“ 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.  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.  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.  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.  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.  Their most common hunting grounds are Salida and Puesta del Sol, especially in areas thick with the Cloud.  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.  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.  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 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) Statistics Behavior Abilities Items Ghost harvester 000117fe Level 5 Experience points 50 Detection 0 Health points 50 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Throwing knife spear Dead Knife spear 5 throwing knife spears Ghost harvester 000117ff Level 15 Experience points 150 Detection 0 Health points 100 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Throwing knife spear Ghost harvester 00011800 Level 25 Experience points 250 Detection 0 Health points 150 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Throwing knife spear Ghost harvester 00011801 Level 35 Experience points 350 Detection 0 Health points 250 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Throwing knife spear Ghost harvester 00011802 Level 45 Experience points 450 Detection 0 Health points 350 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Throwing knife spear Ghost harvester 00011803 Level 55 Experience points 550 Detection 0 Health points 450 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Throwing knife spear Ghost seeker 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. Ghost seeker 00011804 Level 5 Experience points 50 Detection 0 Health points 50 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Gas bomb Gas bomb Ghost seeker 00011805 Level 15 Experience points 150 Detection 0 Health points 100 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Gas bomb Ghost seeker 00011806 Level 25 Experience points 250 Detection 0 Health points 150 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Gas bomb Ghost seeker 00011807 Level 35 Experience points 350 Detection 0 Health points 250 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Gas bomb Ghost seeker 00011808 Level 45 Experience points 450 Detection 0 Health points 350 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Gas bomb Ghost seeker 00011809 Level 55 Experience points 550 Detection 0 Health points 450 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Knife spear Attack Gas bomb 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. Ghost trapper 0001180a Level 5 Experience points 50 Detection 0 Health points 75 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Bear trap fist Dead Bear trap fist Ghost trapper 0001180b Level 15 Experience points 150 Detection 0 Health points 150 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Bear trap fist Ghost trapper 0001180c Level 25 Experience points 250 Detection 0 Health points 225 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Bear trap fist Ghost trapper 0001180d Level 35 Experience points 350 Detection 0 Health points 375 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Bear trap fist Ghost trapper 0001180e Level 45 Experience points 450 Detection 0 Health points 525 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Bear trap fist Ghost trapper 0001180f Level 55 Experience points 550 Detection 0 Health points 675 Damage threshold 0 Damage resistance 0% Fist Confidence Group Attack Bear trap fist 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 Ghost people close-up Unhooded ghost people head References ↑ 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. " ↑ 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. ↑ Puesta del Sol switching station terminals; Terminal, Suit Damage. 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. ↑ Puesta del Sol switching station terminals; Terminal, Maintenance Report. 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. ↑ 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) ↑ 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) ↑ A skeleton and embalming fluid near the Villa bell tower support this theory, although it could simply be embalming fluid from before the War. ↑ 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) ↑ 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) ↑ 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) ↑ 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) ↑ 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) v d e Dead Money Quests Sierra Madre Grand Opening! Find Collar 12: Christine Find Collar 14: Dean Domino Find Collar 8: Dog" Fires in the Sky Mixed Signals Strike Up the Band Trigger the Gala