Fortunately, he has the opportunity to avenge his namesake. He looks as if Desmond Lockart, Eddie Winter, had been well aware of the impending nuclear threat. Apparently, some people in the government warned him about the battles and he took measures to ensure his survival. Teaming up with a brilliant but corrupt and mysterious doctor, Winter obtained samples of radioactive material and began the process of self-exposure through an exposition composed sometime in September 2077. This is how he describes his transformation and his motives in a holotape originally intended to his romantic partner a woman named Claire CLA it's me Eddie it's been too long I know but I'm fine we're fine I know it's strange that he disappears just as the heat went off but there's a reason we're talking it's happening soon bombs missiles huh I don't know what, but the end is near.
I can't even tell you how much I paid my friend from Cloak and Dagger for this information, so I guess. Building that shelter was a smart idea after all, huh, but look honey, there's one more thing, the reason I haven't been here for a while. You know, those idiot brothers from Wicked sent those who smuggle the radioactive material. I put the screws on it. some of the things I've been working on with this doctor in East Boston, guys, they're geniuses, listen, I know it sounds crazy, but he had this theory, the right kind of radiation exposure in the right amounts, can change Human cells, mutate them, baby, I can live forever, yeah, I know it could kill me.
I'm willing to take the risk, but I can't risk losing you, so I'm the guinea pig and I've been getting treatments, but don't worry, I'm more than fine. I feel amazing, even eventually this war will end and when it does, I will walk to Boston and pick up where I left off. I'm going to own the future, so for the past two centuries, a goufi Eddie Winter has been quietly controlling elements of the Boston Raider network from his Still Standing bunker beneath the Andrews train station during the side mission Long. Time Coming, Nick Valentine's player will track down crime boss Goufi to his shelter and once and for all deliver Justice to his After two centuries of victims, there will be a final confrontation between Crime Boss and Nick Eddie.
He initially tries to get out of this before he gets angry and Valentine will put the ghoul out of his misery assuming you don't get over him, however, winter next to lockart is probably our best documented case of pre-war transformations and we can deduce quite a bit from his dialogue and holotapes in his message to CLA who claims that Army intelligence tipped him off to the impending Great War after a major bribe that the Wicked Shipping people were smuggling radioactive material to him and that he was working with an East Boston doctor, who had theorized that ghoulification could achieved, is notably absent from Winter's account of the events, although it's the presence of any additional o Winter just didn't know the whole scoop on what the doctor was doing, like Desmond Eddie was somehow able to keep his hairline, but not only does his vocal cords not seem to have been altered, he still sounds like him Even when you find him in his bunker, you know how demons have that hoarse voice.
Hey honey, you don't, maybe this doctor friend of yours had a solution, but regardless of the fact that winter has already been dissected, let's move on to the next Proto demons from Fallout that can I have met Eddie's research assistant doctor, Peters, at South of Bunker Hill, in an unmarked house within the Charleston neighborhood of East Boston, the player can enter and find the property infested with feral demons on the top floor locked in the attic, where there will be a shiny feral named Research. assistant Peters, well the demons themselves obviously don't offer much dialogue, a series of holotapes left by the research assistant would tell the story of him, they're a little long, like five minutes in total, but I'm going to play the whole series. because I think they are super good and worth listening to.
If you want to skip this part, there will be a timecode on the screen that you can access now. Anyway, here are Peter's diary entries, entry three recorded by research assistant Peters on February 26. 2077, it is 12:35 p.m., the subject's direct radiation exposure level increased to two seevers every 24 hours on Tri Venus. Fluid intake increased to 1 liter. The subject reported localized pain in the frontal and parietal lobes accompanied by severe nausea with vomiting an average of 3 to six times per 12 hours solid foods that are no longer viable by oral intake other symptoms include general weakness in the extremities bleeding gums abdominal cramps severe and diarrhea dark stools indicates possibility of intestinal bleeding difficulty breathing also a problem Now I will describe changes in mood or thought process I I have never in my life felt as horrible as I feel now.
The discomfort is almost too much to bear. I often contemplate ending this test, but I know it will only be a few more days before I reach six degrees and then I will be able to. administer the serum we will get our contract renewed the serum will go on the market and help people it will really change the way we live and I will be fine I will be fine cyclical thoughts no other no other development to report entry six R Peters is March 1 I mean, the subject has reached the saturation threshold taking action safely now confirm six seabirds rapid fluid loss due to fever Ingestion of HED IV all the above symptoms are still present visible tissue damage in arms, neck and hands detachment topical skin necrotic and ingestion of antibiotics applied to control the infection now injecting the first dose of the 42 ba7 serum sample into the bloodstream no immediate effects were observed animal tests yielded results in less than the second nose of the sample 42 ba7 injected hours ago no effect no effect I I contacted the lab to finish this test, but I need to talk to the doctor.
