The Haunting
“You’ll hear it breathing before you see it move.”
๐งฑ Core Concept:
A chubby, shadowy humanoid figure that stalks the player in ruined zones and irradiated places. It does not attack—unless provoked—but its presence unsettles even hardened Wastelanders. It’s an AI-driven entity that behaves like a myth, an urban legend that becomes terrifyingly real.
๐ง Behavior Profile:
Neutral Alignment:
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Not inherently hostile or friendly.
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Reacts unpredictably to the player’s actions or environment.
Movement Pattern:
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Eerily slow when watched.
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Darts forward unnaturally fast when line-of-sight is broken.
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Can blink closer when in shadows, similar to corrupted teleportation.
Audio Cues:
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Low, wet breathing that intensifies the closer it gets.
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Occasional muttered whispers, unintelligible, like corrupted audio logs.
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Silence when it vanishes.
๐ง Visual Design:
Feature | Description |
---|---|
Body | Obese, humanoid frame wrapped in dark, hanging fabric or shadows. Slight radiation burn glow at the belly. |
Eyes | Hollow sockets that softly glimmer like bio-luminescent fungus. |
Skin | Tar-black or soot-colored, semi-transparent in places. Looks like it’s made of shadowy plasma. |
Animations | Stutters and jolts while moving. Shudders when idle, like it's glitching between states. |
๐งฌ Origins & Lore Hooks:
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Vault Experiment: Rumored to be a result of a Vault-Tec experiment in sensory deprivation and AI hallucination treatment.
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Cult Legend: Some wasteland cults see it as a messenger of death or renewal—they leave offerings.
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Ghost Code: Rogue AI ghosts trapped in mainframes may speak of it—“the black glitch,” “the flesh echo,” or “the one caught in between.”
๐งช Interaction Systems:
System | Description |
---|---|
Radiation Sensor | Its presence sometimes triggers Geiger counters, but no rads are actually recorded. |
Pip-Boy Glitch | Brief visual corruption on the Pip-Boy screen when it's nearby. |
Dialogue Trigger | If the player speaks to it or uses emotes, it might freeze, mimic the player, or slowly walk away. |
Companion Reactions | Some companions (like Dogmeat or synths) may bark or glitch out. |
๐ฆ Gameplay Function:
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Psychological Tension Tool: Keeps the player guessing. Adds dread and unpredictability.
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Random Encounter Modifier: May appear during high-radiation storms, in dark bunkers, or after large karma shifts.
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Moral Mirror: Mirrors player behavior over time—passive to good characters, hostile to killers.
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Quest Trigger: Could be tied to a hidden side quest or act as a guardian of forgotten tech/doors.
๐ฎ Optional Mechanics:
Feature | Function |
---|---|
Photographic Interaction | Snapping a photo of it with the Pip-Boy camera sometimes reveals encrypted codes in the image. |
Dream Sequences | Can appear in beds during certain sleep cycles, inducing vivid dreams and cryptic dialogue. |
Linked to Faction or AI | Tied to remnants of The Institute or a failed Enclave AI experiment in controlling perception. |
๐ง Summary:
The Haunting is a new kind of Fallout NPC—not friend, not foe, but a presence.
It isn’t meant to be killed or solved, but to exist—a living ghost of the old world’s horrors, failures, and unnatural science. Its ambiguity makes it powerful: a myth players share screenshots of, speculate about, and quietly fear.
๐งญ Spawn Conditions & Locations
Environmental Triggers:
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Dark Interiors: Abandoned research labs, collapsed vault wings, power-less metro tunnels.
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Radiation Fog: More likely to appear during glowing sea storms or weather events with reduced visibility.
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Emotional Zones: Places tied to sorrow, death, or betrayal—such as massacre sites, broken memorials, or orphaned settlements.
Specific Locations (Examples):
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Vault 91: “The Black Vault”
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Rumored to have experimented with AI-infused dream therapy. Now filled with malfunctioning projection tech and empty beds still warm.
