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An advanced healing chem. Very powerful. Superstims will cause a small amount of damage after a period of time due to powerful nature of the chemicals used.

The super stimpak is a more advanced version of the regular stimpak in Fallout 2. While it heals more severe wounds, it also has unpleasant side effects, causing minor damage sometime after use.

Background[]

Main article: Stimpak

More advanced variants of the stimpak were developed. The super stimpak is the most common variant, containing an additional vial of more drastic healing chems, dramatically increasing the healing effect. However, the healing effect will eventually cause minor trauma to the tissues healed due to the potency of the drug.[Non-game 1]

Characteristics[]

The super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to the limb. When injected, a super stimpak heals 75 HP immediately, but the powerful nature of drugs used in the process will cause an adverse reaction from the organism, resulting in draining 9 HP after two minutes.

This allows larger amounts of super stimpaks to be used as an improvised assassination tool, by dividing the target's hit points by nine, rounding up, and using that amount of drugs on the target, then waiting a few minutes.

Roger Westin in NCR, Big Jesus Mordino and Louis Salvatore in New Reno have additional code that results in them suffering a heart attack when one is used on them.

Crafting[]

With 76% or more Science skill, the Chosen One can ask and Myron will create a super stimpak from the following recipe: One stimpak, one Nuka-Cola, and one fruit.

Locations[]

  • One of the clues of the Magic 8-ball is the code to activate the first terminal in Vault 8; it will give a super stimpak.
  • Harold will give the Chosen One 3 super stimpaks for helping solve the Gecko powerplant problem, by asking what he does and about the Vault Dweller. (Note that this cannot be done if having got into Lenny's thread about the G.E.C.K. ("Vault 13 owes us one").
  • One in John Bishop bedroom's safe in the Shark Club.
  • Myron will have some items the first time he is either recruited, attacked, or told to give up all his stuff, which includes 3 super stimpaks.
  • One on a corpse outside the Sierra Army Depot.
  • One in a wall locker on level one of the Sierra Army Depot.
  • One in a desk on level four of the Sierra Army Depot.
  • In Doc Jubilee's bookcase in NCR Downtown.
  • One in a locker in Vault 15's command center.
  • Cal on the PMV Valdez sells a few.
  • Two in a wall locker on the Enclave Oil Rig's detention level.
  • One in a locker on the Enclave Oil Rig barracks.
  • Two in a footlocker on the Enclave Oil Rig's trap room.
  • Mr. Chemmie would have been able to make an unlimited supply of these. Cut content

Gallery[]

References[]

Non-game

  1. Vault Dweller's Survival Guide p. 5-19: "The Super Stimpak contains more drastic chems, increasing the healing effect at the cost of eventual damage to the very tissue it heals! A larger cousin to the Stimpak, the Super Stim will heal more damage. It will, however, cause a small amount of hit point loss after a period of time. You should be aware of this function, and prepare for it. But nothing works like a Super Stim when time is short, and danger grave."