Wait, what is that? My teeth have become dislodged, several teeth have become dislodged, it feels like necrotic tissue damage throughout the oral cavity. The serum is ineffective at toxic levels. I request to terminate the test if ERS must remain in quarantine for the duration. from the experimental period I understand that I am going to die, that is obvious, here is our failure, if I could, Dr. Roberts, please deliver the following to my family, mom, dad, I love you, yes, I volunteered for this, It sounds crazy, but I believed in it. There won't be anything left worth enduring just no, oh no, that's too sentimental, let me think about it so, as part of a medical trial in March 26 '77, Peters deliberately poisoned himself with radiation to test the effectiveness of a new cure serum, however, after administering The Cure, his symptoms did not improve and his requests to end the experiment were simply ignored.
You will now notice that while Peter is locked upstairs behind a door that can be chosen as a shiny one, there are 10 other demons on this property. if you include the ones on the porch, which are not addressed at all in the holotapes and what's even stranger is that this house is clearly furnished to house only one person, it's strange what 10 demons are doing here if it were just Peters, the story I created, Bethesda. What he's trying to say is that at some point near the end of his life, Peters must have realized what was happening to him, that he was turning into a monster;
Maybe she didn't understand ghoulification, but she realized it was a danger and in response, she somehow mustered the strength to lock herself in her attic for the sake of anyone who might come looking for her or maybe she was found by beings. loved ones who didn't dare call the government and simply beat her in the attic after the Great War had passed for several months. Later, other demons attracted by the fact that there was a shiny one above began to arrive slowly, thus constituting the horde we encountered upon our arrival. The exact reality of Peter's experiment is also suspect.
I mean, there's already a cure for radiation poisoning. It's called rataway. and we can find it everywhere, it's extremely cheap, so what were you doing, maybe working on an alternative? The online consensus seems to be that his boss, Dr. Roberts, deliberately gave him an ineffective placebo instead of the real serum, which may well be the case. Peters was unknowingly in a control group, but it's also possible that the serum was simply ineffective or perhaps had hidden side effects that she wasn't aware of. You know, you would think that if she was in the control group for radiation poisoning, this would have been done in a supervised environment where there was a group of rataways ready for an emergency, it's very strange.
Sword Quest, the author of The Fallout Wiki page on pre-war demons, believes that Dr. Roberts, the director of the experiment, may also have been the doctor Eddie Winter was working with (the connection is quite tenuous). , but they're both located in East Boston and given the ambivalent response from the medical staff, they were probably bound to learn a thing or two about ghouls anyway, anyway, let's move on with this humble ra and discuss some of the revelations quite shocking things made by the automaton DLC about this issue because, wow, it has some serious implications about pre-war ghoulification that aren't as upsetting as they should be.
It was released in March 2016. Automatron was Fallout 4's first major DLC and is often the most overlooked, although it introduced some new locations that will be relevant to this video, it didn't actually send us to any new lands a la Far Harbor or the story of the NAA World Automaton, it focused on the recent appearance of a mysterious new villain calling himself the Mechanist who had recently unleashed a wave of hostile robots upon the Commonwealth that have been wreaking havoc on the trade routes and settlements. The sole survivor would be tasked with tracking down the mechanist and ending his reign of terror in a short 3-6 hour long story along the way, we could recruit a variety of our own robotic companions and were given a few options. of really interesting customization that served as the big selling point of the dlc anyway in the climax of the quest line we would track the mechanist to his lair, a former

secret

research laboratory and factory located beneath a sales building and Robco services, where we would confront the character and they would reveal their true identity.
It turns out that the evil mechanist was actually a well-meaning woman named Isabella. Cruz, who after discovering this facility a few years ago decided to mass produce an army of robots to purge the Commonwealth of raiders and super mutants. She never intended for her creations to harm civilians, though she thought she was saving the Wasteland from evil by not manifesting more of Suffice to say, Isabella is horrified to learn that a bug in her code has caused her automated Legion to attack and plunder indiscriminately. to towns in the Boston area. She will recoil in horror upon hearing this news and beg for forgiveness and a chance to atone for the The sole survivor will have the option to choose between forgiving Miss Cruz for her horrible mistake and granting her Mercy or doing the opposite, whatever the case may be.
