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{{For|an overview of super mutants in the [[Fallout series|''Fallout'' series]] of games|super mutant}}
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{{For|an overview of super mutants|super mutant}}
 
{{Infobox creature
 
{{Infobox creature
|games =FO4
+
|games =FO4, FO4FH, FO4NW
 
|type =creature
 
|type =creature
 
|image =Super mutant3.png
 
|image =Super mutant3.png
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{{Quotation|I am a Super Mutant! I am unstoppable!|Super mutant war-cry|sound=FO4 Super Mutant I-Am-A-Super-Mutant.ogg}}
 
{{Quotation|I am a Super Mutant! I am unstoppable!|Super mutant war-cry|sound=FO4 Super Mutant I-Am-A-Super-Mutant.ogg}}
   
'''Institute super mutants''' are the variant of super mutant found throughout [[the Commonwealth]], [[Nuka-World (location)|Nuka-World]] and [[the Island]] in [[Timeline#2287|2287]]. These mutants were created by [[the Institute]] by means of exposure to the [[Forced Evolutionary Virus]] (FEV). They are massive, muscle-bound creatures with an innate immunity to radiation and disease. They are most frequently encountered in central [[Boston]], and can also be found in [[Fallon's department store]], [[Fort Strong]], [[Trinity Tower]], [[Revere satellite array]], [[Big John's Salvage]], [[The Gwinnett Restaurant]], and several other locations all throughout the Commonwealth ― most of which can be identified by the telltale signs of hanging [[meat bag]]s, twisted girders protruding out of the ground, cages, and gory waste piles with which they enjoy decorating their surroundings.
+
'''Institute super mutants''' are the variant of super mutant found throughout [[the Commonwealth]], [[Nuka-World (location)|Nuka-World]] and [[the Island]] in [[Timeline#2287|2287]]. These mutants were created by [[the Institute]] by means of exposure to the [[Forced Evolutionary Virus]] (FEV). They are massive, muscle-bound creatures with innate immunity to radiation and disease. They are most frequently encountered in central [[Boston]], and can also be found in [[Fallon's department store]], [[Fort Strong]], [[Trinity Tower]], [[Revere satellite array]], [[Big John's Salvage]], [[The Gwinnett Restaurant]], and several other locations all throughout the Commonwealth ― most of which can be identified by the telltale signs of hanging [[meat bag]]s, twisted girders protruding out of the ground, cages, and gory waste piles with which they enjoy decorating their surroundings.
   
 
In ''[[Far Harbor (add-on)|Far Harbor]]'', a group of super mutants have traveled to [[the Island]] and are located in the [[Vim! Pop factory]], [[National Park HQ]] and [[Aldersea Day Spa]]. Similarly, in ''[[Nuka-World (add-on)|Nuka-World]]'', small bands of mutants can occasionally be found roaming the plains and foothills surrounding the amusement park, though they tend to stay outside its walls.
 
In ''[[Far Harbor (add-on)|Far Harbor]]'', a group of super mutants have traveled to [[the Island]] and are located in the [[Vim! Pop factory]], [[National Park HQ]] and [[Aldersea Day Spa]]. Similarly, in ''[[Nuka-World (add-on)|Nuka-World]]'', small bands of mutants can occasionally be found roaming the plains and foothills surrounding the amusement park, though they tend to stay outside its walls.
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To supply the program with test subjects, the Institute abducted wastelanders from all over the Commonwealth to experiment on. These subjects were examined, logged, then submerged directly into FEV. If they survived the process, they were subjected to multiple experiments and cognitive tests. Once finished, some were discarded back to the Commonwealth, creating the scourge of mutants currently present in the year [[Timeline#2287|2287]]. This method of trial and error was used to perfect different strains of the FEV, with the overall goal of improving the synthetic organics program. In March of [[Timeline#2224|2224]], the synthetic organics research team had come to an impasse. They had perfected two promising strains of FEV; however, these were not adequate to further their research, as their test subjects had been exposed to an excessive amount of radiation. The team decided to explore new avenues of exploration in order to advance research; however, the Directorate decided to continue the FEV program in hopes of learning more about the FEV's potential.
 
To supply the program with test subjects, the Institute abducted wastelanders from all over the Commonwealth to experiment on. These subjects were examined, logged, then submerged directly into FEV. If they survived the process, they were subjected to multiple experiments and cognitive tests. Once finished, some were discarded back to the Commonwealth, creating the scourge of mutants currently present in the year [[Timeline#2287|2287]]. This method of trial and error was used to perfect different strains of the FEV, with the overall goal of improving the synthetic organics program. In March of [[Timeline#2224|2224]], the synthetic organics research team had come to an impasse. They had perfected two promising strains of FEV; however, these were not adequate to further their research, as their test subjects had been exposed to an excessive amount of radiation. The team decided to explore new avenues of exploration in order to advance research; however, the Directorate decided to continue the FEV program in hopes of learning more about the FEV's potential.
   
The much-needed breakthrough came about in [[Timeline#2227|2227]], after acquiring the source of [[Shaun|undamaged genetic code]], allowing the third generation [[synth]] project to spin off from the FEV research initiative. The FEV research effort itself continued for several more decades, despite producing no useful data―except for manufacturing more super mutants for the surface to contend with.
+
The much-needed breakthrough came about in [[Timeline#2227|2227]], after acquiring the source of [[Shaun|undamaged genetic code]], allowing the third generation [[synth]] project to spin-off from the FEV research initiative. The FEV research effort itself continued for several more decades, despite producing no useful data―except for manufacturing more super mutants for the surface to contend with.
   