Event Curtain Call at the Tampico Last Luxuries Put the Beast Down Heist of the Centuries Big Winner, Sierra Madre Achievements and trophies Assemble Your Crew Having a Ball Cash Out Safety Deposit Box Sierra Souvenir Aficionado Locations The Villa Medical district ( Villa clinic) Puesta del Sol ( Puesta del Sol switching station Ruined building Ruined cafe Ruined store Service route) Residential district Salida del Sol ( Campanas del Sol Salida del Sol courtyard) Villa ( Villa police station) Sierra Madre Casino Sierra Madre Resort & Casino ( Cantina Madrid Executive suites Sierra Madre casino Sierra Madre lobby Sierra Madre vault The Tampico) Items Weapons Automatic rifle Bear trap fist Cosmic knife ( Clean Super-heated) Demolition charge Gas bomb Holorifle Knife spear ( Clean) Police pistol Throwing knife spear Armor and clothing Assassin suit Dead Money jumpsuit Dean's tuxedo Father Elijah's robes Sierra Madre armor Sierra Madre armor, reinforced Vera's outfit Consumables Cloud Kiss (weak. potent. lethal) Ghost people flesh Ghost Sight Pre-War steak Sierra Madre martini Miscellaneous items Auto. rifle upgr. internals Bear trap fist HD springs Embalming fluid Gold bar Holorifle focus optics Holorifle adv. calibration Holorifle reinf. components Jar of Cloud residue Sierra Madre chip Sierra Madre snowglobe Sierra Madre vending machine Holodisks and notes Casino security passcode Dean Domino's "Saw Her Yesterday" song Dean Domino's blackmail evidence Dog command tape Elijah's holomessage Ennis's note Cut content Extracted holotape Journal (ruined store) Journal (Salida switching station) Message from Elijah: Gala event Cut content Prisoner commands Recipe: Super-Heated Knife! Remote maintenance terminal password See you in hell asshole Shipment invoice Cut content Spliced holotape Stained note Stained page Tampico's front desk terminal password Tampico's stage manager passcode Cut content Torn journal Toxic samples Vault security protocols Vault turret terminal password Vending machine code Vera Keyes' Begin Again" song Vera Keyes' Go to the Faraway" song Vera Keyes' Let the Bright Tomorrow in" song Vera Keyes' Let the Bright Tomorrow in" song (cut) Cut content Vera Keyes' Let the Bright Tomorrow in" song (cut) Vera Keyes' audition Vera Keyes' medical report Vera's partitures Worker's note Characters In-game Christine Royce Dean Domino Dog and God Elijah Vera Keyes Frederick Sinclair Mentioned-only Ali-Din Joey Baxter Mike Berlyn Bill Chief of Villa police William Ennis Foreman Joshua Graham Martin T. Harris Kevin John K. Lester Andrew Levine Lieutenant Madame Lolita Lou Martin Maxis Tyler Morris Vince Natali Danny Parker Millicent Purvis Rubin Evelyn A. Sainz Sheila Konrad Simmons Ulysses Shane Velloric Harry Wilfred White Arrow Heart Dude Cut content Mr. Yesterday Creatures Ghost people ( Harvester, Seeker, Trapper) Holograms Perks And Stay Back Coin Operator Elijah's Last Words Elijah's Ramblings Ghost Hunter Heavyweight Hobbler In My Footsteps In Shining Armor Junk Rounds Light Touch Old World Gourmet Ravenous Hunger Sierra Madre Martini Signal Interference Unclean Living Cutscenes Dead Money trailer Dead Money intro Dead Money endings Italics denote unmarked and/or interior locations. v d e Creatures Humanoids Ghost people Ghoul ( Feral ghoul Glowing one) Human ( Dwarf Lobotomite) Mole miner Super mutant ( Mariposa super mutant Nightkin Vault 87 super mutant Institute super mutant) Spore carrier Swampfolk Trog Tunneler Mammals Bear ( Mono-headed bear Two-headed bear Grizzly bear Yao guai) Bighorner Brahmin ( Brahmiluff Brahmiluff Shorthorn Brahmiluff Longhorn) Cat Coyote Dog ( Cyberdog) Donkey Dolphin whale Fox Giant rat Horse Mole rat Mutant hound Opossum Pig rat Rad rabbit Radstag Rat Sheep Squirrel Wolf Reptiles Deathclaw Gatorclaw Gecko Iguana Lakelurk Swamplurk queen Arthropods Bark scorpion Bloatfly Bloodbug Bloodworm Cave cricket Cazador Fire ant Fly Fog crawler Giant ant Hermit crab ( Hermit crab hatchling) Honey beast Mantis Mirelurk Radroach Radscorpion Birds Chicken Rad chicken Raven Vulture Fish and amphibians Angler Barnacle Fish Frog Giant catfish Gulper Radtoad Plant-based mutants Spore plant Abominations and Cryptids Alien Abomination Alien squid Alien worm Centaur Flatwoods Monster Floater Grafton Monster Mothman Nightstalker Sheepsquatch Snallygaster Wendigo Zetans Creatures outside the main continuity Cut from Fallout 3 and Fallout: New Vegas Lamprey floater Manowar tendril floater Mutant wanamingo Fallout Tactics Giant wasp Hairy deathclaw Komodo dragon Boom bug Fallout: Brotherhood of Steel Experimental deathclaw Radbug Van Buren Cattle Electro-beetle Desert stalker Giant leech Gehenna Molech Mutant cannibal Radtoad Venus mantrap Tiger Two-headed rattlesnake Weedling Fallout: Brotherhood of Steel 2 Mutant crocodile.