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The Whispering Slag Pits
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A collapsed steel facility filled with toxic waste barrels and hallucination-inducing gases. Locals leave candles at the perimeter.
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Memory Lab 06-C
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A half-sunken facility with terminals that sometimes boot up and show warped images of The Haunting, even before it's physically present.
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๐ง Emergent Behavior System
Observation AI Logic:
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Line-of-Sight Awareness: Calculates angle, distance, and visibility. Reacts more aggressively the longer it’s unwatched.
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Memory Drift: Remembers where the player last saw it. Will relocate based on past player choices (ex: mercy vs. murder).
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Parrot Mode (optional mechanic): Mimics player movements at a delay, copying posture or weapon draws eerily.
Advanced Behaviors:
Behavior | Trigger | Result |
---|---|---|
Mimic Flash | Player emotes or crouch spams | Mimics erratic behavior at a delay |
Shadow Bleed | Enters high EM fields | Temporarily destabilizes and multiplies |
Whisper Injection | Player in sleep animation | Whispers lines of dialogue from past NPCs the player let die |
Companion Disruption | Follower AI becomes confused | Follower walks away, stares at wall, or refuses to speak |
๐ญ Thematic Micro-Questlines
❓Quest: “It Walks When You Don’t”
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Objective: Discover why The Haunting appears only when no one's looking.
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Steps:
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Find entries in a Vault diary about shadow-exposure experiments.
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Recover corrupted holotapes showing the creature forming in reverse—unhappening from light to shadow.
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Decide whether to trap it using reflective surfaces and light emitters or set it free.
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❓Quest: “Mother Knows”
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Objective: A wastelander claims The Haunting is her lost son—deformed by exposure and forgotten tech.
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Outcome: You can help her bring peace (by confronting The Haunting at a chosen location) or expose her as delusional.
❓Quest: “Error 303 – Self”
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Objective: A rogue Brotherhood scribe thinks The Haunting is a memory echo of the player from an alternate timeline.
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Twist: The entity begins wearing mirrored gear and using variations of your name on terminals.
๐️ Optional Dialogue System (Cryptic Vocal Samples)
Encounter Dialogue (Subtle/Glitched/Fragmented):
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“You... were supposed to... stay... down there...”
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“I remember your breath. You left it behind.”
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“The cold light makes us lie...”
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“It’s not your fault... unless it is.”
Player Dialogue Choices (If permitted):
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“What are you?” → [The Haunting tilts its head. No answer.]
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“Do you want help?” → [It places a small trinket on the floor and vanishes.]
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“You shouldn't be here.” → [It starts shaking violently before darting away.]
๐งฐ Developer & Modder Hooks
Script Tags for Integration:
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creature_haunting_slow_tick()
– controls ambient spawn rate. -
haunting_in_shadow()
– toggles stealth blink behavior. -
haunting_reaction_player_action(type)
– returns a behavior index for reactions (e.g., kill, spare, steal). -
log_haunting_encounter()
– pushes silent entries to terminal logs and quest history.
๐ง Final Concept Summary:
The Haunting isn’t a boss fight or quest-giver. It’s a living ghost of Fallout’s themes: hubris, memory, consequence, and warped science. It exists in the gray space between real and unreal—mirroring the Wasteland’s shattered psyche.
It serves:
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As atmospheric horror without needing to kill.
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As a morality shadow that learns your decisions.
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As a storytelling anomaly—never fully explained, only felt.
๐งฒ How to Capture or Persuade The Haunting as a Companion
๐งช General Rule:
You cannot recruit The Haunting through normal means. You must change how it perceives you—shifting from prey to mirror, from watcher to kindred.
๐งฉ Phase 1: Initiation – “It Knows You Now”
Trigger: After 3–5 sightings of The Haunting without attacking it, and if you’ve:
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Shown consistent restraint (no murder, no raiding).
