Characters from the various settlements and factions across Fallout 4: Nuka-World. For other characters, look at their appropriate pages:
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The former Overboss of the gangs in Nuka-World. Until the Sole Survivor shows up.
- 0% Approval Rating: All the gangs were happy when Colter bit it.
- Broken Armor Boss Battle: He wears a suit of modified Powered Armor which is almost impossible to damage. Fortunately, the armor also has a Weaksauce Weakness: a water pistol found in the area before the arena can short circuit its electrical components and allow him to be damaged normally.
- Disc-One Final Boss: Of Nuka-World. He serves as the last major threat of the first part of the DLC, has a proper boss battle with a unique gimmick and defeating him earns the player control of all three raider gangs. However, the player still has to clear out the park before it can be used as a proper base as well as decide what they actually want to do with Nuka-World and its people when the dust settles.
- Dumbass Has a Point: While he may have been lazy, his decision not to conquer all of Nuka-World may have been a wise one, given the sheer volume of creatures and threats there. He had, what, a couple hundred raiders, versus armies of gator claws, robots, bloodworms, mirelurks, and ghouls? He’d need hundreds, if not thousands, of raiders to take the whole park. Or a One-Man Army like the Sole Survivor.
- Evil Brit: He has a Cockney accent for some unexplained reason.
- No-Sell: His power armor is hooked up to the bumper cars’ power system, making it completely impervious to damage.
- Orcus on His Throne: After conquering a decent chunk of Nuka-World, he was content with what he had and got lazy. This resulted in the various gangs getting restless and plotting his death.
- Unexplained Accent: His aforementioned Cockney accent.
- Weaksauce Weakness: His power armor can be shorted out with a squirt gun, temporarily removing his invincibility.
- Wrong Genre Savvy: He seemed to be under the impression that all the gangs would be unfailingly loyal to him because he was the strongest. As it turns out, that isn’t how they roll.
- You Kill It, You Bought It: Upon killing him, you become the new Overboss.
Voiced by: Anjali Bhimani
The bloodthirsty and violent leader of the Disciples, Nisha is at her happiest when she is killing.
- Appeal to Force: She believes deeply in the power of violence, according to Mags’ terminal entry on her.
- Ax-Crazy: To the point that even Mags and Mason are seriously put off by her psychotic tendencies.
- Brutal Honesty: She’s pretty to the point when it comes to all the death threats she throws at you and Gage.
- Co-Dragons: With Mason and Mags, first to Colter and then potentially to the Sole Survivor.
- Creepy Monotone: Really sticks out compared to the rest of the Disciples, particularly the Guttural Growler Savoy and the Cute and Psycho Dixie.
- Creepy Shadowed Undereyes: Underneath her mask, she has black makeup all around her eyes.
- Dark Action Girl: She knows her way around violence, to say the least.
- Determinator: She was left for dead by her old boss, Sledge, and when they next met, she was covered head to toe in blood. She doesn’t quite remember how she escaped, but she had the feeling that it wasn’t pretty.
- The Faceless: Her helmet covers the top half of her face, and she’s evil even and unhinged by Raider standards.
- Faux Affably Evil: She tends to be rather calm and collected, even as she openly threatens to kill the new Overboss if they fail to meet her standards.
- Freudian Excuse: Parents “accidentally” killed? Taken in by Raiders at a very young age? No wonder Nisha’s so messed up.
- Handicapped Badass: A possibility, but one must wonder how can she see out of that mask despite the visible lack of eye-holes.
- Ink-Suit Actor: Underneath that helmet, Nisha bears a pretty good resemblance to her voice actress, Anjali Bhimani.
- One-Woman Army: Nisha is reputed to have taken out an entire Raider gang all by herself. RedEye is searching for facts and/or proof of this claim, however.
- Plasma Cannon: Interestingly, she spawns with a plasma pistol, making her the only Nuka-World raider to use an energy weapon.
- Roaring Rampage of Revenge: She wasn’t mad about Sledge “accidentally” killing her parents. She wasn’t mad about leaving her for dead. She was mad, however, about his cowardice in the end.
- Scary Impractical Armor: How the hell she can see through that mask is anyone’s guess.
- The Social Darwinist: She built up the Disciples around one simple philosophy: kill or be killed, survival of the fittest.
Nisha’s Journal Entry: “There’s nothing friendly about this world, and the only way to beat it is to be better.”