In April of [[Timeline#2286|2286]], [[Brian Virgil|Dr. Brian Virgil]] succeeded [[Syverson|Dr. Syverson]] as head of the project, and it quickly became evident to him that FEV program had run its course, having produced no new data within the past ten years. Virgil decided he could no longer live with himself knowing that he was ruining the lives of so many innocent people. He tried to lodge a formal complaint with the Directorate. When no reaction came, Virgil destroyed the research lab and all of the research, which became known as "Incident V" within the Institute. He then proceeded to transform himself into a super mutant using a unique strain of FEV to flee into the [[Glowing Sea]]. The FEV program was finally ended after over one hundred years of abduction and experimentation. At the time of the [[Sole Survivor]]'s arrival at the Institute, the research wing remains in a security lockdown.
+
In April of [[Timeline#2286|2286]], [[Brian Virgil|Dr. Brian Virgil]] succeeded [[C. Syverson|Dr. Syverson]] as head of the project, and it quickly became evident to him that the FEV program had run its course, having produced no new data within the past ten years. Virgil decided he could no longer live with himself knowing that he was ruining the lives of so many innocent people. He tried to lodge a formal complaint with the Directorate. When no reaction came, Virgil destroyed the research lab and all of the research, which became known as "Incident V" within the Institute. He then proceeded to transform himself into a super mutant using a unique strain of FEV to flee into the [[Glowing Sea]]. The FEV program was finally ended after over one hundred years of abduction and experimentation. At the time of the [[Sole Survivor]]'s arrival at the Institute, the research wing remains in a security lockdown.
   
 
==Characteristics==
 
==Characteristics==
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===Intelligence===
 
===Intelligence===
Unlike their counterparts from the Capital Wasteland, the Commonwealth mutants possess a relatively advanced understanding of armor, weapons, and at least some minor knowledge of craftsmanship compared to their brethren. They appear to trade stronger physiques for the knowledge to utilize/create weapon and armor mods, and even have access to reprogrammed security systems such as searchlights and automated turrets, not unlike their far-western cousins.
+
Unlike their counterparts from the Capital Wasteland, the Commonwealth mutants possess a relatively advanced understanding of armor, weapons, and at least some minor knowledge of craftsmanship compared to their brethren. They appear to trade stronger physiques for the intelligence necessary to create and utilize weapons and armor, and even have access to reprogrammed security systems such as searchlights and automated turrets, not unlike their far-western cousins.
   
Higher-rank super mutants show more intelligence than their brethren, speaking more eloquently, and utilizing some advanced tactics such as cover, shifting position and taking high ground. They also are capable of following a chain of command, setting up traps and ambushes, and using human captives as bait. Their lesser brothers, however, will often ignore cover and simply try to get as close to an enemy as possible, even when armed with long-range weaponry.
+
Higher-ranking super mutants show more intelligence than their brethren, speaking more eloquently, and utilizing some advanced tactics such as cover, shifting position and taking the high ground. They also are capable of following a chain of command, setting up traps and ambushes, and using human captives as bait. Their lesser brothers, however, will often ignore cover and simply try to get as close to an enemy as possible, even when armed with long-range weaponry.
   
  +
While predominantly hostile to humans, like their counterparts in the Capital Wasteland, they do retain some capacity to coexist with humans - [[Strong]] and [[Erickson]] are prime examples of Institute super mutants attempting to integrate to human society, and even hostile mutant groups have been known to keep human prisoners as slaves or entertainment rather than simply killing them.
Both Institute and Vault 87 mutants appear to share the ability to be somewhat educated due to the existence of mutants such as [[Fawkes]] and [[Uncle Leo]] from ''Fallout 3'' and [[Strong]] and [[Erickson]] in ''Fallout 4''.
 
   
Like their Vault 87 brethren, a number of the Commonwealth super mutants seem to want to preserve their new species, since they can be overheard speaking about ''"green stuff"'' in some areas (such as Trinity Tower).
+
Like their Vault 87 brethren, Institute super mutants seem to comprehend on some level the possibility of their extinction, and express an interest in locating FEV, or ''"green stuff"'', to produce more mutants and stave off this possibility.
   
 
===Gameplay attributes===
 
===Gameplay attributes===
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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===Super mutant suicider===
 
===Super mutant suicider===
 
[[File:FO4 super mutant suicider.jpg|thumb|170px]]
 
[[File:FO4 super mutant suicider.jpg|thumb|170px]]
A super mutant that will run at its enemy with a beeping mini nuke in its arm. It will then detonate itself while in close proximity, killing its enemy and itself in a fiery, nuclear explosion. Shooting the mini nuke in the suicider's hand or targeting the right arm in V.A.T.S. will cause the mutant to explode prematurely, killing it instantly. As a result, shooting the bomb from afar is one of the most effective ways to dispatch them, and potentially other nearby enemies as well. If one is desperate to kill a suicider and the only weapon types available are unarmed and/or melee, the player may either sneak attack it, or run up to it, strike it, step back a bit, and repeat until it's dead (though the latter is not advised as one missed attack will allow the suicider to detonate the mini nuke, and accidentally hitting the mini nuke with either type of attack will detonate it). The suicider can be detected before it is seen by listening for the beeping of its mini nuke. If the suicider is killed without detonating the payload, which can be done with a headshot or body shot, a [[Mini nuke (Fallout 4)|mini nuke]] can be looted from its corpse; otherwise, only [[nuclear material (Fallout 4)|nuclear material]] will be found on its remains.
+
A super mutant that will run at its enemy with a beeping mini nuke in its arm. It will then detonate itself while in close proximity, killing its enemy and itself in a fiery, nuclear explosion. Shooting the mini nuke in the suicider's hand or targeting the right arm in V.A.T.S. will cause the mutant to explode prematurely, killing it instantly. As a result, shooting the bomb from afar is one of the most effective ways to dispatch them, and potentially other nearby enemies as well. If one is desperate to kill a suicider and the only weapon types available are unarmed and/or melee, the player may either sneak attack it, or run to it, strike it, step back a bit, and repeat until it's dead (though the latter is not advised as one missed attack will allow the suicider to detonate the mini nuke, and accidentally hitting the mini nuke with either type of attack will detonate it). The suicider can be detected before it is seen by listening for the beeping of its mini nuke. If the suicider is killed without detonating the payload, which can be done with a headshot or body shot, a [[Mini nuke (Fallout 4)|mini nuke]] can be looted from its corpse; otherwise, only [[nuclear material (Fallout 4)|nuclear material]] will be found on its remains.
   
 
Utilizing the [[Blitz]] perk, it is possible to kill the suicider in V.A.T.S. with a melee weapon before it explodes, even if it takes several hits.
 
