Erickson

Erickson is a friendly super mutant on the Island. He came over with the mutant group that took over the Vim! Pop factory.

Background
Erickson was part of the super mutant war party that landed on the Island a long time ago. After a few weeks on the island, unlike his peers, Erickson overcame the rage and hatred that burned inside him and separated from his peers. It may have been the fog, or perhaps his consumption of Vim while he was camped at the Vim! Pop factory. He began to question their actions, why should they be attacking humans if game was so plentiful? When he brought it up with the rest of the super mutants they threatened to kill him if he turned weak like a human. Their leader, the behemoth Grun, took a swipe at him, although Grun was slow enough and he was quick enough to dodge it. Unwilling to stay with the group any longer, he devised a plan. He would lock Grun up in the basement storage area. While they're busy trying to let him out, he would leave being gone before they realized. Going off to find someplace quiet to live on his own. If they manage to let Grun out, he'll probably be so mad he'll attack them.

His plan was successful, he traveled over the island     and eventually settled in at the crashed Horizon Flight 1207, building a home for himself in the ruined hulk of the airplane. He gets by with a combination of hunting, dog breeding and trading with whoever passes through his little hermitage in the wilderness. He used to trade with a couple of the people of Far Harbor, however with the Fog's encroachment they seldom leave the settlement. Old Longfellow is certainly the exception, he is an old friend one who doesn't fear traveling through the Fog.

Erickson is an experienced trapper, even creating a bearskin outfit for himself, and a kind and hospitable sort who truly loves dogs.

Other interactions

 * He will occasionally give the player character some food items.
 * If Old Longfellow is a companion, Longfellow will have a conversation with Erickson the first time he is taken to him. Longfellow will like the first time the Sole Survivor converses positively with Erickson. Longfellow will also like when they purchase the first and second of Erickson's hounds.
 * If accompanied by Strong upon meeting Erickson, he will dislike the player character for meeting, but will not say anything.
 * If Dogmeat is the current companion, Erickson will give him a blue bandana.
 * He will sell guard dogs to the player character (their names are randomly selected after Gracie, Duke and Mishka are bought).
 * Once the player character buys one of Erickson's dogs, it will take him about a week to "refill" that spot with a new one.
 * He has three dogs to choose from: a wolf (or variant of wolf), a junkyard dog (or other variant) and a mutant hound.
 * If a wolf or mutant hound is assigned by the player character to guard Bunker Hill, the radiation they emit will cause the caravan workers to attack them. This may also happen at other settlements where Bunker Hill caravans visit, if the wolf or hound gets close enough for the caravan workers to sustain radiation damage from their presence.
 * If a wolf or mutant hound is assigned to guard Nuka World raider settlements, the radiation they emit will cause the raiders to attack them.
 * All dogs may spawn as any variety every time a new one is available, but the types which can spawn depends on the player character's level. However, all purchased dogs will level with the player character and will be just as strong as their type regardless of which variant they are (for example a purchased grey wolf is going to be just as strong as a purchased glowing wolf other than the lack of radiation of the glowing variant).
 * If the player character arrives and Erickson isn't present, his dogs may attack. If they attack and the player character kills them, one might be forced to kill Erickson too.

Appearances
Erickson appears only in the Fallout 4 add-on Far Harbor.

Bugs
Erickson will frequently walk away from the player character while they are attempting to converse with him. This interrupts whatever Erickson is saying, and the game assumes the player character heard everything and moves to the next dialogue when they return.