- The One Thing I Don’t Hate About You: She enjoys killing. You enjoy killing. That’s pretty much the only thing she likes about you, by the way. If the Disciples are one of the dominant gangs by the end of the questline, she’ll warm to the new Overboss, to a degree.
- You Kill It, You Bought It: According to a journal entry, Nisha became leader of the Disciples after killing her old boss and anyone else who didn’t wish to follow her.
One of Nisha’s co-dragons.
- Bald of Evil: Underneath his mask. Complete with a Beard of Evil.
- The Brute: He’s quite large compared to the rest of the Disciples.
- Co-Dragons: With Dixie to Nisha.
- Cool Helmet: Has a really wicked looking metal helmet with what look like knives welded to it.
- Guttural Growler: Especially noticeable when he’s grumbling about how he’s going to ‘kill them all,’ most likely referring to whatever gang is starting to betray you that isn’t the Disciples.
- High Collar of Doom: His outfit has this, because Spikes of Villainy just weren’t enough on their own.
- Only Sane Man: Played with. He’s still as brutal as his fellow Disciples, but compared to Nisha and Dixie, Savoy’s the sanest one. Not that it’s a particularly difficult accomplishment.
- Scary Black Man: He’s a large, imposing member of a Raider gang infamous for its bloodthirstiness. His spiky helmet doesn’t hurt, either.
- Single-Target Sexuality: Mags sent a female Operator to seduce him one time, but he wasn’t interested in her. This lead Mags to assume that he was gay instead, and so tried again with a male Operator but this ended in failure also. Afterward, Mags suspected that he had already found someone he was interested in, and that was Nisha, which she supposed would explain his loyalty to her.
- Sorry, I’m Gay: Mags once assumed this of him when he turned down the Operator she had sent to seduce him, but this turned out not to be the case.
- The One Guy: Close enough. The majority of the Disciples are women, so…
- Undying Loyalty: To Nisha, though Mags suspects this is only the case because he’s attracted to her.
The other one of Nisha’s co-dragons, who’s every bit as psychotic as her boss, if not more so.
- Ax-Crazy: Dixie’s easily the craziest of all the Disciples, save for perhaps her boss.
- Co-Dragons: With Savoy to Nisha.
- Comedic Sociopathy: There’s a Random Encounter with her outside of Nuka-Town. She cheerfully greets you, and then asks you to pick which merchant she’s ‘entertaining’ she should kill first. Should you instead pass a speech check and convince her to find another use for them, she childishly whines about that being ‘boring,’ but complies anyway.
- Cool Mask: Has a wicked and cruel looking metal mask, also. This one looks like strips of metal have been wrapped around Dixie’s head and then welded together.
- Creepy Shadowed Undereyes: Underneath her mask.
- Creepy Souvenir: Her room is full of them, dead bodies on display, knives, machetes and other blades, but of note are the holotapes of her victims.
- Cute and Psycho: She’s a pretty cute blonde underneath that mask of hers, but make no mistake, she’s also batshit insane.
- Death Seeker: Implied. If you kill her, her death quote is whispering the word “Finally.”
- Emotion Bomb: Dixie has managed to find a way to weaponize anger in the form of Fury Grenades. Drop one of these babies in a settlement and watch the settlers tear each other apart until either most of them are killed or the effect wears off.
- Faux Affably Evil: She acts rather chummy towards her victims before she horribly murders them, if her ‘souvenirs’ are anything to go by.
- Pet the Dog: Compared to Nisha and Savoy, if you earn the favor of the Disciples, she’s actually rather friendly toward you, particularly if you encounter her outside of Nuka-Town while she’s looking for new victims.
- Serial Killer: She takes the whole Disciple thing Up to Eleven, even collecting holotapes of her victims’ last moments as souvenirs.
- Soft-Spoken Sadist: She always talks in a calm and friendly manner even when speaking to her victims. In a lot of ways she manages to be even creepier than Nisha.
- The Starscream: It’s suggested that Dixie’s position in the Disciples was given to her by Nisha to appeal to her vanity, and that she’s less likely to turn on her boss if she thought she was respected.
The animalistic and brutal alpha of the Pack.
The leader of the Operators, a former Upper Stands resident from Diamond City.
- Affably Evil: She’s relatively polite, especially compared to Mason and Nisha.