Utilizing the [[Blitz]] perk, it is possible to kill the suicider in V.A.T.S. with a melee weapon before it explodes, even if it takes several hits.
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|aggression =3
 
|aggression =3
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|rr =Immune
 
|rr =Immune
 
|pr =20
 
|pr =20
|aggression =
+
|aggression =3
|confidence =
+
|confidence =4
|assistance =
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|rr =Immune
 
|rr =Immune
 
|pr =0
 
|pr =0
|aggression =
+
|aggression =3
|confidence =
+
|confidence =4
|assistance =
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|rr =Immune
 
|rr =Immune
 
|pr =25
 
|pr =25
|aggression =
+
|aggression =3
|confidence =
+
|confidence =4
|assistance =
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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|aggression =2
 
|aggression =2
 
|confidence =4
 
|confidence =4
|assistance =0
+
|assistance =1
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack1 =Melee (0 {{Icon|damage}})
 
|attack2 =empty
 
|attack2 =empty
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===Behemoth===
 
===Behemoth===
 
[[File:FO4 Super Mutant Behemoth.jpg|thumb|170px]]
 
[[File:FO4 Super Mutant Behemoth.jpg|thumb|170px]]
Behemoths are the most powerful super mutants by far, towering above any player character, at about 13 feet (4 m) tall. These super mutants are the oldest and strongest of their kind, and are many times larger than any other humanoid creature, almost as large as a [[Mirelurk (Fallout 4)#Mirelurk queen|mirelurk queen]]. Unlike regular super mutants they will not speak; instead, they will make monstrous roars. They are armed with a fire hydrant mounted on a large pipe. Other than that, they have the ability to throw heavy boulders at their enemies. Either way, both weapons are heavy hitters and will cause major damage against any enemy smaller than them. They carry a cage made from shopping carts on their back, similarly to their [[Vault 87 super mutant#Super mutant behemoth|Vault 87 counterparts]], which they use to carry boulders that they use during combat.
+
Behemoths are the most powerful super mutants by far, towering above any player character, at about 13 feet (4 m) tall. These super mutants are the oldest and strongest of their kind and are many times larger than any other humanoid creature, almost as large as a [[Mirelurk (Fallout 4)#Mirelurk queen|mirelurk queen]]. Unlike regular super mutants, they will not speak; instead, they will make monstrous roars. They are armed with a fire hydrant mounted on a large pipe. Other than that, they have the ability to throw heavy boulders at their enemies. Either way, both weapons are heavy hitters and will cause major damage against any enemy smaller than them. They carry a cage made from shopping carts on their back, similarly to their [[Vault 87 super mutant#Super mutant behemoth|Vault 87 counterparts]], which they use to carry boulders that they use during combat.
   
 
;Locations
 
;Locations
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* Slightly southwest of [[Recon bunker Theta]].
 
* Slightly southwest of [[Recon bunker Theta]].
 
* Beside the [[Super Duper Mart (Fallout 4)|Super Duper Mart]] in [[Lexington]], along with a raider with a Fat Man on the bridge above.
 
* Beside the [[Super Duper Mart (Fallout 4)|Super Duper Mart]] in [[Lexington]], along with a raider with a Fat Man on the bridge above.
* A behemoth can also be spawned by going to [[Med-Tek Research]] and heading north towards [[Greentop Nursery]], where there will be a small vehicle crashed into a group of trees with a [[Jangles the Moon Monkey (item)|Jangles the Moon Monkey]] sitting inside, which will trigger a behemoth spawn point nearby when picked up.
+
* A behemoth can also be spawned by going to [[Med-Tek Research]] and heading north towards [[Greentop Nursery]], where there will be a small vehicle crashed into a group of trees with a [[Jangles the Moon Monkey (Fallout 4)|Jangles the Moon Monkey]] sitting inside, which will trigger a behemoth spawn point nearby when picked up.
 
* A scripted behemoth is also encountered on the way to the [[C.I.T. ruins]] during the quest [[Ad Victoriam]], where it will be effortlessly crushed by [[Liberty Prime]].
 
* A scripted behemoth is also encountered on the way to the [[C.I.T. ruins]] during the quest [[Ad Victoriam]], where it will be effortlessly crushed by [[Liberty Prime]].
 
* There is a chance a standard behemoth will spawn around the outskirts of the remains of the institute after beating the game with the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]] ending.
 
* There is a chance a standard behemoth will spawn around the outskirts of the remains of the institute after beating the game with the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]] ending.
* In the Nuka-World DLC, a behemoth can be found in the North section of the map, in a small lake near [[Dry Rock Gulch]].
+
* In the ''Nuka-World'' DLC, a behemoth can be found in the north section of the map, in a small lake near [[Dry Rock Gulch]].
* Multiple behemoths may partake in an assault on [[The Castle]] during the repeatable [[Defend the Castle]] quest if supermutants comprise the randomly chosen enemy and the player is at a very high level. There is usually only one behemoth in each wave, but it is possible for two or more to spawn simultaneously.
+
* Multiple behemoths may partake in an assault on [[The Castle]] during the repeatable [[Defend the Castle]] quest if super mutants comprise the randomly chosen enemy and the player character is at a very high level. There is usually only one behemoth in each wave, but it is possible for two or more to spawn simultaneously.
   
 
Behemoths in ''Fallout 4'' can respawn, unlike ''Fallout 3'', where they were unique encounters. The player character can find a unique behemoth named [[Swan]] at [[Swan's Pond]], and another unique behemoth in the [[Far Harbor (add-on)|''Far Harbor'']] add-on named [[Grun]] at the [[Vim! Pop factory]].
 