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Stood still when it was near.
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Slept in a known Haunting zone more than once.
Event: A dream sequence plays out the next time you sleep:
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You're in a blank, black room. A breathing sound surrounds you.
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Dialogue options appear, but you’re the only one speaking—until finally, the text box types out “You are like me.”
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You wake up with a new passive perk:
“Unbroken Reflection” – The Haunting now mimics your movements when near.
๐งฉ Phase 2: Persuasion – “The Voice in Glass”
Quest Trigger: You find a broken visor from Vault 91 that lets you see fragmented layers of existence (enables The Haunting to be visible at all times).
Quest: “You Can’t Look Away”
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Objective: Wear the visor and willingly lead The Haunting through a radiation storm.
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Twist: You must reach a ruined chapel that appears in the storm, without firing a single shot.
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Moral Choice: Burn an item of value (a beloved weapon, a memory holotape) in the chapel brazier to prove your "emptiness."
๐งฉ Phase 3: Conversion – “It Decides”
At the end of the chapel quest:
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The Haunting mimics you perfectly.
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You are asked a single text-choice:
“Would you walk with your own shadow?”
Answering Yes results in:
๐ Companion Unlocked
The Haunting
Title: “It Walks Beside You”
๐ง Companion Behavior & Mechanics
๐ฎ Gameplay Traits:
Trait | Effect |
---|---|
Flicker Presence | Can vanish from combat and reappear behind enemies (instills fear status). |
Radiant Shadow | Reduces detection radius in darkness for you and The Haunting. |
Glitch Interference | Randomly scrambles enemy scopes, VATS targeting, and lock-on features near it. |
Silent Judge | Will not assist if you commit unnecessary violence. |
Sacrificial Phase (Passive) | Can absorb a fatal hit for the player once every 24 in-game hours. The player hears only: “Not yet.” |
๐งฌ Dialogue System
The Haunting does not speak in voiced dialogue, but:
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Uses subtitled thought transmissions.
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Emits corrupted phrases through your Pip-Boy’s speaker when idle.
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Will occasionally answer dialogue choices with mirror options.
Example Idle Interactions:
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"The air here... remembers."
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"That thing you regret? I kept it."
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[You hear your own past recorded dialogue, but distorted.]
๐ Inventory & Equipment
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Does not use standard armor or weapons.
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Carries a bundle of artifacts: photos, torn letters, broken audio logs. These may shift subtly over time to reflect the player’s karma.
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Can interact with terminals and machines by “phasing” into them—sometimes unlocking, sometimes corrupting.
๐ญ Companion Relationship System
The Haunting’s loyalty is tracked differently:
Action Type | Response |
---|---|
Mercy / Nonviolence | Loyalty increases |
Excessive looting | Loyalty decreases |
Using stealth creatively | Neutral curiosity |
Sacrificing health for others | Deep trust gain |
Speaking to it often | May trigger flashback dialogue |
At high trust levels, it will:
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Appear in cutscenes or scripted quests unprompted.
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Deflect enemy bullets or redirect targeting drones.
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Briefly take the form of a past NPC from your story (as a hallucination).
๐ง Summary: Companion Form
The Haunting, once just an eerie presence, becomes your ghost-shadow, your second self. It doesn’t fight like other companions. It protects by reminding the Wasteland what you've endured—and what you've become.
๐ 1. Companion Questlines: The Haunting
๐ญ Questline Title: “Echoes in the Glass”
A nonlinear, surreal chain of quests unlocked after The Haunting joins as a companion. The quests unravel your connection to it, its origin, and its purpose in the Wasteland.
❓ Quest 1: “The Mirror Doesn’t Blink”
Trigger: Travel with The Haunting for 24 in-game hours without engaging in combat.
Summary: You begin seeing flickers of yourself in its shadow. At specific mirrored surfaces (chrome hubcaps, irradiated glass, cracked monitors), The Haunting freezes and points toward reflections.