- A Lighter Shade of Black: Of the Nuka-World bosses, Mags is easily the least awful. Unlike Nisha and Mason, she doesn’t revel in violence for violence’s sake.
- ’80s Hair: How she finds enough hairspray after the apocalypse is anyone’s guess.
- Abusive Parents: Mags states very bitterly in an audio holotape that she and William grew up trying to be “perfect little dolls” for their mother, and that they both had the scars to prove it. Of course, the holotape from her mother indicates that Mags and William were already despicably vile people who were cut off for tarnishing the family name, so it can be taken with a grain of salt.
- Beware the Nice Ones: Mags is one of the calmest, most polite and most well-spoken characters in all of Nuka-World, but make no mistake, she’s still a ruthless veteran raider and will kick your butt if you believe her to be less of a threat than Nisha or Mason. You don’t become the leader of an entire raider outfit without having the grit to keep the rabble in line. She also has a ton of health and wields a powerful weapon she’ll happily introduce the player to, should things not go her way in the long run.
- Black Sheep: According to the holotape from their mother, the Black siblings and Lizzie had brought shame to the family name from their various crimes, including an unnamed atrocity to some random girl, to the point that they couldn’t do business as long as they were around.
- Blue Blood: As much as anyone was after the end of the world, she was a rich girl from Diamond City.
- BrotherSister Team: She and William, although Mags calls most of the shots.
- Co-Dragons: With Nisha and Mason, first to Colter and then potentially to the Sole Survivor.
- Disinherited Child: Her brother William and she were disinherited by their family and exiled from their home in Diamond City for unspecified crimes that were making it almost impossible for their family to conduct business.
- Honey Pot: Mags loves to run these kinds of missions, using both men and women to get the job done.
- Inheritance Murder: She threatens this to her mother in a holotape found in her room. That she still has the holotape in question in her possession suggests at least one of three things: 1)that she never sent it to her mother, 2)that she, William and Lizzie only recently formed the Operators and only now Mags in a position to make such a threat… or 3)that she already followed through with her threat, and has kept the holotape for sentimental value.
Mags: (after talking about the abuse she and her brother endured as children) “So if you think we didn’t earn those caps, then you’re even dumber than I thought. We’re coming for those caps. And there’s nothing you can do to stop us.”
- Only in It for the Money: She makes it Nuka-Crystal clear that the Operators only have one intention in mind for controlling Nuka-World: To make as many caps as they possibly can.
- Pragmatic Villainy: Nisha and Mason both immediately start making demands of the new Overboss as soon as they meet, and both openly state their willingness to mutiny if their demands aren’t met. Mags, meanwhile, doesn’t openly telegraph any grand plans of betrayal, even though she’s every bit as willing to stab the Overboss in the back if things aren’t going her way.
- Self-Made Orphan: Strongly implied, given that she has a holotape for her mother threatening this very thing. And given that there’s no Black family to be found by the time the Sole Survivor reaches Diamond City…
- You Can’t Fight Fate: She sincerely believes this, and she has this to say if the Operators are one of the two gangs that remain at the end:
Mags: “Sorry, boss. Take it from experience. There’s no use in fighting who you are. You can only either let your nature consume you, fall to booze and chems like the rabble around this place, or you can embrace it. Let it drive you. So, with that in mind, I hope you’ll appreciate the earnestness with which I mean this. Welcome home, Overboss.”
Mags’s brother, and her second in command.
- Disinherited Child: His sister Mags and he were disinherited by their family and exiled from their home in Diamond City for unspecified crimes that were making it almost impossible for their family to conduct business.
- ’80s Hair: He looks like he belongs in a hair band.
- BrotherSister Team: Mags is very hands-on and does most of the work, and William fills in when she can’t be everywhere at once.
- The Dragon: To his sister, Mags.
- Eternally Pearly-White Teeth: Averted: his teeth are rotten.
- No Sense of Humor: Choose the sarcastic option when talking to his sister and he’ll think you’re being completely serious.
Sole Survivor: (chooses the sarcastic option) Actually, I’m really more in this for the soda.”
William: Great, another nut-
- Only in It for the Money: Like the rest of the Operators.
- Terse Talker: He’s not the most verbose of people, preferring to speak bluntly and in small sentences.
Mags’ and William’s friend from Diamond City.