Behemoths in ''Fallout 4'' can respawn, unlike ''Fallout 3'', where they were unique encounters. The player character can find a unique behemoth named [[Swan]] at [[Swan's Pond]], and another unique behemoth in the [[Far Harbor (add-on)|''Far Harbor'']] add-on named [[Grun]] at the [[Vim! Pop factory]].
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====Epic behemoth====
 
====Epic behemoth====
 
[[File:FO4 Super Mutant Epic behemoth.jpg|thumb|170px]]
 
[[File:FO4 Super Mutant Epic behemoth.jpg|thumb|170px]]
Epic behemoths are an immensely powerful variation of average super mutant behemoths, and, to some extent, are more clever in combat. They tend to appear in forest areas, which they may use to their advantage by hiding behind trees. They also will block their face with their hand quite often, especially when fighting at melee range, allowing for a chance to get in several hits. They are more upright than many standard behemoths in appearance, and although they are quicker, they use similar fighting techniques, such as smashing, knocking the player character down and hurling boulders. Aside from being able to sustain more damage, they can be crippled if low on health, and will slump to the ground on their side, where they can be finished off.
+
Epic behemoths are an immensely powerful variation of average super mutant behemoths, and, to some extent, are more clever in combat. They tend to appear in forest areas, which they may use to their advantage by hiding behind trees. They also will block their face with their hand quite often, especially when fighting at melee range, allowing for a chance to get in several hits. They are more upright than many standard behemoths in appearance, and although they are quicker, they use similar fighting techniques, such as smashing, knocking the player character down and hurling boulders. Aside from being able to sustain more damage, they can be crippled if low on health and will slump to the ground on their side, where they can be finished off.
 
{{Stats creature FO4|start}}
 
{{Stats creature FO4|start}}
 
{{Stats creature FO4|row
 
{{Stats creature FO4|row
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==Notable super mutants==
 
==Notable super mutants==
{{columns|2|
+
{{columns|3|
 
* [[Big Mack]]
 
* [[Big Mack]]
 
* [[Brian Virgil]]
 
* [[Brian Virgil]]
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* The mini nukes that super mutant suiciders carry seem much larger than the standard mini nuke, appearing more similar to the Mark 28 nuclear bombs used by [[Liberty Prime]] and found inside the [[Sentinel site]].
 
* The mini nukes that super mutant suiciders carry seem much larger than the standard mini nuke, appearing more similar to the Mark 28 nuclear bombs used by [[Liberty Prime]] and found inside the [[Sentinel site]].
 
* The Sole Survivor can find a semi-educated super mutant named [[Strong]] at the top of [[Trinity Tower]]. He can be recruited as a companion after completing the quest [[Curtain Call]]. Unlike super mutant companions from previous games, Strong is far from civilized, often stating his desire for mutants to kill all humans and mentions wanting "someone to eat" when hungry.
 
* The Sole Survivor can find a semi-educated super mutant named [[Strong]] at the top of [[Trinity Tower]]. He can be recruited as a companion after completing the quest [[Curtain Call]]. Unlike super mutant companions from previous games, Strong is far from civilized, often stating his desire for mutants to kill all humans and mentions wanting "someone to eat" when hungry.
* The noise of a suicider's mini nuke is comprised of two parts: a continuous beeping and a tone. This tone is a [[wikipedia:Shepard tone|Shepard tone]] illusion, wherein the tone sounds like it is continually rising in pitch, but in reality it is not and is just a loop.
+
* The noise of a suicider's mini nuke is comprised of two parts: a continuous beeping and a tone. This tone is a [[wikipedia:Shepard tone|Shepard tone]] illusion, wherein the tone sounds like it is continually rising in pitch, but in reality, it is not and is just a loop.
* Super mutants have been heard wishing to hunt humans not only for food, but for sport, in contrast to their Vault 87 brethren which have only been seen to hunt for food and FEV fodder. While they occasionally kidnap settlers for a ransom of caps, this is likely a fault of radiant quest placement as they don't appear to have any need for conventional human currency, unlike raiders.
+
* Super mutants have been heard wishing to hunt humans not only for food but for sport, in contrast to their Vault 87 brethren which have only been seen to hunt for food and FEV fodder. While they occasionally kidnap settlers for a ransom of caps, this is likely a fault of radiant quest placement as they don't appear to have any need for conventional human currency, unlike raiders.
 
* Super mutants refer to people in [[power armor]] as bucketheads, as they can sometimes be heard saying "Wish a buckethead would show up. I'd rip his legs clean off."
 
* Super mutants refer to people in [[power armor]] as bucketheads, as they can sometimes be heard saying "Wish a buckethead would show up. I'd rip his legs clean off."
 
* Institute super mutants appear in the [[#Gallery|ending slides]].
 
* Institute super mutants appear in the [[#Gallery|ending slides]].
* The super mutants of the Commonwealth have no way of replenishing their numbers (Unlike the Mariposa and Vault 87 super mutants) as the Institute is no longer creating more, making them a doomed species.
+
* The super mutants of the Commonwealth have no way of replenishing their numbers (unlike the Mariposa and Vault 87 super mutants) as the Institute is no longer creating more, making them a doomed species.
   
 
==Notable quotes==
 
==Notable quotes==
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| ''"Dead! No!"''
 
| ''"Dead! No!"''
 
| ''"You killed my BROTHER!"''
 
| ''"You killed my BROTHER!"''
| ''"He has fallen!" (when a comrade falls off a building within line of sight of another mutant)''
+
| ''"He has fallen!"''
   
 
When going from Hidden to Caution:
 
When going from Hidden to Caution:
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==Appearances==
 
==Appearances==
Institute super mutants appear in ''[[Fallout 4]]''.
+
Institute super mutants appear in ''[[Fallout 4]]'' and its [[Fallout 4 add-ons|add-ons]] ''[[Far Harbor (add-on)|Far Harbor]]'' and ''[[Nuka-World (add-on)|Nuka-World]]''.
   
 
==Bugs==
 
==Bugs==
 
* {{Platforms|pc,ps4}} After detonating a super mutant suicider's mini nuke and killing nearby enemies, no additional XP is gained for these kills. {{Verify|verified}}
 
* {{Platforms|pc,ps4}} After detonating a super mutant suicider's mini nuke and killing nearby enemies, no additional XP is gained for these kills. {{Verify|verified}}
 
* {{Platforms|pc}} Upon re-entering a world space where a super mutant suicider detonated, the super mutant may detonate again. {{Verify|verified}}
 
* {{Platforms|pc}} Upon re-entering a world space where a super mutant suicider detonated, the super mutant may detonate again. {{Verify|verified}}
* {{Platforms|pc,xboxone}} After looting the mini nuke from a super mutant suicider, it may remain in his hand and may still detonate afterwards. {{Verify|verified}}
+
* {{Platforms|pc,xboxone}} After looting the mini nuke from a super mutant suicider, it may remain in his hand and may still detonate afterward. {{Verify|verified}}
 