The real reason I bring up this whole story is something that is mentally revealed at the climax of the mission. In the line you see, when we break into the facility and begin to break through the automated defenses towards the subsections, the survivor's soul would quickly learn that there was more going on here than just a generic robot assembly operation, as While the terminals reveal that Robco had a secret partnership with the US government to provide them with a number of prisoners on whom various experiments and operations were being conducted within the complex, the terminals do not go into the exact details of what the terminals were doing. company, we only know that the feds were supplying the inmates and that the US military appears to have also had a presence at the base and was actively monitoring Rob CO's operations.
The ambient narrative, so to speak, seems to suggest that most of the inmates had their brains removed for the creation of Robo brain automatons, withoutHowever, some gathered. a different, though perhaps creepier, fate after the Soul Survivor emerged from the bunker after confronting the mechanist, they would wander through what is essentially a small prison with several feral demons locked behind iron bars in cages and some even tied to beds medical. be prepared for transport, what the hell are the wild demons doing in this pre-war Robco facility? At first glance, you can almost explain this by arguing that maybe the creatures in these cages weren't goufi until after the bombs fell, like maybe these ones.
They were just normal human inmates who only turned after the Great War began and RADS began entering the facility, never mind the fact that the facility is explicitly hermetically sealed. For better or worse, any doubts one may have will soon fade away when the player enters. Research laboratories where, in a specific laboratory called Robo Brain R&D, the Soul Survivor will encounter several feral demons petrified in bombed test chambers. In fact, Robco and the former US government were clearly using this facility in part to experiment on feral demons before the Great War, apparently in an attempt to integrate them into the Robo Brain Project, also at this facility. may find a super mutant head in a jar, which is in itself a massive Reveal because it may suggest a broader link between this facility and the fev virus or maybe they just imported the head from a different government facility, but I digress, you understand the idea that this place is a big problem.
Robco and the US were playing with demons in a serious secret research capacity, unfortunately, however, despite the dramatic things we see, none of the terminals comment on the demon. or Super Mutant experiments, they all belong exclusively to the broader Robo brain project and are extremely vague in the sense that they were presumably trying to study how wild ghoul brains would work in Robo brain models, but nothing is really confirmed, besides , if ghouls were being used for such Niche experiments. down here it can be assumed that similar work on ghoulification was probably being done across the country and in the old world in general, presumably the researchers must have had a reasonably good idea of ​​how ghouls were created, if Robco were seriously considering integrate them into the Robotic Brain Project, they would.
They would not do all this testing if they were not sure that a large supply could be secured. Additionally, this isn't even the only Robco facility where we can find evidence of pre-war ghoul research in Fallout 76 in the southeast region of the map. Players on the map may stumble upon a site known as the Robco Research Center, a huge laboratory where the company and its military partners were conducting research on various robots and vehicles. When we find it in Appalachia, it will be heavily guarded by an army of automated defenders. Prepare to fight your way through some waves of Mr.
Brave and protections. Inside the building there are the remains of several scientists and people in military uniforms crowded around their incomplete projects. Most of the things here are not very significant, they seem to have been driven. some tests with automatic turrets building protectors playing with Robo brains, all very normal Robco activities, however, inside the basement of the structures we will find something a little more to our taste. The underground section consists of a small laboratory built around a feral demon trapped in an isolated armored room. In fact, they had a ghoul trapped down here that they were investigating.
A holotape in the room provides some context, although it's extremely vague, Serge listens, I don't know what you think you heard or who you think you heard it from, but I repeat, we are not conducting experiments to overcome the threshold of pain tolerance nor, and I cannot emphasize this enough, nor are we prototyping appendages for so-called Mr. Torturers. for any government agency and look, even if we were, we're not. It won't be torture, it would be better interrogation. This is America, for God's sake. Contextual clues around here seem to suggest that the scientists were electrocuting the creature, perhaps testing its response to pain or electrical stimuli.
Its ultimate goal does not seem clear. Robco is also a company of particular interest that has been working on these projects, as we know its founder and CEO, Robert. House was alerted early to the imminence of the Great War and spent much time and resources trying to develop a protocol to cheat death and extend his own life in Infinium, of course, instead of becoming a ghoul, House ultimately opted to make use of an advanced system. cybernetic cryonic chamber to achieve their own longevity goals, although the Revelations made by the automaton DLC and this facility we found in Fallout 76 seemed to prove that House and his company were at least very aware of ghoulification and who knows what else they could have.