- Brainy Brunette: The leading candidate for the smartest person in Nuka-World who isn’t yourself or Bradburton. She could have been a candidate for the Institute, Brotherhood, or Followers of the Apocalypse had she not been a Cute and Psycho raider.
- Cute and Psycho: A pretty young woman who just happens to enjoy the Raider lifestyle, treating the people of the Commonwealth as her “guinea pigs” and thriving on their misery.
- Evil Genius: Of the Operators.
- Mad Scientist: You’ll see her almost always in her lab in the Parlor, working on something. She even tells the Sole Survivor that she would kill for a real lab…not that that’s actually worked yet.
- Mind-Control Device: The logs on her terminal reveal that she’s working on a drug or a chemical which induces susceptibility to suggestion, more than even on a slavish level. The victim does as they’re told without question, even when told to mutilate themselves. And the scary thing is? It actually works. The result are called Persuasion Grenades. As the name indicates, the person affected by it are more susceptible to reason. Unfortunately, it only works on Settlers on the outskirts of larger settlements like Diamond City and Bunker Hill.
- Working-Class People Are Morons: She really doesn’t like poor people.
- The Medic: She’s a doctor.
- Naked People Are Funny: Due to a bug, she’ll take off all her clothes after her shock collar is removed when you kill all the raider gangs.
- Out of Focus: Given that she gives the quest that many players end up taking, to wipe out the Nuka-World raiders, provided you simply didn’t start killing them already, she doesn’t have a big role.
- Small Role, Big Impact: She (or Preston, depending on circumstances) is the one to officially give the Sole Survivor the quest to kill all of the raiders, which is a pretty big game-changer for the park. All the same, aside from handing out the quest, she plays no further role in the plot.
- Take Me Instead: She says that she decided to be a slave after Colter told her that he’d leave her town alone if she became the raiders’ doctor.
The guy who runs Raider Radio, the Nuka-World Radio station. Loud, boastful, casually malicious and brutally honest when he’s not exaggerating for dramatic effect, he suits his listeners down to the ground. He plays spoken-word songs and offers commentary on the Sole Survivor’s progress — first through the Gauntlet, then Nuka-World.
- Badass Boast: Apparently gave one to Colter when the latter saw his guitar and asked if he could play in the form of… well, playing his guitar.
RedEye: I don’t know, man, can I? (plays a lick on his guitar)
- Continue Your Mission, Dammit!: Dawdle while you go through the Gauntlet, and hell shout at you to go faster.
- Damn, It Feels Good to Be a Gangster!: RedEye’s songs are all about the fun of being a Raider.
- I Have This Friend…: When he sings a raider-style song about unrequited love, he claims it’s not about him. It’s about a friend he has. Who is not him. Even though he starts sounding a little tearful over it all.
- Large Ham Radio: The man is loud. Not as loud as Three Dog, but loud all the same. Given who his voice actor is, this shouldn’t be surprising.
- Miles Gloriosus: He could have totally taken out Colter and become Overboss if he’d wanted. He just likes where he is. He doesn’t need all that hassle.
- Multiple-Choice Past: How he got his name. Either it was because all the blood vessels in his eye popped after out-drinking a rival raider, or Colter gave him the name because his eyes were red from sleeplessness and it looked badass.
- Pragmatic Villainy:
“Hey, here’s a friendly reminder: sure, nobody likes the traders. But you can’t kill ’em all, or else there won’t be anyone around to do all the shitty work you assholes won’t do. Think about it.”
- Red Eyes, Take Warning: It’s in his name, which he got either from blowing the blood vessels in his eye in a drinking contest or from Colter when he noticed how bloodshot they were from sleep deprivation.
- Screw This, I’m Out of Here!: If the Sole Survivor massacres the Raiders, he’ll make one last broadcast proclaiming that he’ll hightail it out of Nuka-World before he gets caught. After that, his radio permanently goes off air.
- Sitcom Arch-Nemesis: He tends to make little digs against the Pack whenever he mentions them in his broadcasts, something he refrains from doing while speaking of the Operators or Disciples.
- The Storyteller: He often tells a story about a Raider boss which he swears up and down is true, but it’s pretty obvious that it’s actually something of a raider urban legend. Indeed, most of his stories sound more like campfire or pub stories than factual accounts.