* {{Platforms|pc|ps4}} Stunning a super mutant in V.A.T.S. will result in it becoming stuck in a T-pose, unable to do anything but follow its target around while stuck in the pose, with occasional vocalizations from its dialogue options. {{Verify|verified}}
 
* {{Platforms|pc|ps4}} Stunning a super mutant in V.A.T.S. will result in it becoming stuck in a T-pose, unable to do anything but follow its target around while stuck in the pose, with occasional vocalizations from its dialogue options. {{Verify|verified}}
   
Line 636: Line 636:
 
FO4 Super Mutant Loading Screen.png|Loading screen slide
 
FO4 Super Mutant Loading Screen.png|Loading screen slide
 
FO4 ending scene4 03.jpg|Institute super mutants in an [[Fallout 4 endings|endings slide]]
 
FO4 ending scene4 03.jpg|Institute super mutants in an [[Fallout 4 endings|endings slide]]
  +
WastelandWarfareSuperMutantCard.png|''Fallout: Wasteland Warfare'' card
 
</gallery>
 
</gallery>
   
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[[Category:Nuka-World creatures]]
 
[[Category:Nuka-World creatures]]
 
[[Category:Fauna]]
 
[[Category:Fauna]]
  +
[[Category:Fallout: Wasteland Warfare characters]]
   
 
[[de:Supermutant (Fallout 4)]]
 
[[de:Supermutant (Fallout 4)]]

Revision as of 23:14, 28 July 2020

 
Gametitle-FO4Gametitle-FO4 FHGametitle-FO4 NW
Gametitle-FO4Gametitle-FO4 FHGametitle-FO4 NW
I am a Super Mutant! I am unstoppable!— Super mutant war-cry

Institute super mutants are the variant of super mutant found throughout the Commonwealth, Nuka-World and the Island in 2287. These mutants were created by the Institute by means of exposure to the Forced Evolutionary Virus (FEV). They are massive, muscle-bound creatures with innate immunity to radiation and disease. They are most frequently encountered in central Boston, and can also be found in Fallon's department store, Fort Strong, Trinity Tower, Revere satellite array, Big John's Salvage, The Gwinnett Restaurant, and several other locations all throughout the Commonwealth ― most of which can be identified by the telltale signs of hanging meat bags, twisted girders protruding out of the ground, cages, and gory waste piles with which they enjoy decorating their surroundings.

In Far Harbor, a group of super mutants have traveled to the Island and are located in the Vim! Pop factory, National Park HQ and Aldersea Day Spa. Similarly, in Nuka-World, small bands of mutants can occasionally be found roaming the plains and foothills surrounding the amusement park, though they tend to stay outside its walls.

Background

Personal record, Dr. Brian Virgil. This will likely be my last recording. My requests to shut down the FEV program have repeatedly been denied. We've learned nothing useful in the last 10 years. I have to take matters into my own hands. What we're doing... it's not right. It needs to stop. If anyone should find this after... after I'm gone... know that I never wanted to hurt anyone. Anyone! Do you understand me? I'm going to make sure the whole program is shut down. If not for good, then at least for years to come. After that...I know what I'm about to do will be seen as a betrayal. Treason, he'll probably call it. So... I'm leaving. I have a plan... and if it works, I'll be somewhere safe. Somewhere not even the Coursers can find me. Everything that we've done, the lives we've taken... if there is a god, may he have mercy on us all.Dr. Brian Virgil, ex-Institute bioscientist

The Institute's strain of super mutant shares many similar traits with the West Coast and Vault 87 breeds, such as caging prey, bagging body parts and feeling superior to humankind. Regardless, terminal entry 0769-CM22 aboard The Prydwen states that the Commonwealth mutants are "quite different" from those found in the Capital Wasteland, including anatomical differences.

Origin

The super mutants encountered within the Commonwealth are in fact the unfortunate victims of failed FEV experiments, created and disposed of by the Institute. In August of 2178, the Institute relaunched its FEV program under the direction of a man named Dr. Frederick, presumably with stored samples from the post-War experiment that created Swan.[1] The FEV research lab was then constructed in the back of the Bioscience Division wing and a team of researchers began experimenting with different strains of the FEV virus. Two years after the start of the experiment, in the year 2180, a horde of super mutants attacked Diamond City, but were repelled by the newly formed group known as the Commonwealth Minutemen.

To supply the program with test subjects, the Institute abducted wastelanders from all over the Commonwealth to experiment on. These subjects were examined, logged, then submerged directly into FEV. If they survived the process, they were subjected to multiple experiments and cognitive tests. Once finished, some were discarded back to the Commonwealth, creating the scourge of mutants currently present in the year 2287. This method of trial and error was used to perfect different strains of the FEV, with the overall goal of improving the synthetic organics program. In March of 2224, the synthetic organics research team had come to an impasse. They had perfected two promising strains of FEV; however, these were not adequate to further their research, as their test subjects had been exposed to an excessive amount of radiation. The team decided to explore new avenues of exploration in order to advance research; however, the Directorate decided to continue the FEV program in hopes of learning more about the FEV's potential.

The much-needed breakthrough came about in 2227, after acquiring the source of undamaged genetic code, allowing the third generation synth project to spin-off from the FEV research initiative. The FEV research effort itself continued for several more decades, despite producing no useful data―except for manufacturing more super mutants for the surface to contend with.

In April of 2286, Dr. Brian Virgil succeeded Dr. Syverson as head of the project, and it quickly became evident to him that the FEV program had run its course, having produced no new data within the past ten years. Virgil decided he could no longer live with himself knowing that he was ruining the lives of so many innocent people. He tried to lodge a formal complaint with the Directorate. When no reaction came, Virgil destroyed the research lab and all of the research, which became known as "Incident V" within the Institute. He then proceeded to transform himself into a super mutant using a unique strain of FEV to flee into the Glowing Sea. The FEV program was finally ended after over one hundred years of abduction and experimentation. At the time of the Sole Survivor's arrival at the Institute, the research wing remains in a security lockdown.