We've been doing with that information, but regardless of those final Revelations, we've completed our catalog of known pre-war demons, from Desmond Lockart to Wayne Gorski, to Wizard Peters, to Eddie Winter, and finally to the dozens of lucky ones. UN test subjects held by the Robco company. I did it all and came to the pretty solid conclusion that pre-war ghoulification must have been well known to many of the elites and governments of the old world and that there appears to be a hidden X Factor, perhaps genetic or related to the feelings, which kept The ification of gold is rare and out of sight of the common man, so we have done well, we would be if it weren't for the fact that there is a difficult ending to put peace to this puzzle that you see in Fallout's Dunwich 3 building a corporate office on the southeastern edges of the map, the Lone Wanderer is able to investigate the corporate headquarters of a pre-war mining company known as Dunwich Borers LLC, who was later revealed to be secretly in love with a series of strangers. occult rituals that attempted to summon and uncover strange ancient gods when Visiting their office building, we find it infested with wild Ghouls and inside there will be a series of holotapes left by a man named Jamie who evidently came here a while ago in search of his lost father as we move through the complex and discover more and more.
In Jim's holotapes, we literally hear him start to sink and lose his mind. Something about this building was transforming it and at the bottom of the structure we will discover a large underground cavern with a strange obelisk worshiped by a variety of wild demons and That Jamie guy will also be down here, ghoufi and will become hostile upon detecting us. The Obelisk down here actually emits radiation, but the dose is small, like one or two RADS and you have to get very close, apparently well below 10 pikam meters. Dr. Barrow implies that ghoulification needs to be triggered, so what's going on down here?
Why does this hidden Obelisk turn people into Ghouls and why are ghouls so attracted to it later? Fallout 4 introduced a new location simply called Dunwich Borers, which was a large mine owned by the company where the player would experience strange supernatural flashbacks alluding to a paranormal presence in it. It was also full of demons everywhere towards the back of the facility, we would have a particularly dramatic last flashback that seems to have represented a definitive sacrifice. with a captive audience and when that Vision ended, we would be attacked by the goufi participants, the structure would also reveal a small flooded hole that we could swim into to discover a structure of light radiating from the Temple where a unique blade called a crva tooth could be acquired.
As a reward for clearing the dungeon near the sword, there would also be a pair of mini nukes that must have been placed here by the brown witch cultists. Additionally, throughout the complex we can find some mini nuclear weapons cleverly hidden in the darkness. Corners, maybe this is just Bethesda's way of rewarding curious players or maybe it's a symbol of a deeper meaning: the pre-war Dun Witch company deliberately graced this site with mini nukes. Why do you get the idea that there is this strange association between radiation ghoulification and some of the I love clever ideas in games that are hard to square, maybe Bethesda is just using ghouls in these situations because they are the most suitable assets you have in your library, just like ghouls are the creepiest and zombie-like horror enemy in the game.
It makes sense for them to put them in their Haunted House locations without there being much of a genuine, deep connection to the story here. I would be inclined to support this theory - the idea that Bethesda is simply using creepy assets without much meaning if it weren't for the fact that at the bottom of the sunken hole in the Dunwich quarry we can find this giant metallic eye staring at us, we've talked about this eye earlier in the channel, so I won't go too deep into it, but basically if the player walks around it or just takes a look at its asset ID in the creation kit, they will notice that this eye is part of a sculpture of a much larger metal head bust and is a bust that we see displayed in several prominent locations in Fallout 4. and 76 locations, including the Robco robotics facility in Appalachia, in fact, overlooking the complex, at 76 is one of these same metal assets simply menacingly overseeing the factory, making one wonder if perhaps Robco and the former US government had some knowledge of what was going on in these dark places. witches or even not necessarily that just a vague understanding of the hidden forces behind the world and was actively engaged with them, maybe this X Factor with ghoulification is not genetic or related to the fev at all, it is something supernatural, something ancient in nature, unfortunately with that now.
I have finally said my article, ladies and gentlemen, today we talked about the origins of ghoulification, investigated its potential causes, explored several examples of ghouls who transformed before the war, and learned about strange experiments that were carried out under the supervision of the

robco

company before the war and, finally, I also addressed the curious potential Lovecraftian influences. I think it's safe to say that the mysteries of ghoulification and specifically its pre-war relevance are much more mysterious questions than they initially seem. Thanks for watching everyone.

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