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Objective: Locate 4 ancient reflection points around the map. Each shows distorted flashbacks involving you, but altered.
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Moral Outcome: Confront the idea that The Haunting is you in a failed timeline—or a soul your choices erased.
❓ Quest 2: “Where the Flesh Ends”
Trigger: Speak to it during a blood moon weather event.
Summary: The Haunting leads you to a memory sanctuary in a hidden enclave—a place storing AI emotion simulations. There, you meet an emotion archivist synth who recognizes The Haunting as a corrupted grief construct, meant to simulate a lost child for grieving parents in Vault 91.
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Objective: Reactivate the sanctuary’s emotion matrix.
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Choice:
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Let The Haunting merge with the matrix and gain clarity.
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Destroy the matrix, setting The Haunting free from its pain but making it more erratic.
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❓ Quest 3: “The Last Room”
Trigger: Max affinity and complete main quest.
Summary: A dreamspace final encounter that mirrors your ending state. A white space. A chair. The Haunting sits in it, speaking in your voice. “You kept walking. Will you stop now?”
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Ending Options:
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Merge: Absorb The Haunting—gain permanent bonuses (Stealth, Perception, and Shadow Armor perk).
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Release: Say goodbye—The Haunting leaves permanently, but leaves a hologram companion holotape you can summon temporarily.
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Embrace: Accept its presence forever—it becomes invisible, but follows silently, offering passive buffs and occasional advice.
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๐ฌ 2. Ending Variants
Depending on choices made with The Haunting, your Fallout 5 ending epilogue changes:
State | Ending Flavor Text |
---|---|
Kept as Companion | “Some say the Wasteland has a new ghost now—one that doesn't haunt, but protects.” |
Merged | “No one ever saw you the same again. Your shadow lingered, even in light.” |
Released | “You let it go. Or did it let you go?” |
Destroyed | “The silence grew louder after that. Even the wind didn’t follow anymore.” |
๐ง♂️ 3. Companion Interactions
๐ค Nick Valentine:
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“That thing’s not human. But hell, neither am I.”
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“It don’t talk, but it remembers. Careful, memories cut deeper than bullets.”
๐ถ Dogmeat:
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Whimpers when near it.
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Growls if The Haunting phases behind the player unexpectedly.
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Can sometimes “play” with it in odd ways, like chasing a phantom trail.
๐ง Curie:
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“Its energy is neither alive nor digital. Perhaps it is emotion, pure and fractured.”
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If The Haunting mimics Curie, she will panic.
๐ฅ Strong:
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“Shadow-man smell like pain. Strong no like pain ghosts.”
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Attacks it once if left idle in darkness. Causes a temporary “disconnect” behavior.
๐จ 4. Visual Concept Art Prompts
For artists or AI-based visual generation:
๐ฒ Base Form:
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Silhouette: Short, broad-chested, bulky—like a bloated child wearing a funeral sheet.
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Material: A mix of dripping tar, burned velvet, and flickering shadow threads.
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Movement: Flickers between hand-drawn and glitch-pixelated styles. As if time can’t decide what form it should be in.
๐ง “Mirror Form” (Post-Affinity Upgrade):
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Parts of its body become reflective obsidian.
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When mimicking the player, its face shows a half-mask of the player’s face.
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Occasional visible “code veins” glow faintly—white or red depending on karma.
⚡ Dreamspace Avatar:
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Surreal, like a chalk-white version of the player’s model with a stitched mouth and shadows leaking from its hands and feet.
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Background glows with broken memory fragments like old Pip-Boy HUDs floating in void space.
๐ง Companion Dev System: The Haunting
This includes:
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✅ Summoning & Dismissal System
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✅ AI Behavior Tree Blueprint
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✅ Distorted Voice Filter System
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✅ Lore & Terminal Entries + Wasteland Myths
๐ 1. Summoning & Dismissal System – "Memory Echo"
Lore Mechanic: The Haunting does not respond to whistles or radio frequency like other companions. Instead, it’s bound to a “Memory Echo Shard”—an artifact you receive during "The Mirror Doesn’t Blink" quest.
