Wastelander (Fallout 3)

The anonymous civilians of the Capital Wasteland. Usually found dead, but some seem to randomly run around the Capital Wasteland until they run into a Raider or something else that kills them. Can be Ghouls, but usually they are Humans.

Bomb
A (usually) female Wastelander (prid 474bd) will approach you and tell you bandits have strapped explosives to her. You have the option to attempt to disarm the explosives or leave her. If you fail to disarm the explosive (or just choose not to), she will start beeping and run away, then explode. After she explodes or the bomb is disarmed, the bandits will approach. One of these bandits always seem to have a Flamer. There is also a male(Can also be a female, tried this twice) Wastelander that will run to you and say "Help me! I'm wired with explosives!", then immediately run away.

Bugs

 * The bomb can't be disarmed following the conversation, not even with a skill of 100.
 * The bomb can be disarmed using tricks: Kill her, or get her hostile against a third party (say a Robot or Super Mutant); you will then have 5 seconds to disarm. Now the skill check is 75, which was probably the intended limit all along.
 * If you hurt any of the three raiders, she will turn hostile (probably bad grouping). Before or after saving her from the bomb. (Hurting one of the raiders before, and she will explode after 5 seconds.)
 * The best 'trick' to getting credit for disarming the bomb and saving her life: If you attack her once with the least amount of damage you can do (pistol, knife, etc...), she'll turn hostile and you'll be able to disarm the bomb (with 75+ explosives skill) and gain xp. But, if you holster your weapon immediately after disarming and allow her to hit you once or twice - she will turn non-hostile towards you again and you'll be a hero for saving her. 68.204.235.216 08:04, 22 November 2008 (UTC)

Mole rats
A male Wastelander will run past you, chased by four Mole Rats. He will thank you when you've killed the mole rats ("I thought I was a goner"), but not give you anything actually profitable.

Ghouls

 * For Underworld Three ghouls around a burning barrel. They were on their way to Underworld, but couldn't because of all the Super Mutants. Talking to them will give you the map marker for Underworld.


 * For Tenpenny Tower If the player completed the Tenpenny Tower quest and let the Ghouls live there, they may meet some Ghoul Wastelanders that are on their way to Tenpenny Tower. You can talk to them and their responses are very bigot-like, treating the player as other "smoothskins" treated them. If you tell them that they are wrong for thinking that, they will attack you and one of them will have a Ghoul Note from Roy Phillips inviting all Ghouls to Tenpenny Tower.

Hunters
A wastelander will be run past you, pursued by hunters in leather armor. The hunters can be killed for good karma, or the wastelander for bad karma. If you chose to kill the wastelander, looting the body will cause the hunters to attack you. The hunters sell Strange Meat.

Deathclaw
A group of wastelanders will be fighting a Deathclaw. If you assist them in killing the Deathclaw, then the survivors thank you and give you a map to possible treasure since they "lost the appetite for adventure". Possible locations for map: Super-Duper Mart, Rock Creek Caverns.

Water Supply
A group of 4 wastelanders, 2 humans and 2 ghouls can be found arguing around a fridge. The argument soon turns into a fight, and the wastelanders will start shooting members of the other race. After the fight one or sometimes two of them (of the same race) will be alive. When you talk to the survivor, he says that the purified water belongs to him. You can start a fight, leave, or try to persuade him to give you the water in the fridge. If you kill him, you can collect 8 bottles of purified water from the fridge.

Other appearances
A mad Wastelander has wired land mines and mini-nukes to a trigger in the alleyway in Seward Square. Another wastelander pleads with the player to remove the threat so he can travel past the alleyway home. With Charisma check, it is possible to convince him to talk with the insane man, setting the alley ablaze. Alternatively, the insane man can be shot, allowing the land mines and the mini-nukes to be recovered safely.