- The Voice: No one knows where hes broadcasting from, so you cant physically see him in game. He is available to be spawned in via console commands, however- and he looks surprisingly generic, not even wearing outfits youd expect a Raider to wear.
- Your Mom: Quoth Raider Radio: “‘Hey, RedEye, I heard you were wondering where Super Mutants came from. Maybe you should ask your mom!’ Real classy, jackass.”
Voiced by: Misty Lee
The Nuka-World Informational Robot Assistant. It is a Protectron-like robot made in the shape of a Nuka-Cola bottle that was intended as a greeter and information guide for the park. It was eventually reprogrammed by Raiders so that the normally friendly robot suddenly becomes rude at random.
- Fetch Quest: Gives you one in the form of park medallions found in vendors throughout Nuka-World. And your reward for braving the radioactive park full of Bloodworms, Gatorclaws, Nukalurks and killer robots? Three bottles of Nuka-Cola and a minor amount of exp.
- Split Personality: It has two: the normal, happy tour guide N.I.R.A. and the “slightly raiderized” version of N.I.R.A. which is an abrasive jerk.
Voiced by: Jan Johns
A Nuka-Cola fanatic who traveled her way from the Capital Wasteland to see Nuka-World.
- Action Survivor: Somehow, the Nuka-Cola fanatic managed to make her way into a theme park turned Raider base of operations. For their part, the raiders simply leave her alone as long as she stays out of their way.
- Achievements in Ignorance: It’s implied that she hasn’t considered the possibility that she might be in danger, and the Raiders haven’t done anything to her because she acts like she’s supposed to be there.
- The Bus Came Back: This is, of course, her first appearance since Fallout 3, which was nearly a decade ago, and about a decade in-universe.
- Cloudcuckoolander: As ever, she’s utterly obsessed with Nuka-Cola.
- Collector of the Strange: She’s come to Nuka-World to collect more stuff for her Nuka-Cola collection.
- Genki Girl: Sierra’s very cheerful, much to the chagrin of the Disciple you first see her talking to.
- Eternally Pearly-White Teeth: Averted. Her addiction to Nuka-Cola has left her teeth rotten.
- Exhausted Eye Bags: Underneath her Cappy Glasses, she turns out to have a pretty serious case of Panda eyes. Likely as a result of her Nuka-Cola addiction. That, or she’s been wearing those glasses for a really long time.
- Goggles Do Something Unusual: Her Cappy Glasses are made to reveal hidden Cappy images throughout the park that contain a password for a contest to meet John-Caleb Bradberton, the creator of Nuka-Cola. She expects that Bradburton is long dead, but figures that his office contains the secret formula for Nuka-Cola.
- Loony Fan: She’s one to John-Caleb Bradberton, once you meet him.
- Making a Spectacle of Yourself: She sports a pair of Cappy Glasses.
- Squee!: Given that she’s a fanatic Nuka-Cola Fangirl in Nuka-Cola-themed entertainment park, this shouldn’t come as a surprise. Gets turned Up to Eleven at the end of her quest when she realizes she’s actually talking to the disembodied but still-living head of John-Caleb Bradberton, Nuka-Cola’s inventor himself. Her delirious ecstasy can instantly turn into a massive Mood Whiplash, however, should the player decide to honor Bradberton’s wish to let him die. She doesn’t take it well.
- What the Hell, Hero?: She’ll be pretty angry at you if you kill Bradberton, but she’ll come to understand if you tell her that you were putting him out of his misery. However, if you kill him after you promised to keep him alive, she’ll immediately try to kill you.
An injured man who begs the Sole Survivor to go to Nuka-World and rescue his family. Well, that was his role. In reality, he’s bait for anyone foolish enough to go to Nuka-World.
- Affectionate Nickname: Harv, if the Sole Survivor is friendly with him.
- Not in This for Your Revolution: Like all of the trader-type characters at Nuka-World, he won’t bat an eye if you kill the raiders there. In fact, he’ll be pleased.
- Punch-Clock Villain: He’s not really evil, he’s just going along with what the raiders say because they’ll kill his friends otherwise.
- Took a Level in Kindness: If you offered him a stimpak beforehand and spared him upon confronting him in Nuka-World, he’ll treat you like a friend.
- Wounded Gazelle Gambit: He’s faking his injury in order to lure unsuspecting schmucks to the raider-infested Nuka-World. In his case, he’s being forced into it by the raiders. He’ll reveal it beforehand if you pass a difficult Speech Check.
