Feral Ghoul (Fallout 3)

Feral ghouls are creatures found in the Capital Wasteland in 2277.

Gameplay attributes
Feral ghouls often give a loud, low-pitched screech or growl before attacking enemies. This can be helpful in dark places or areas with objects blocking the Lone Wanderer's view, especially in the metro system and the Dunwich Building. As with normal ghouls, ferals are entirely resistant to radiation. This makes a glowing one especially dangerous when encountered with regular ferals, as they constantly emit radiation that will heal the ghouls within the surrounding area.

Feral ghouls attack with no strategy. They rush foes in one massive onslaught. At first, they attack with a running over-the-head strike. When close to an enemy, they will swipe at them horizontally or diagonally.

Feral ghoul
Feral ghouls can drop rare pass cards in blue and red colors, and they have the highest chance in the game for a creature to drop them, at a 1.5% chance.

Feral ghoul roamer
These ghouls are seen wearing the remains of pre-War combat armor.

Feral ghoul reaver
Feral ghoul reavers, introduced by the Broken Steel add-on. Reavers' skin may, upon close inspection, appear to bubble and burn, emitting radiation and dark green smoke. If a reaver is killed by a critical hit from an energy weapon, the smoke will continue to emanate from the remains.

Glowing one
In battle, they sometimes release a massive burst of radiation, severely injuring and irradiating enemies and healing any other nearby feral ghouls.

Swamp ghoul
Swamp ghouls are ferals that inhabit the swamps of Point Lookout. They can be found in various locations in Point Lookout, with high concentrations at the Turtledove Detention Camp and the Ark & Dove resting grounds along with the other types of feral ghouls, including feral ghoul reavers and glowing ones.

Locations

 * Found throughout all of the Capital Wasteland, frequently in subway metros.
 * Found on Point Lookout.
 * Found on Mothership Zeta.

Named feral ghouls

 * Ethyl - Tame glowing one in the Chop Shop.
 * Meat - Friendly glowing one in the Chop Shop.
 * Mr. Keller - Hostile glowing one in the National Guard depot bunker.
 * Samuel - Hostile glowing one near Isabella Proud's camp.
 * Stefan - Caged glowing one in Red Racer factory.
 * Atom's Champion - Non-hostile reaver in the Holy Light Monastery.
 * Mother Curie III - Hostile reaver at the Megaton ruins if Megaton is destroyed.
 * Sun of Atom - Non-hostile glowing one in the Holy Light Monastery.

Appearances
Feral ghouls appear in Fallout 3 and its add-ons Broken Steel and Point Lookout.

Bugs

 * Feral ghoul reavers may become invincible for a short period of time. While they can be successfully targeted in V.A.T.S., all shots fired will miss. If this happens, shoot for the legs, make use of grenades or wear the ghoul mask. Ghouls affected by this glitch may begin shaking vigorously. Alternatively, you can open the developer console, click on the offending ghoul and type in "disable" then "enable," however, this will reset them, including their health and any effects they might have received.
 * When the feral ghoul reavers throw radioactive gore, it may explode, and they will keep throwing it.
 * If a feral ghoul reaver is killed using a plasma rifle and the body disintegrates into a goo pile, then it may keep the green aura that surrounded the reaver prior to its death.
 * In some cases, feral ghouls will be non-hostile when not wearing the ghoul mask and will not attack unless provoked.
 * Feral ghoul reavers encountered in Point Lookout may throw their flesh at you, though it does not explode. The red arrow will denote its location and when hovering over it, the name radioactive gore will appear. It is possible to pick it up, and will explode when dropped again.
 * Feral ghoul reavers may occasionally constantly 'spasm', making them incredibly difficult to hit without the use of V.A.T.S. This is most notable with the reavers in the train tunnel to Adams Air Force Base.

Sounds

 * Aware feral ghoul
 * Glowing one emitting radiation