Glowing One



Glowing Ones or luminous necrotic post-humans are ghouls who absorbed so much radiation that they glow in the dark. They are often considered outsiders even by other ghouls. The glowing ones also emit radiation, so they can still be dangerous to normal humans even after death.

Background
While there are many glowing ones that kept their normal human intellectual abilities in the Core Region, it seems that all or nearly all glowing ones in the Capital Wasteland have become feral.

The Capital Wasteland glowing ones can emit a wave of radiation at will from their bodies, which they use to heal themselves and any surrounding ghouls while damaging their enemies. They are the alpha males of the feral ghouls and others seem to follow them, as they are attracted to the lethal doses of radiation the glowing ones emit from their bodies.

In the ghoul settlement of Necropolis in the Core Region, the glowing ones lived in the remains of Vault 12, and there was an animosity between them and the "normal" ghouls led by Set, who inhabited the ruins of the town. After Necropolis was overrun by the super mutants, the glowing ones who left the town lived much more harmoniously with the other ghouls (not to mention normal humans and super mutants).

There appear to be several glowing ones in the nuclear plant in Gecko, working in the reactor area, most notably Hank. If the Chosen One fixes the reactor's radiation leak, the ghouls in the plant (not just the glowing ones), will comment on how the plant feels "chilly".

In the Underworld, the doc of The Chop Shop seems to be using glowing ones as a method to heal the ghoul population. He has them locked in a pen next to the clinic.

In Los, the glowing ghouls are among the members of the Church of the Lost, a ghoul cult dedicated to protection of the Secret Vault. Interestingly, they are less affected by radiation than their comrades from the Capital Wasteland and the West Coast's Core Region.

Biology
The distinctive luminescence that is the trademark of the glowing one can be best attributed to an unusual amount of radioactive chemicals that build up in the bloodstream and muscle tissue of a typical ghoul. Sometimes (often, but not always upon the transformation into a feral ghoul) the neurological systems of the body cease filtering these particles from the blood and tissue, instead causing them to build a distinctive bio-luminescence that is a characteristic of the "glowing ones". In daylight they simply appear to be incredibly pale feral ghouls, but in darkness they glow with a vivid yellow-green hue, their opaque skeletons clearly visible as in an X-ray. Approaching a fallen glowing one can cause minor exposure to radiation.

Friendly glowing ones in Fallout 3

 * Meat and Ethyl are the two docile Glowing Ones locked in The Chop Shop's containment area, but console commands must be used to reach them. According to computer records in Underworld, Meat likes to chew on his own arm.
 * Sun of Atom in the add-on Broken Steel.
 * The Surgeon has a Glowing One called Stefan in a cage.

Friendly glowing ones in Fallout: New Vegas

 * Jason Bright can be encountered at REPCONN; the leader of a religous cult called the Bright Brotherhood, he seeks to find a place where he and his brethren can live in peace, away from any bigoted humans; his recourse is to use rocketships to fly to the "Great Beyond," but needs the Courier's help to clear out the "demons," actually Nightkin, that have invaded REPCONN's basement. He is a glowing one but strangly, he doesn't give any radiation.

Giant glowing ghoul in Fallout: Brotherhood of Steel
In Fallout: Brotherhood of Steel, a secret mini-boss could be found if the player kills three inaccessible ghouls behind fences in the first Dock level of Los (right after the Bridge East level). He appears exactly like other glowing ones, but is incredibly big and strong. When he dies, a secret weapon called "Slugger" could be found.

Appearances in games
Glowing ones have appeared in all Fallout games. There is a large collection of Glowing Ones and Reavers in the Ark & Dove Resting Grounds. This can be dangerous when venturing towards the Sea Cave. It is advisable to go around and not through the resting grounds, as the Ferals can easily overrun all Tribals at the Cathedral and can easily overrun an underprepared PC. (Point Lookout)

Bugs

 * In Fallout 3, when you are wearing the ghoul mask, you will not get any radiation when you are close to one of the glowing ones. It is a logical error, and an overlooked result of a gameplay engine programming.

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