For the quest item used in Fires in the Sky, see Ghost harvester remains. Ghost people flesh is a consumable item in the Fallout: New Vegas add-on Dead Money. Characteristics Edit Ghost people flesh can never be collected by the Courier under normal circumstances. It is created when Dog kills one of the ghost people as part of his ghost people eating script, so that he can eat from the corpse and regain some health. Notes Edit The flesh is red, even though ghost people are green on the inside. v d e Dead Money Quests Sierra Madre Grand Opening! Find Collar 12: Christine Find Collar 14: Dean Domino Find Collar 8: Dog" Fires in the Sky Mixed Signals Strike Up the Band Trigger the Gala Event Curtain Call at the Tampico Last Luxuries Put the Beast Down Heist of the Centuries Big Winner, Sierra Madre Achievements Assemble Your Crew Having a Ball Cash Out Safety Deposit Box Sierra Madre Souvenir Aficionado Locations Sierra Madre Villa Medical district ( Villa clinic) Puesta del Sol ( Puesta del Sol switching station Ruined building Ruined cafe Ruined store Service route) Residential District Salida del Sol ( Campanas del Sol Salida del Sol courtyard) Villa Villa police station Sierra Madre Casino Sierra Madre Casino & Resort ( Cantina Madrid Executive suites Sierra Madre casino Sierra Madre lobby Sierra Madre vault Tampico) Items Weapons Automatic rifle Bear trap fist Cosmic knife ( Clean Super-heated) Demolition charge Gas bomb Holorifle Knife spear ( Clean) Police pistol Throwing knife spear Starlet's hand wraps Armor Assassin suit Dead Money jumpsuit Dean's tuxedo Dean's glasses Father Elijah's robes Sierra Madre armor Sierra Madre armor, reinforced Vera's outfit Consumables Cloud Kiss Ghost people flesh Ghost Sight Pre-War steak Sierra Madre martini Miscellaneous items Auto. rifle upgr. internals Bear trap fist HD springs Embalming fluid Entertainer pass Ghost harvester remains Gold bar Holorifle focus optics Holorifle adv. calibration Holorifle reinf. components Jar of Cloud residue Maintenance pass Sierra Madre chip Sierra Madre snow globe Sierra Madre vending machine Characters Christine Royce Dean Domino Dog and God Elijah Vera Keyes Frederick Sinclair Creatures Ghost people ( Harvester Seeker Trapper) Holograms Perks And Stay Back Coin Operator Elijah's Last Words Elijah's Ramblings Ghost Hunter Heavyweight Hobbler In My Footsteps In Shining Armor Junk Rounds Light Touch Ravenous Hunger Old World Gourmet Sierra Madre Martini Signal Interference Unclean Living v d e Consumables in Fallout: New Vegas Chems Ant nectar Ant queen pheromones Antivenom Auto-inject stimpak Auto-inject super stimpak Battle brew Blood Shield Bitter drink Buffout Cateye Coyote tobacco chew Datura antivenom Datura hide Fire ant nectar Fixer Fiery purgative Ghost Sight Healing poultice Healing powder Hydra Jet ( Dixon's jet) Med-X Mentats ( Party Time Mentats) Psycho ( Slasher) Rad-X RadAway Rebound Rocket Rushing water Snakebite tourniquet Stimpak Steady Super stimpak Turbo Ultrajet Weapon binding ritual Drinks Absinthe Atomic cocktail Beer ( Irradiated beer) Black coffee Blood pack dirty water ( Irradiated water) Large wasteland tequila Moonshine Nuka-Cola ( Ice cold Nuka-Cola, Nuka-Cola Quartz, Nuka-Cola Victory, Nuka-Cola Quantum) Purified water Rum & Nuka Scotch ( Irradiated scotch, Jake Juice) Sierra Madre martini Sunset Sarsaparilla ( Irr. Sunset Sarsaparilla) Vodka Wasteland tequila Whiskey ( Dixon's whiskey, Irradiated whiskey) Wine ( Drugged wine) Edibles Ant egg Ant meat Banana yucca fruit ( Irr. banana yucca) Barrel cactus fruit ( Irr. barrel cactus) Bighorner meat Bighorner steak Blamco Mac & Cheese ( Irr. Mac & Cheese) Bloatfly meat Bloatfly slider