A man brought in by the Raiders to handle the Nuka-Cade.
- Almighty Janitor: He’s just the park repairman, but the raiders rely on him running both The Gauntlet and the Nuka-World arcade, two of their biggest attractions. Tellingly, he’s one of the few people the raiders haven’t slapped a bomb collar on.
- Beware the Silly Ones: He might seem like just a prize vendor, but say the word, and anyone who tries to get into Nuka-World dies in the Gauntlet before they ever reach you.
- Gadgeteer Genius: He’s handy with all machines.
- Mr Fix It: He fixed up the Nuka-Cade, and made some of the prizes more accessible.
- Not in This for Your Revolution: He doesn’t care one bit for the Raiders. In fact, if you turn hostile with Nuka-World, he’s one of a handful of people who won’t accost you about it.
Voiced by: Sunil Malhotra
One of the lieutenants of Nuka-World, his job is to scout out settlements for the Commonwealth
- Better Living Through Evil: His business is knocking over settlements for protection money, and he makes sure you get the lion’s share of the profit.
- Evil Counterpart: More or less the opposite of Preston Garvey: You tell him what missions are to be completed in your takeover of the Commonwealth, and he even can give you updates on the overall status of your raider outposts. He even looks kind of like an evil Preston.
- Mission Control: Takes over giving the missions from Porter once they start going into the Commonwealth.
- Nice Hat: Sports a dapper fedora.
- Power at a Price: The options he gives you to invade the Commonwealth grants you great material wealth, at the price of losing direct control of subjugated settlements as well as Preston’s friendship; the latter will call you out for inviting the raiders to the Commonwealth.
John-Caleb Bradberton (unmarked spoilers)
Voiced by: Keith Szarabajka
The inventor of Nuka-Cola and head of the Nuka-Cola Corporation. His still-living head is preserved in a secret vault under his office in Nuka-World, where he’s been trapped since the bombs fell.
- And I Must Scream: He’s been trapped immobile in his vault for over two centuries by himself with nothing to do except stare at the wall.
- Brain in a Jar: Or rather head in a jar.
- Corrupt Corporate Executive:
- He often dismissed employee safety concerns, and attempted to have a beverageer who refused to work on Project Cobalt blacklisted from the scientific community.
- Project Cobalt is ultimately revealed to be development of an even more powerful Fat Man launcher, but he used the technology developed from it to create Nuka-Cola Quantum. Mostly because it made his drinks glow better than Nuka-Cola Victory or Nuka-Cola Quartz.
- Another journal in his vault indicates his company was in the habit of buying out other corporations, taking their trademark soda flavors, and re-branding them as Nuka products. Nuka-Cola Wild was his attempt to do so with Sunset Sarsaparilla when the company resisted a Nuka buy-out. It didn’t work out for him.
- In Far Harbor, if you do enough detective work, you’ll uncover that Vim Soda was being sabotaged by a Nuka-Cola spy (up to and including using a rocket launcher the day the bombs fell!). Doubtless this was on his orders as well.
- Death Seeker: He wishes only to die and will open the vault containing his special mini-nukes if you shut off the power to his life support.
- Kick the Son of a Bitch: Really, with all the evil and corrupt things he did, being trapped in a jar unable to move for 200 years was definitely some sort of karmic retribution.
- Losing Your Head: By the time the Sole Survivor meets him, he’s nothing more than a head in a frozen jar plugged into a computer.
- Mr. Alt Disney: The Walt Disney parallels are pretty blatant, right down to living on as a frozen head underneath his company’s theme park.
- Pet the Dog: If you keep him alive, he at least comes to appreciate Sierra’s company and that at least someone in the future still appreciates his work.
- Portmanteau: His name is a combination of John Pemberton and Caleb Bradham, inventors of Coca Cola and Pepsi Cola respectively.
- Powered by a Forsaken Child: His Nuka-Cola Quantum was a side-product of him developing weapons technology for the army, so every time you drink a Quantum, you’re downing a bunch of sugary unrefined weapons fuel that he sold to the public. Further exploration will reveal blueprints to turn Quantum into the weapon it was originally meant to be, granting you powerful Nuka-Grenades, “Nuka-Nuke” Mini-Nukes, or weaponized Quantum ammo for the Thirst Zapper.