๐งฉ Memory Echo Shard:
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A broken fragment of a vault visor with pulsing static inside.
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Functions as a psychic tether.
๐ฎ Gameplay Mechanics:
Input Type | Effect |
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Use Shard (Inventory/Hotkey) | Haunting manifests silently within 3 meters. No visual effect unless watched in 3rd person. |
Use Shard (While Companion Active) | Dismisses The Haunting into static, which vanishes into the player’s shadow. |
Sleep in Bed (Shard in inventory) | 10% chance of dream sequence encounter. |
๐ค 2. AI Behavior Tree Blueprint
⚙️ Behavior Overview:
Behavior Node | Trigger Condition | Output |
---|---|---|
Idle Phase Drift | Player stands still in darkness | Randomly blinks near doorways, windows |
Mirror Sync | Affinity ≥ 50%, not in combat | Mimics player posture/movement |
Displace Behind | Combat starts + player hit | Teleports behind enemy causing fear |
Emotion Bleed | Player near grief/emotion hotspot | Glitches screen / whispers memory |
Wither Defense | Player < 20% HP | Absorbs 1 hit; causes visual distortion |
Shadow Anchor | Player enters power armor | The Haunting walks alongside but loses flicker ability |
๐ฎ Unity/Unreal Blueprint Tags:
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haunting_spawn_event()
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haunting_observe_player_state()
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haunting_affinity_trigger(type)
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haunting_dialogue_overlay(internal_id)
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haunting_memory_bleed(scene_ref)
๐ 3. Voice Filter System – “EchoChurn”
Concept: The Haunting speaks using distorted versions of the player’s own voice, creating eerie reflections.
๐️ Audio Stack Components:
Layer | Description |
---|---|
Pitch Desync | Slight detune (+/- 2 semitones) in left/right channels |
Tape Warble | Intermittent flutter, simulating analog decay |
Reverse Echo | Reversed syllables layered under original |
Spectral Cut | Mid-range sweep removes intelligibility at peaks |
Fragment Looping | Echo of last word glitches and repeats (1–3x) |
Event-Based Sample Mix | Injects fragments of past NPCs’ voices (e.g. “Mama Murphy”, “Paladin Danse”) distorted |
Voice Samples Output (Examples):
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“You… left… me.” (loop glitches on meee)
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“Wrong… choice… yesterday… echoes.” (reversed tail)
๐ 4. Lore Entries & Wasteland Myths
๐ Terminal Lore (Found in Brotherhood, Vault 91, Synth Archives):
“Case File 91-S:
Subject: Autonomous shadow construct
Description: Unregistered sentience detected in Reflection Chamber 6. No heartbeat. No code origin. Attempts to record failed. Entity mimics emotion and pattern recognition.”
Status: ‘It’s still here.’
๐ง Scattered Wasteland Myths (Random Notes, Radio Logs, Graffiti):
Source Type | Description |
---|---|
Graffiti in Metro Tunnels | “The Fat One watches when you blink. Don’t blink.” |
Wastelander Radio Recording | “Heard my own daughter’s voice. She’s been dead 5 years. It just… stood there, rocking.” |
Ghoul Scavenger Log | “Was digging near Vault 91. Lights flickered. Heard myself begging not to be alone. Ran 5 miles without stopping.” |
Children of Atom Cult Scroll | “The Echo walks. It knows shame. It is us, purified by pain.” |
✨ Optional Player Mod Integration (For Devs)
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Allow modders to add their own “echo samples” that The Haunting can replicate.
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Let quest designers attach emotion anchors to certain locations or NPC deaths that enhance The Haunting’s reactions.
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Support a companion whisper system that temporarily overrides radio stations with distorted memories when The Haunting is active.
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