Characteristics

Biology

You humans made us - now suffer for your arrogance!— Super Mutant battle cry

Their mouths are depicted as being closed much like Marcus, unlike the Vault 87 super mutants which carry a permanent snarl. Furthermore, in regards to previous appearances, specifically the Vault 87 super mutants, these super mutants are smaller, standing 7 feet (2.13 m) tall, have a darker skin tone and appear more scrawny and with less pronounced muscles. The biggest institute super mutants are the behemoths who stand approximately 13 feet (4 m) tall.

The existence of the behemoths suggests a link with the Vault 87 strain of FEV, as they are the only super mutants known to continue growing with age. However, the green-brown coloration is closer to that of the Mariposa strain of FEV, specifically resembling the super mutants seen in Fallout: New Vegas.

Intelligence

Unlike their counterparts from the Capital Wasteland, the Commonwealth mutants possess a relatively advanced understanding of armor, weapons, and at least some minor knowledge of craftsmanship compared to their brethren. They appear to trade stronger physiques for the intelligence necessary to create and utilize weapons and armor, and even have access to reprogrammed security systems such as searchlights and automated turrets, not unlike their far-western cousins.

Higher-ranking super mutants show more intelligence than their brethren, speaking more eloquently, and utilizing some advanced tactics such as cover, shifting position and taking the high ground. They also are capable of following a chain of command, setting up traps and ambushes, and using human captives as bait. Their lesser brothers, however, will often ignore cover and simply try to get as close to an enemy as possible, even when armed with long-range weaponry.

While predominantly hostile to humans, like their counterparts in the Capital Wasteland, they do retain some capacity to coexist with humans - Strong and Erickson are prime examples of Institute super mutants attempting to integrate to human society, and even hostile mutant groups have been known to keep human prisoners as slaves or entertainment rather than simply killing them.

Like their Vault 87 brethren, Institute super mutants seem to comprehend on some level the possibility of their extinction, and express an interest in locating FEV, or "green stuff", to produce more mutants and stave off this possibility.

Gameplay attributes

Super mutants can randomly be encountered around the Commonwealth in small groups, usually raiding parties, which can attack player character-made settlements. Much larger groups can be found infesting various buildings throughout the wastes. They have developed a unique relationship with mutant hounds and will utilize these beastly creatures as attack dogs, usually encountered in groups of 1-3. Mutant hounds are unique to Fallout 4 super mutants, instead of the centaurs that have normally accompanied them in past installments of the game series.

Lower-level mutants are normally armed with various pipe weapons, hunting rifles and molotov cocktails. For melee, they will often utilize wooden boards.

Higher-level mutants can appear with heavier weapons such as miniguns, missile launchers, Gauss rifles, laser weapons, assault rifles and fragmentation grenades. For melee, they normally wield large sledgehammers and super sledges.

Variants

Super mutant

FO4 normal super mutant

This is the most common and weakest variety of super mutant. They usually carry a pipe weapon or a board and drop minor and low-tech loot on death. They can usually be taken down with minimal effort. They can often be found among more powerful varieties of super mutant such as a skirmisher.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant
000EDCC6
Level
10
Perception
7
Hit Points
120
Damage Resistance
10
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant suicider

FO4 super mutant suicider

A super mutant that will run at its enemy with a beeping mini nuke in its arm. It will then detonate itself while in close proximity, killing its enemy and itself in a fiery, nuclear explosion. Shooting the mini nuke in the suicider's hand or targeting the right arm in V.A.T.S. will cause the mutant to explode prematurely, killing it instantly. As a result, shooting the bomb from afar is one of the most effective ways to dispatch them, and potentially other nearby enemies as well. If one is desperate to kill a suicider and the only weapon types available are unarmed and/or melee, the player may either sneak attack it, or run to it, strike it, step back a bit, and repeat until it's dead (though the latter is not advised as one missed attack will allow the suicider to detonate the mini nuke, and accidentally hitting the mini nuke with either type of attack will detonate it). The suicider can be detected before it is seen by listening for the beeping of its mini nuke. If the suicider is killed without detonating the payload, which can be done with a headshot or body shot, a mini nuke can be looted from its corpse; otherwise, only nuclear material will be found on its remains.

Utilizing the Blitz perk, it is possible to kill the suicider in V.A.T.S. with a melee weapon before it explodes, even if it takes several hits.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant suicider
0014AE58
Level
10
Perception
7
Hit Points
120
Damage Resistance
17
Energy Resistance
10
Radiation Resistance
Immune
Poison Resistance
10
Experience Points
?
Aggression
FrenziedIcon requiredIcon requiredIcon required
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty
Super mutant suicider
????????
Level
22
Perception
?
Hit Points
?
Damage Resistance
42
Energy Resistance
30
Radiation Resistance
Immune
Poison Resistance
20
Experience Points
?
Aggression
FrenziedIcon requiredIcon requiredIcon required
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty
Super mutant suicider
????????
Level
28
Perception
?
Hit Points
?
Damage Resistance
62
Energy Resistance
35
Radiation Resistance
Immune
Poison Resistance
0
Experience Points
?
Aggression
FrenziedIcon requiredIcon requiredIcon required
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty
Super mutant suicider
????????
Level
35
Perception
?
Hit Points
?
Damage Resistance
82
Energy Resistance
45
Radiation Resistance
Immune
Poison Resistance
25
Experience Points
?
Aggression
FrenziedIcon requiredIcon requiredIcon required
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant skirmisher

FO4 Super mutant skirmisher

Super mutant skirmishers are significantly tougher than regular super mutants, taking more damage and usually carrying more powerful weapons. Skirmishers will appear more frequently once the Sole Survivor reaches level 10.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant skirmisher
000EDCC7
Level
16
Perception
8
Hit Points
200
Damage Resistance
20
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant brute

FO4 Super mutant brute

Super mutant brutes are a significant step up from skirmishers. Brutes, much like their namesake, take even more damage to put down and are far stronger than their lower-leveled brothers.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant brute
000EDCC8
Level
22
Perception
9
Hit Points
275
Damage Resistance
35
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant enforcer

FO4 Super mutant enforcer

The super mutant enforcer is significantly stronger than the brute and is more likely to be more heavily armored than the lower-level super mutants.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant enforcer
000EDCC9
Level
28
Perception
10
Hit Points
375
Damage Resistance
55
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant butcher