- Only in It for the Money: He may have created an amazingly addictive beverage and a huge theme park full of whimsy, but it was all in the name of profit.
- Who Wants to Live Forever?: He’s been alive and unable to move for over 200 years. Also, unlike Professor Calvert, Mr. House, or President Eden, he’s not linked to any sort of computer network or any other connection to the outside world and thus has essentially been stuck staring at a wall for centuries. By the time he’s discovered, his only desire is death.
A man covered in furs who was raised by, and lives with, ghoulrillas in Safari Adventure.
Oswald the Outrageous
A glowing ghoul who was working as a stage magician at Kiddie Kingdom when the bombs fell. He and his surviving companions were ghoulified because of the radiation, but sadly everyone except him and his girlfriend went feral over the years and she left roughly a year ago to search out a cure for the Affliction (what they called going feral).
- Alliterative Name: His real name is Oswald Oppenheimer.
- Anti-Villain: In the end, he’s just protecting his land and finding a cure for Rachel, and isn’t outright villainous like the raiders.
- Arc Villain: Of the Kiddie Kingdom section of the park.
- Beware the Silly Ones: He still dresses and acts like a stage performer and paints the feral ghouls in the park to look like clowns. Still successfully protecting his “kingdom” from everything that’s tried to attack it for the last two hundred years.
- Cool Sword: He wields the Sword of Wonders, a serrated Chinese Sword that ignores damage and energy resistance. You can get it from him by either killing him or convincing him to leave, where he’ll give it and his hat to you.
- Death World: He turns Kiddie Kingdom into a small version of this by installing toxic sprinklers everywhere that irradiate everything, keeping the feral ghouls energized and destroying all invaders. You’ll die of rad poisoning very quickly without protection like some Power Armor. He’s also turned the funhouse into a death trap maze and uses the local train as a revolving hazard.
- Didn’t Think This Through: A rare in-game and out-of-game example, but if you decide to talk Oswald out of a final confrontation, you’ll be constantly irradiated until you die unless you’ve got high radiation resistance, are wearing a hazmat suit or power armor, some way to continuously remove radiation (like rank 2 of Solar Powered and/or rank 4 of Ghoulish) or simply a huge amount of HP.
- “Get Back Here!” Boss: The first time you face him, he survives you reducing his HP to 0 and disappears in a flash of smoke.
- Hero Antagonist: By the time of the main story, he’s the only one stopping the Raiders from taking over Kiddie Kingdom for their own purposes, while protecting the ghouls that live there (even if they’ve all gone feral by that point).
- Last of His Kind: He’s the only non-feral ghoul of the original survivors of Nuka-World.
- Maybe Magic, Maybe Mundane: His take on how his Glowing One’s radiation pulse works.
- It’s not stated how his smoke bombs work. He appears to literally be able to disappear into thin air using them.
- Monster Lord: A rare non-feral Glowing One like Jason Bright, and the first we’ve seen in combat in the 3D games. He uses his radiation powers to continually heal his feral allies, plus he uses his illusion tricks to appear and disappear at will, so he’s possibly the most deadly Ghoul in the series.
- Necromancer: Being a Glowing One, he has the ability to resurrect feral ghouls with the power of radiation, although it would take a toll on his brain function over time for non-ferals.
- Meaningful Name: Has the same last name as the scientist who was in charge of creating the first atomic bomb.
- Nice Hat: His magician’s top hat. Can be looted once he’s dead or he’ll give it to the Sole Survivor if he’s convinced via a very hard speech check to leave the park peacefully.
- Not Quite the Right Thing: It’s never been completely confirmed but there’s a theory, in-universe and out, that overdosing on rads makes ghouls more susceptible to going feral. Rachel suspects as much and wonders in her holotape if the sprayers constantly irradiating Kiddie Kingdom might be responsible for making everyone go feral. If true, Oswald’s defense mechanism for Kiddie Kingdom is also responsible for all his friends losing their minds and mutating past the point of no return.
- Shoot the Shaggy Dog: If you convince him to leave via the speech check, he leaves Nuka-World in search of Rachel, unaware that Rachel’s corpse can be found in Bradberton.
- Skippable Boss: You can either kill him or pass a hard speech check or find Rachel’s holotape, which causes him to leave Nuka-World in peace.