Blood sausage ( Black blood sausage) Brahmin meat Brahmin steak Brahmin Wellington Broc flower Bubblegum Buffalo gourd seed Caravan lunch Cave fungus ( Mutant cave fungus) Cazador egg Cook-Cook's Fiend stew Coyote meat Coyote steak Cram ( Irradiated Cram) Crispy squirrel bits Crunchy mutfruit ( Irr. crunchy mutfruit) Dandy Boy Apples ( Irr. Dandy Boy Apples) Daturana Desert Salad Dog meat Dog steak Fancy Lads Snack Cakes ( Irr. Fancy Lads) Fire ant egg Fire ant fricassée Fire ant meat Fresh apple Fresh carrot Fresh pear Fresh potato ( Irradiated potato) Gecko kebab Gecko meat ( Irr. gecko meat) Gecko steak Ghost people flesh Giant rat meat Grilled mantis Gum drops Honey mesquite pod Human flesh Human remains Iguana bits Iguana-on-a-stick Imitation strange meat pie Instamash ( Irradiated InstaMash) Jalapeño pepper Junk food Lakelurk egg Lakelurk meat Maize Mole rat meat ( Mole rat wonder meat) Mole rat stew MRE Mushroom Cloud Mutfruit ( Irradiated mutfruit) Nevada agave fruit Nightstalker tail Nightstalker squeezin's Noodles Pinto bean pod Pinyon nuts Pork n' Beans ( Irr. Pork n' Beans) Potato Crisps ( Irr. Potato Crisps) Pre-War steak Preserved meat Prickly pear fruit Sacred datura root Radroach meat Rat meat Ruby's casserole Salient Green Salisbury Steak ( Irr. Salisbury Steak) Spore carrier sap Squirrel on a stick Squirrel stew Strange meat Strange meat pie Sugar Bombs ( Irr. Sugar Bombs) Thin red paste ( Thick red paste) Trail mix Wasteland omelet White horsenettle Xander root Yao guai meat YumYum Deviled Eggs ( Irr. YumYum D. Eggs) Poisons Bleak venom Cloud Kiss Dark datura Mother Darkness Silver Sting Tremble Miscellaneous Doctor's bag NCR emergency radio Stealth Boy Weapon repair kit Italics denote consumables available through add-ons. Languages: Español ї Community content is available under CC-BY-SA unless otherwise noted.
Was updated on February 16. Information Science and Applications: ICISA 2019 by K. Kim PDF. Todd Andrew Rohrer 0. 99 Publisher Description Historical as well as current issues related to the members of the human species called Ghost People or genuine ghost with a pulse... GENRE Religion & Spirituality RELEASED 2018 March 12 LANGUAGE EN English LENGTH 16 Pages PUBLISHER SELLER Smashwords, Inc. SIZE 116. 3 KB More Books by Todd Andrew Rohrer Ghost People Explanations Volume: 18 2017 Ghost People Words: Volume 25 2019 Ghost People Words: Volume:75 2020 Ghost People Words: Volume:76 Ghost People Words: Volume:88 Ghost People Words: Volume:87 Other Books in This Series Ghost People Words: Volume:2 Ghost People Words: Volume:3 Ghost People Words: Volume 4 Ghost People Words Volume:5 Ghost People Words Volume:6 Ghost People Words Volume:7 2018.
Mike Meyers' CompTIA Security+ Certification Passport, Second. Donna Dewberrys Essential One-Stroke Painting Reference. 60 Assorted Magazines - January 30 2020. God knows what is hiding in that weak and drunken heart I guess you kissed the girls and made them cry Those hardfaced Queens of misadventure God knows what is hiding in those weak and sunken eyes A Fiery throng of muted angels Giving love and getting nothing back People help the people And if your homesick, give me your hand and I'll hold it And nothing will drag you down Oh and if I had a brain, Oh and if I had a brain I'd be cold as a stone and rich as the fool That turned, all those good hearts away God knows what is hiding, in that world of little consequence Behind the tears, inside the lies A thousand slowly dying sunsets God knows what is hiding in those weak and drunken hearts I guess the loneliness came knocking No on needs to be alone, oh save me Nothing will drag you down That turned, all those good hearts away.