FO4 Super mutant butcher

Super mutant butchers appear more often at higher levels. They are normally heavily armored and often use heavy weapons and they are much stronger than the enforcer.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant butcher
000EDCCA
Level
35
Perception
10
Hit Points
500
Damage Resistance
80+
Energy Resistance
40+
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant master

FO4 Super mutant master

A force to be reckoned with, super mutant masters have an extremely high hit point pool and superior damage resistance compared to their weaker brethren. They are generally equipped with heavy weapons such as the missile launcher or minigun. They can be generally found in locations with a large mutant concentration, an example being Big John's Salvage.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant master
000EDCCB
Level
42
Perception
10
Hit Points
600
Damage Resistance
85
Energy Resistance
50
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant overlord

Fo4 Super Mutant Overlord

A super mutant overlord is stronger than most mutants. They may be seen traveling in pairs.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant overlord
0004238B, 0014238C
0014238D, 0014238E
0014238F, 00142390
0041238B, 002483E5
Level
48
Perception
11
Hit Points
750
Damage Resistance
105
Energy Resistance
60
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty
Legendary super mutant overlord
0017E6F1, 0017E6F0
Level
48
Perception
11
Hit Points
750
Damage Resistance
105
Energy Resistance
60
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant primus

FO4 Super Mutant Primus

The primus spawns at level 45+ and is seen with large groups of super mutants, most commonly at major super mutant outposts. They commonly wield super sledges or assault rifles, but may also be seen with missile launchers and, rarely, Fat Man launchers.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant primus
0017E6F2
Level
59
Perception
11
Hit Points
950
Damage Resistance
120
Energy Resistance
70
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant warlord

FO4 Super Mutant Warlord

The warlord is the most powerful super mutant variant short of a Behemoth. Their extremely high hitpoints means that they can withstand multiple head or limb shots from extremely powerful weapons like Gauss rifles without being crippled.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant warlord
00142397 (laser rifle), 002483E7 (minigun)
Level
68+
Perception
12
Hit Points
1535+
Damage Resistance
135+
Energy Resistance
80+
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps alliesIcon requiredIcon optional
Attack
Melee (0 Damage)
Attack
empty

Behemoth

FO4 Super Mutant Behemoth

Behemoths are the most powerful super mutants by far, towering above any player character, at about 13 feet (4 m) tall. These super mutants are the oldest and strongest of their kind and are many times larger than any other humanoid creature, almost as large as a mirelurk queen. Unlike regular super mutants, they will not speak; instead, they will make monstrous roars. They are armed with a fire hydrant mounted on a large pipe. Other than that, they have the ability to throw heavy boulders at their enemies. Either way, both weapons are heavy hitters and will cause major damage against any enemy smaller than them. They carry a cage made from shopping carts on their back, similarly to their Vault 87 counterparts, which they use to carry boulders that they use during combat.

Locations
  • A behemoth has a scripted appearance on the Peninsula where Fort Strong is located during Show No Mercy where it must be killed.
  • One can usually be found at a power station to the west of Natick Banks.
  • South of Walden Pond amid a "Stonehenge" assortment of cars.
  • Between Gunners plaza and Hyde Park.
  • Slightly southwest of Recon bunker Theta.
  • Beside the Super Duper Mart in Lexington, along with a raider with a Fat Man on the bridge above.
  • A behemoth can also be spawned by going to Med-Tek Research and heading north towards Greentop Nursery, where there will be a small vehicle crashed into a group of trees with a Jangles the Moon Monkey sitting inside, which will trigger a behemoth spawn point nearby when picked up.
  • A scripted behemoth is also encountered on the way to the C.I.T. ruins during the quest Ad Victoriam, where it will be effortlessly crushed by Liberty Prime.
  • There is a chance a standard behemoth will spawn around the outskirts of the remains of the institute after beating the game with the Brotherhood of Steel ending.
  • In the Nuka-World DLC, a behemoth can be found in the north section of the map, in a small lake near Dry Rock Gulch.
  • Multiple behemoths may partake in an assault on The Castle during the repeatable Defend the Castle quest if super mutants comprise the randomly chosen enemy and the player character is at a very high level. There is usually only one behemoth in each wave, but it is possible for two or more to spawn simultaneously.

Behemoths in Fallout 4 can respawn, unlike Fallout 3, where they were unique encounters. The player character can find a unique behemoth named Swan at Swan's Pond, and another unique behemoth in the Far Harbor add-on named Grun at the Vim! Pop factory.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Behemoth
000BB7DD
Level
50
Perception
6
Hit Points
1000
Damage Resistance
145
Energy Resistance
100
Radiation Resistance
Immune
Poison Resistance
100
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (125 Damage)
Attack
Throw boulder (75 Damage)

Glowing behemoth

FO4 Super Mutant Glowing behemoth

Glowing behemoths are highly irradiated and can damage enemies with radiation when nearby. Unlike other glowing enemies, this variant appears identical to regular behemoths. Their existence seemingly contradicts super mutants’ established immunity to radiation.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Glowing behemoth
0012B97A
Level
65
Perception
6
Hit Points
1300
Damage Resistance
150
Energy Resistance
110
Radiation Resistance
Immune
Poison Resistance
100
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (156 Damage)
Attack
Throw boulder (94 Damage)

Epic behemoth

FO4 Super Mutant Epic behemoth

Epic behemoths are an immensely powerful variation of average super mutant behemoths, and, to some extent, are more clever in combat. They tend to appear in forest areas, which they may use to their advantage by hiding behind trees. They also will block their face with their hand quite often, especially when fighting at melee range, allowing for a chance to get in several hits. They are more upright than many standard behemoths in appearance, and although they are quicker, they use similar fighting techniques, such as smashing, knocking the player character down and hurling boulders. Aside from being able to sustain more damage, they can be crippled if low on health and will slump to the ground on their side, where they can be finished off.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Epic behemoth
0012B97B
Level
80
Perception
6
Hit Points
1600
Damage Resistance
175
Energy Resistance
120
Radiation Resistance
Immune
Poison Resistance
100
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (187 Damage)
Attack
Throw boulder (112 Damage)