- Smoke Out: Being a magician, he’s very good at appearing and disappearing in a puff of smoke after throwing a smoke bomb to the floor.
- Talking the Monster to Death: By passing a hard speech check or by finding a holotape left by Rachel, it’s possible to convince Oswald to take his ghouls and leave the Kiddie Kingdom to you while also giving you his sword and hat.
- You Are Too Late: He spent 200 years to find a cure for Rachel, except Rachel was Driven to Suicide, fearing that she may turn feral and attack everyone indiscriminately. All of his hopes are proven to be futile.
- Zombie Advocate: For Ghouls, despite being a Ghoul himself. He’s protecting the Nuka-World ferals, who may or may not attack everyone — including sane ghouls — since they’re his former friends and he’s convinced that they can be cured.
Oswald’s girlfriend from before the war who took refuge in Kiddie Kingdom alongside her boyfriend. Originally an actor she has become a scientist in the hopes of finding a cure for the affliction turning her ghoul friends into mindless ferals. Recently she set out on a journey to accomplish this goal and hasn’t returned yet.
- Action Survivor: She’s just a ghoul scientist but has managed to to survive in Kiddie Kingdom long after the war claimed most of her friends and even ventured out into the world outside of the amusement part to find a cure for feral ghoulification. It takes going feral to finally do her in, though she kills herself before she fully turns.
- Driven to Suicide: She chooses to leave a holotape message for her boyfriend and end her own life since she was beginning to turn feral and risk hurting people. The Sole Survivor can give Oswald this holotape to convince him to leave Kiddie Kingdom without a fight.
- Nice Hat: She wears a baseball cap.
Dry Rock Gulch
A merchant woman who ran caravans in Nuka-World before the raider gangs showed up. In the end she chose to fight and die rather than become enslaved and her body can be found deep inside the Mad Mulligan’s Mine roller-coaster.
- Action Girl: She leads a group of Nuka-World merchants in the fight against the raiders, unfortunately there were just too many of them and she ends up committing suicide instead of letting them finish her off.
- Better to Die than Be Killed: After fighting valiantly against the raider gangs she is forced to lead her group to Dry Rock Gulch where they become trapped by the infestation of bloodworms. Rather than allow the raiders to finish her off or let the bloodworms eat her she chooses to commit suicide.
- Last Stand: She leads the last holdout against the raiders and gives them a good fight before being cornered in Mad Mulligan’s Mine and choosing to end her own life rather than allow herself to be captured or eaten by bloodworms.
- Nice Hat: Her corpse is wearing a western duster outfit when you find it, complete with a snazzy black cowboy hat.
A guy you meet at the outskirts of Nuka-World. Nothing much to him, but there’s a reason why he’s here.
- Ascended Fanboy: In a similar vein to Erik the Slayer, Evan is based on a real life fan who passed away due to complications from diabetes.
- Black Comedy: Putting a tribute to a guy who died of diabetes in a DLC themed around an unhealthy soft drink may seem a bit tasteless, but it’s certainly in keeping with the series’ grimly subversive style of humor.
- Nice Guy: Nice enough to not care when you take his stuff, and he even gives you the recipe for Nuka-Love.
AHS-9. The leader of the Hubologist sect in Nuka-World. She and her followers are searching for a spaceship that could take them to an alien world.
- Church of Happyology: She’s the leader of her sect, and presumably of all Hubologists since there can only be one member with the rank of AHS-9.
- Famous Ancestor: She’s a direct descendant of Dick Hubbell, the founder of Hubology.
- Fetch Quest: She basically gets you to find the things her sect is looking for to complete their own quest. Hers isn’t as bad as others and you do get a legendary Alien Blaster with ammo out of the deal, too.
- I Reject Your Reality: Explain to Dara that her spaceship isn’t really a spaceship? No, you’re the one who is crazy!
- Not So Above It All: Her magnanimous attitude vanishes if you haggle with her over how much you’ll get for helping her.
- Too Dumb to Live: Nobody in the Hubologist camp quite grasps that the “spaceship” they’be been looking for is just a decommissioned Gravitron that doesn’t quite work, she probably the least of all. Played straight if you install more fusion cores than you need to, with hilarious results.
Sole Survivor: “You do know it’s not a real spaceship, right?”
Dara: “Your mind is limited by neurodynes. If you had my expanded mental powers, you would see the truth about the spaceship.”