Ancient behemoth

FO4 Super Mutant Ancient behemoth

These behemoths are the toughest and oldest mutants found in the Commonwealth. They are most likely some of the first FEV experiments that the Institute conducted and have grown over the decades into ancient behemoths.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Ancient behemoth
0012B97C
Level
95
Perception
6
Hit Points
1900
Damage Resistance
190
Energy Resistance
130
Radiation Resistance
Immune
Poison Resistance
100
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (197+ Damage)
Attack
Throw boulder (146+ Damage)

Notable super mutants

Notes

  • If the Sole Survivor manages to shoot a suicider's mini nuke while hidden, it will not affect the detection status, even when the suicider explodes in direct sight of other mutants. They may or may not start to investigate the body for a short period of time.
  • The mini nukes that super mutant suiciders carry seem much larger than the standard mini nuke, appearing more similar to the Mark 28 nuclear bombs used by Liberty Prime and found inside the Sentinel site.
  • The Sole Survivor can find a semi-educated super mutant named Strong at the top of Trinity Tower. He can be recruited as a companion after completing the quest Curtain Call. Unlike super mutant companions from previous games, Strong is far from civilized, often stating his desire for mutants to kill all humans and mentions wanting "someone to eat" when hungry.
  • The noise of a suicider's mini nuke is comprised of two parts: a continuous beeping and a tone. This tone is a Shepard tone illusion, wherein the tone sounds like it is continually rising in pitch, but in reality, it is not and is just a loop.
  • Super mutants have been heard wishing to hunt humans not only for food but for sport, in contrast to their Vault 87 brethren which have only been seen to hunt for food and FEV fodder. While they occasionally kidnap settlers for a ransom of caps, this is likely a fault of radiant quest placement as they don't appear to have any need for conventional human currency, unlike raiders.
  • Super mutants refer to people in power armor as bucketheads, as they can sometimes be heard saying "Wish a buckethead would show up. I'd rip his legs clean off."
  • Institute super mutants appear in the ending slides.
  • The super mutants of the Commonwealth have no way of replenishing their numbers (unlike the Mariposa and Vault 87 super mutants) as the Institute is no longer creating more, making them a doomed species.

Notable quotes

Miscellaneous taunts:

  • "Bleed! Bleed and die!"
  • "Ha ha ha! You hit like a radroach!"
  • "Human time is done! This is the age of the Super Mutant!"
  • "I am a super mutant! I am unstoppable!"
  • "I'll wear your guts around my neck!"
  • "I'm going to eat your legs when you're dead, human!"
  • "I'm super mutant, you're super mutant, we're all super mutant."
  • "I'm gonna splatter your brains!"
  • "I'm gonna feast on your flesh, human!"
  • "Just stand still!"
  • "Kill you!"
  • "Only one of us survives this, and it won't be you!"
  • "Rage, rage!"
  • "Scream - Scream for your worthless life!"
  • "Stop moving, stupid man!"
  • "Stupid blue lady!"
  • "Suffer!"
  • "The Commonwealth is OURS!"
  • "This is no game, human! We win. You die."
  • "We are the future!"
  • "We are unstoppable!"
  • "Why you stupid humans always fight?!"
  • "You humans made us - now suffer for your arrogance!"
  • "You humans! So stupid! So weak!"
  • "You move too much!"
  • "You'll never leave here alive!"
  • "I'm going to eat you alive after I kill you!"

When attacking with a melee weapon (usually):

  • "Break you!"
  • "Here it comes!"
  • "Smashie, smashie!"

When throwing a grenade:

  • "Catch!"
  • "Ha! Hot potato!"
  • "Throwing grenade!"

When a grenade is thrown:

  • "Get away, get away!"
  • "Gonna blow!"
  • "Gonna kaboom!"
  • "Run away!"

When taking damage:

  • "You pay for that!"

When injured:

  • "Paaaiiiiiiin!"

When dying:

  • "Aaaaiiiieeee!"

When a comrade dies within a second's line of sight:

  • "Brother, nooooo!"
  • "Dead! No!"
  • "You killed my BROTHER!"
  • "He has fallen!"

When going from Hidden to Caution:

  • "A noise?"
  • "Come out, come out, wherever you are!"
  • "Someone there?"
  • "That sound! What is it?!"
  • "What?! Who's there?"

While in Caution:

  • "Here, human, human, human. I got a treat for you!"
  • "You're here, you're here! Stop hiding!"

When going from Caution to Danger:

  • "Can't escape me!"
  • "I knew it! Gonna tear you apart!"
  • "Now...I'm...Angry!"

When going from Danger to Caution:

  • "Aggh... face me, you coward!"
  • "Hey! You disappear! No fair!"
  • "Where'd you go? Huh? Gonna find you! Gonna KILL you!"

When going from Caution to Hidden:

  • "Agh. Nothin'."
  • "Hmph. No fight today."
  • "Must have been nothin'."
  • "What, scared already?"
  • "You hide! No fair."
  • "No blood to spill today."
  • "Stupid noises."

Appearances

Institute super mutants appear in Fallout 4 and its add-ons Far Harbor and Nuka-World.

Bugs

  • PCPC Playstation 4Playstation 4 After detonating a super mutant suicider's mini nuke and killing nearby enemies, no additional XP is gained for these kills. [verified]
  • PCPC Upon re-entering a world space where a super mutant suicider detonated, the super mutant may detonate again. [verified]
  • PCPC Xbox OneXbox One After looting the mini nuke from a super mutant suicider, it may remain in his hand and may still detonate afterward. [verified]
  • PCPC Stunning a super mutant in V.A.T.S. will result in it becoming stuck in a T-pose, unable to do anything but follow its target around while stuck in the pose, with occasional vocalizations from its dialogue options. [verified]

Gallery

References

  1. BioScience division report, 2178: "Uhh... This is Doctor Elliott, with the official report for the Directorate from BioScience. The date is, umm, August 2178. I'm pleased to report that, as has been the case during my tenure, crop yields exceed expectations. In point of fact, everything down here is fine... with... one notable exception. Doctor Frederick has informed me that the Directorate has pre-approved research on samples of the FEV virus, which he already has in his possession. Now, I'm not one to question the Directorate... you all know that. I don't even want to know where this came from. But... well, this is troubling. Dangerous, possibly. I will do my best to make sure risks are minimized, but I really do hope that the consequences are understood."